It would help if ZOS could provide some quality-of-life features to make this easier and encourage more people to take active roles in guild management. For example:
- Allow a very limited number of guild-wide mails (e.g., 1 or 2 per week) and make it possible to select specific guild ranks as recipients. Guilds sometimes need to communicate with all their members without having to rely on add-ons, risk a social ban, or do excessive manual work.
- ...
They do? Is there a source you can cite for this? ZOS has been allowing addons (i.e. GodSend) to send guild-wide mails since the start.
Please no. ZOS rightfully calls this spam.
There are tools like Discord for guild communication.
With those tools, users can adjust their notification settings however they want. Sending an in-game message is like when someone calls you instead of texting to convey basic info. It just shouldn't be done.
Sending an in-game message is like when someone calls you instead of texting to convey basic info. It just shouldn't be done.
It would help if ZOS could provide some quality-of-life features to make this easier and encourage more people to take active roles in guild management. For example:
- Allow a very limited number of guild-wide mails (e.g., 1 or 2 per week) and make it possible to select specific guild ranks as recipients. Guilds sometimes need to communicate with all their members without having to rely on add-ons, risk a social ban, or do excessive manual work.
- ...
Please no. ZOS rightfully calls this spam. There are tools like Discord for guild communication. With those tools, users can adjust their notification settings however they want. Sending an in-game message is like when someone calls you instead of texting to convey basic info. It just shouldn't be done.
Guild leaders come here to say they’ve been social banned for sending emails pretty regularly.
I have dropped guilds that send lots of mails. It doesn’t need to be encouraged.
Pretty sure zos has said art one point the reason they don’t add voice chat to PC is that options like Teamspeak (this was years ago) exist, and there’s no need for them to try to recreate that in game.
If players don’t even join discord, they definitely don’t want your mail.
DragonRacer wrote: »Trading guild GMs have to fundraise almost constantly because sales tax alone does not support trader bids.
the1andonlyskwex wrote: »Welcome to the oligopoly that is the ESO guild trader system.
the1andonlyskwex wrote: »Welcome to the oligopoly that is the ESO guild trader system.
The inevitable endpoint of capitalism.
A possible solution would be to "break up" the guild by sales type. So a guild has to select what it will sell and the system wouldn't allow items in the same selling stream. For example, if the guild sells mats they can't also sell anything made from those mats - so crafted gear/furniture/pots etc.
Another solution would be to have x number of guilds accessible from the same interact point, or have guilds have x interact points, like a city, as well as an outlaws refuge, and a town.
Of course, this doesn't solve the biggest problem - people are lazy - so wayshrine to interact point distance will still remain the driving factor. If ZOS want to deal with that problem, and obviously moving everything to be equi-distant would be an impossible ask, then ZOS could impose a sales tax of varying % depending on distance to a wayshrine - that would effectively work a gold sink as well as the gold disappears from the game.
The final step would be to revise the bidding process. Whereby location is determined against any RNG roll, that a trader fee can be used to increase your odds (to a point), but doesn't directly affect what city you get - just an example I thought of while typing, not a seriously thought out suggestion.
the1andonlyskwex wrote: »
I think the best solution is a traditional global auction house. There's a reason it's the system that virtually every other successful MMO uses.
No, spam doesn't necessarily have a malicious purpose:
It would help if ZOS could provide some quality-of-life features to make this easier and encourage more people to take active roles in guild management. For example:
- Allow a very limited number of guild-wide mails (e.g., 1 or 2 per week) and make it possible to select specific guild ranks as recipients. Guilds sometimes need to communicate with all their members without having to rely on add-ons, risk a social ban, or do excessive manual work.
- ...
Please no. ZOS rightfully calls this spam. There are tools like Discord for guild communication. With those tools, users can adjust their notification settings however they want. Sending an in-game message is like when someone calls you instead of texting to convey basic info. It just shouldn't be done.
I disagree. Spam is characterized by its irrelevance for the recipient and a malicious purpose, such as phishing or spreading malware. None of that applies to trading guilds reminding specific members who aren't meeting requirements or announcing guild-wide events. Especially if it can only be done once a week.
If a guild lead abuses this, then members will vote with their feