I get your point - but if you're just a small family guild, you could just use the trade feature. The guild store is for larger guilds who have trouble managing the sharing of items, but if you're so small I'd have thought it would be manageable via trading.
Having said this, I think 50 people for a guild store may be a bit... much...
driosketch wrote: »There's a "house cut" gold sink for using the store. This gold doesn't go anywhere, it disappears from the game. You aren't doing a small guild any favors using the store option unless they can generate the trade volume to make the cost worth while.
Someone correct me if I'm wrong, but I think the guild bank opens at 10 members doesn't it?
No, because you can join FIVE player guilds at once, ALL of which can simply be trading guilds if that's what you want. That's a big pool of players for selling your stuff to... AND, don't forget that's a lot of players to buy stuff from, too. You might be able to sell higher and buy cheaper with so many players to deal with.So, is there going to be a subscription discount for those penalized in small guilds who can't have access to all the storage and sales options then?
Blackhorne wrote: »Whisper and Mail with COD.
You have access to the bank with only 10 people. I can't think that that's unreasonable. If you only needed 1 person in the guild to access the bank, everyone would start their own guild as free storage space.
So small guilds have to waste their time repetitively spamming in the chat, where big guilds don't. How fair.
I do believe he was talking about the 50 needed for the store.
So when can small family/friends-only guilds sell and get guild bank storage?
Zenimax needs to realize that people specifically choose small friends/family guilds and don't necessarily want 24/7 chat spam from a bunch of other guilds they don't even want to be in, just so they can actually sell items and get guild bank storage.
Some people with their kids in their guilds don't want strangers in their own guilds, either. We shouldn't be punished for it by not being able to sell items or have so much extra guild bank storage.
We all pay the same thing to play this game, we should be treated equally regardless of our guild preferences. And keeping a few big guilds from monopolizing the economy to the exclusion of everyone else would keep prices more balanced, too.
When is Zenimax going to revisit this restrictive decision making? In such a crafting-heavy game, they need to give everyone equal opportunity to stock crafting parts, and sell what they make from those parts.
Obviously, if the op only has 10 friends and family in his guild he's not looking sell stuff to them. They most likely do freebies for each other. Which is how normal guilds in normal mmo's work.
The idea behind a trade system is to sell to the general public. Not some closed off group of acquaintances.
Sitting around for hours spamming chat is not a trade system. It is an inconvenience.
You have access to the bank with only 10 people. I can't think that that's unreasonable. If you only needed 1 person in the guild to access the bank, everyone would start their own guild as free storage space.
I think it's pretty much this. If you have a global AH and its economy gets screwed up, due to gold sellers and what not, everyone's effected. If however, you have individual trade guilds, and one's economy gets screwed up, members can abandon it. Or savvy players can flip items from one market to the next. (Keeping in mind the gold sink.) It'll be interesting to see what game market develops around this design.knightblaster wrote: »My guess is that it is being done this way due to the megaserver design. The market, if it were for everyone, or even just for one alliance, would be much larger than the market in a "sharded" MMO. Even in EVE Online, which also functions as one server cluster, the market is split up and local to each system. If you have a very large single market (again, even on the alliance level), I'm guessing that may be too large to be stable from the design side.
knightblaster wrote: »My guess is that it is being done this way due to the megaserver design. The market, if it were for everyone, or even just for one alliance, would be much larger than the market in a "sharded" MMO. Even in EVE Online, which also functions as one server cluster, the market is split up and local to each system. If you have a very large single market (again, even on the alliance level), I'm guessing that may be too large to be stable from the design side.
I played Eve for four years, and I understand your point. However, many if not most accounts there pay for their monthly subscriptions with in-game money. You've been able to do that for years. So I can forgive the "one server that can't cut it for the full-MMO-options" more than I can here.
Guild Wars and Guild Wars two are mirrored with one server each in reality. I forgive them because there is no monthly fee. I definitely came into ESO guarded because they're charging $15 a month, a high box fee, and yet are trying to give the "well, we only have one server and it can't handle things a full-fledged MMO can" excuse. I was kind of afraid of that. And it's no excuse.
knightblaster wrote: »It's a fair critique, I think. One of the design challenges when you have a one-server approach is what to do with stuff like the market system so that it doesn't get out of whack. I think, though, that it seems odd for players like you, who don't want to be in a bigger trade guild, to be excluded from an accessible market with other players (spamming in zone chat not being an accessible market) more or less completely.