That is very incorrect. A lot of people play MMORPGs for the purpose of collecting gold. It may be worthless outside of the game, but that pretty much applies to everything in the game. Even Achievements are worthless once you get away from the server that stores them.
I am a strong proponent of guild based local commerce. I see no need for Amazon in the game, and I agree with Varanis in that I don't think the ESO server could handle such a thing.
Then why does Zenimax allow websites like TTC act like Amazon? Why do they permit them to share the location of the items?!
Allowing sites to collect and aggregate data then present it is not the same as putting that functionality into the game themselves. Besides, TTC is not a real time data source and should be considered always out of date with actual trader inventory.
Allowing sites to collect and aggregate data then present it is not the same as putting that functionality into the game themselves. Besides, TTC is not a real time data source and should be considered always out of date with actual trader inventory.
Ok. I do(don't) understand your point.
TTC can only present you with the data it gets whenever someone with the addon looks in a guild store for something.So it's incomplete data and rarely fully up to date. But I agree with you. It's a distinction without a difference to say that a third party doing it in some way changes things. If ZOS didn't want it, they would ban it, as has happened with certain botting tools.
TTC can only present you with the data it gets whenever someone with the addon looks in a guild store for something.So it's incomplete data and rarely fully up to date. But I agree with you. It's a distinction without a difference to say that a third party doing it in some way changes things. If ZOS didn't want it, they would ban it, as has happened with certain botting tools.
What's your purpose in making guild stores for guild members only? Why not make them for everyone? – sliyerking
Zenimax say: "...but not to have a system that allows you to find anything at any time..." ... But TTC....i mean... ok.
Allowing sites to collect and aggregate data then present it is not the same as putting that functionality into the game themselves. Besides, TTC is not a real time data source and should be considered always out of date with actual trader inventory.
Ok. I do(don't) understand your point, because TTC is not like Amazon or an auction house at all; it is something very different.
What's your purpose in making guild stores for guild members only? Why not make them for everyone? – sliyerking
Dev/Zenimax reply:
"Our goal is to make the economy more player-based, but not to have a system that allows you to find anything at any time because there are so many players involved on a megaserver. With extremely large communities, low-percentage drops can become highly available in auction houses. It ends up harming the “gear chase” portion of the game."
My question is: Then why can players use websites like TTC? Zenimax doesn't want to add certain QoL in the game, yet they provide the tools for others to create them.
If an auction house can "end up harming the gear chase portion of the game," doesn't TTC do the same? Moreover, since TTC earns real-life money through advertising on the page, isn't it more detrimental than an in-game auction house?
Allowing websites like TTC to share the price of items seems okay, but allowing them to share the location?! Why? If ZeniMax says this would "end up harming the gear chase portion of the game"?
I am having difficulty understanding the multitude of answers\actions provided by Zenimax regarding various topics, as they do not seem to make any sense.
If ZOS moved to a centralized AH from the current guild trader setup, the exodus of guilds would probably be likened to a tsunami....
I doubt that. Nobody plays MMOs to rack up billions of in game gold that's worthless outside of the game.
If this was EVE, you'd have a point. But since it's not, you're delusional.
Advantages of guild traders
1. You cannot bargain hunt with centralised or highly concentrated regional auction houses. Because everyone can see the prices in near real time, price competition is less likely. Prices tend to settle to the same level everywhere.
By having a trading system with lots of little traders, it is possible to find unexpected surprises at reasonable prices. For a time, before TTC picks it up if you're on PC and/or before the flippers swoop.
So the system does, imperfectly, encourage more price competition than an auction house, which in practice would lead to none.
What systems could be put in place, using a central auction house, to curb monopolization of items as I described above?
What systems could be put in place, using a central auction house, to curb monopolization of items as I described above?
It would be a lot more community managed instead of being managed by trader guilds + resellers and also remove one of the main reason why inflation has gotten so bad, which is the trader guilds trying to outbid each other for the NPCs in good places.
If I had a lot of gold sitting in my bank and I decided to go to the centralized trading house (or whatever) and I buy up all of Molten War Torte recipes at an average of 16mil a piece. I then proceed to put them all back up at 40mil each. How is the community going to manage that? Now, there is an element of time and effort to do that, because they physically have to find where they are all listed, go to each of the traders where they are listed and buy them. That is a deterrent to this sort of behavior. It won't be a deterrent to 100% of the people who want to do it, but there is a percentage of the people who wouldn't bother in the current system, but would do it if they only had one place to go and could guarantee they would have a 100% monopoly.
Also, when I put things up to sell on the guild trader, I am not affected at all by how much my guild had to pay to get that trader.
If I had a lot of gold sitting in my bank and I decided to go to the centralized trading house (or whatever) and I buy up all of Molten War Torte recipes at an average of 16mil a piece. I then proceed to put them all back up at 40mil each. How is the community going to manage that? Now, there is an element of time and effort to do that, because they physically have to find where they are all listed, go to each of the traders where they are listed and buy them. That is a deterrent to this sort of behavior. It won't be a deterrent to 100% of the people who want to do it, but there is a percentage of the people who wouldn't bother in the current system, but would do it if they only had one place to go and could guarantee they would have a 100% monopoly.
Also, when I put things up to sell on the guild trader, I am not affected at all by how much my guild had to pay to get that trader.
Obviously resellers are still going to attempt things like this but it won't be as effective when you have a more centralize location that anyone can easily access and use. The current system is much easier to controlled because mostly a few guilds and specific groups are controlling everything and steering the economy into whatever direction they wanted, and it's a lot easier to be a reseller in that system as well since you only have to worry about managing the major guild locations (like in Vivec, Mournhold, Wayrest, etc) rather than buying out EVERYONE. That's the big difference here. A central location allows everyone to take part and control while guild systems splits everyone up and even makes it impossible for a lot of the playerbase like newer players or people who just solos and do their own thing to be completely outside of it.
People who keep citing TTC, do remember that it essentially doesn't work for consoles. If you don't believe me run a search on the console side of the site and you'll see the problem : there's virtually no data there.
I do think the decision to go with guild traders was a very bad one, for a couple of reasons. But there are advantages and many, many people really like it. Personally, I think some steps need to be taken to find a compromise because this is one of the most polarising topics in the game. It aggrieves as many players as it pleases.
Disadvantages of guild traders
1. It makes it very difficult for players to find what they're looking for. And, yes, if it's something like tempering alloy, that's less of a problem. But if you're presented with a master writ that requires you to do shoulders in the style of Bogadoodoometh High Priest, for example, and you don't have the motif, you're stuck. You are unlikely ever to find it using the game's trading system.
So you end up with the really peculiar situation where everyone on PC is using a third party indexing website, without which a fundamentally important system in the game is effectively broken.
2. Flipping -- that is, players picking up everything that is cheaply priced and immediately putting it back on sale at a much higher price -- rather undercuts the point of having decentralised traders in the first place. Although such activity is made easier with TTC, it is still a problem without it.
Flipping means that you end up with the same problems as a central auction house, namely homogenised prices with very little price competition, but with all the disadvantages of having to go from trader to trader to hunt for things. It makes ESO's trading system the worst of both worlds.
3. The requirement to join a player-managed guild gates players' ability to sell things behind the actions of other players. Which, in a really hardcore MMO, would be fine. But this is ESO; the game that from its inception has been marketed just as much to solo Elder Scrolls fans as to people who want to play with other people and, to this day, is still marketed as absolutely great for solo players unless and until they want to do non-solo content.
The result is that players who do not want to and will not join a guild -- and there are many of them, even if they are relatively underrepresented here -- cannot sell in any sensible way and so can only access the buying side of the player economy.
If they cannot access the sell side, they are limited in how much they can buy of anything from guild traders because the price they get from selling items in the normal shops in the game is out by a factor of hundreds, and often thousands, from the price players sell things for at guild traders. And this problem will only get worse because prices in the player economy keep inflating, but the prices paid by in-game shops, and the value of loot and rewards in the game, largely stay the same.
Gating of who can sell also creates problems in terms of the amount of items that are available in the player economy. In other words, supply is artificially restricted. A player who gets that rare motif but who doesn't belong to a trading guild and already has it, will trash that motif. All those raw materials they don't need? They sit in the craft bag or get junked. So materials that other players want go unused (and prices stay higher).
Advantages of guild traders
That said, the other side of it is that the trading system clearly has -- or has in principle -- some advantages that many people enjoy, and for those reasons ZOS does not appear minded to change it.
1. You cannot bargain hunt with centralised or highly concentrated regional auction houses. Because everyone can see the prices in near real time, price competition is less likely. Prices tend to settle to the same level everywhere.
By having a trading system with lots of little traders, it is possible to find unexpected surprises at reasonable prices. For a time, before TTC picks it up if you're on PC and/or before the flippers swoop.
So the system does, imperfectly, encourage more price competition than an auction house, which in practice would lead to none.
2. Some players (although I have to say it can't be that many as there aren't many guild traders in the game, and their importance as a segment of the player base tends to get overemphasised in this forum because hardcore players are over-represented) have made the trading game and running trade guilds *their game* in ESO, and enjoy it.
Possible changes
So where does that leave us? Clearly, I see a lot of problems with the game's trading system and would like it changed. But I come at it from the perspective of a solo player. Other people like it a lot. Some ideas that might strike a compromise:
1. ZOS themselves should maintain a website like TTC.
It doesn't have to be live. Indeed, it should not be live because then bargain hunting and price competition will never happen. Perhaps such a site on a one-hour delay would satisfy the need for a central index of where to find stuff while maintaining the peculiar charms of the guild trader system.
But there really is a problem if the only way the trading system can be made to work as players expect is through a third party website. And there is an even bigger problem if people cannot do that at all on consoles. The only people who can get the store listings data on console are ZOS themselves. They should do so.
2. Restrictions on flipping need to be introduced.
I'm not saying that flipping should be banned. But there does need to be some thought into how flipping can be toned down a bit because it does make the economy behave as if there were an auction house when there, quite deliberately, isn't. Perhaps a time delay on reselling items via traders, or similar, just to stop flipping happening too quickly and at too-high volumes.
3. For solo players who do not want to join a guild, the introduction of NPC traders that are automated, rather than managed by player guilds, that anyone can use, but with conditions that make them less beneficial to use than guild traders. For example, higher fees or a lower number of selling slots.
If such traders could be introduced, solo players would have access to the economy who otherwise would not, but there is no incentive for players who do use guild traders to switch over. You don't destroy guild traders, in other words, but open up the player economy to a different set of players.
I think it's clear that there is no appetite at ZOS to move the system to an auction house model. But there are ways to make the existing system better that would help more players than they damage. The economy at the moment is very far from perfect.
It's so time consuming to have to run to each and every zone checking every trader for a specific piece of gear when we could have a auction house in a major zone where multiple guilds can list items. You could even make 3-5 Auction Houses spread across Tamriel to hold multiple guilds as to not bog down one single zone. Just something that would make shopping/selling a lot easier in my opinion
I'm still not sure how a centralized location makes it harder for one person to gain a monopoly on an item. It is harder for a few guilds and specific groups to control something than a single person.
Splitting everyone up makes it harder to control, because everyone is split up. The fact that it is harder for people to buy things, or to compare prices, is proof that it is a more resistant system to manipulation.
If I had a lot of gold sitting in my bank and I decided to go to the centralized trading house (or whatever) and I buy up all of Molten War Torte recipes at an average of 16mil a piece. I then proceed to put them all back up at 40mil each. How is the community going to manage that? Now, there is an element of time and effort to do that, because they physically have to find where they are all listed, go to each of the traders where they are listed and buy them. That is a deterrent to this sort of behavior. It won't be a deterrent to 100% of the people who want to do it, but there is a percentage of the people who wouldn't bother in the current system, but would do it if they only had one place to go and could guarantee they would have a 100% monopoly.
Also, when I put things up to sell on the guild trader, I am not affected at all by how much my guild had to pay to get that trader.
Obviously resellers are still going to attempt things like this but it won't be as effective when you have a more centralize location that anyone can easily access and use. The current system is much easier to controlled because mostly a few guilds and specific groups are controlling everything and steering the economy into whatever direction they wanted, and it's a lot easier to be a reseller in that system as well since you only have to worry about managing the major guild locations (like in Vivec, Mournhold, Wayrest, etc) rather than buying out EVERYONE. That's the big difference here. A central location allows everyone to take part and control while guild systems splits everyone up and even makes it impossible for a lot of the playerbase like newer players or people who just solos and do their own thing to be completely outside of it.
I'm still not sure how a centralized location makes it harder for one person to gain a monopoly on an item. It is harder for a few guilds and specific groups to control something than a single person.
Splitting everyone up makes it harder to control, because everyone is split up. The fact that it is harder for people to buy things, or to compare prices, is proof that it is a more resistant system to manipulation.
Now, I'm not saying that manipulation doesn't happen... I assume it does. I'm saying the more centralized the system, the more easy it is to control and manipulate. This is exactly the reason the current system is in place.
I'm still not sure how a centralized location makes it harder for one person to gain a monopoly on an item. It is harder for a few guilds and specific groups to control something than a single person.
Splitting everyone up makes it harder to control, because everyone is split up. The fact that it is harder for people to buy things, or to compare prices, is proof that it is a more resistant system to manipulation.
And with everyone split up, it's easier to control the major market by buying smaller stuff up and reselling them in the most convenient trader guilds... Like, it's not that hard to really see the problems. Then again I have different experiences with both systems, I use to play RuneScape myself back in my early years of life from like 2006 to 2012-ish then ESO from 2014 to today (took breaks mind you). I saw how the market changed for RuneScape with Grand Exchange being a central market location for everyone and in the end, prices for everything were either consistent and low or consistently going down (mostly due to new content or older content becoming easier to do)...
ESO on the other hand in comparison... Following the market changes from 2014 to today. While a lot of materials and items have been made easier and easier to get, even to a point of making things less needed to buy (with thanks to the sticker book and curated drops systems), yet inflation in ESO has always been an all time high when in theory the prices should've stayed at least stabled or even go down for many things but it didn't. I maybe usually quite silent in-game but I do watch the zone chats and watch guild stuff overtime and the most consistent thing I have noticed is how people uses an universal system to check prices and an online store to look for items which ended up being exploited by people slightly raising prices overtime for everything (effectively adjusting the average and market price), selling stuff for more and more gold until we got the problems that we have today where prices are so strong that you must take part in a trader guild if you wish to buy anything from most guild traders.
And I strongly think with everyone being forced to take part in guilds and everyone being separated as well on top of that... We created an economic system that is easily manipulated and abused by specific groups of people while also having a market competition which focuses on raising prices constantly, instead of lowering it or keeping it stable.
Yes, I do believe that market manipulation can never truly be avoided no matter which system ZOS does but I do highly believe that it's a lot easier with the current guild system than auction houses or having a central exchange place because of forcibly splitting up everybody and forcing this competitive market of constant price increases, guild taxes, minimum money requirements, etc etc...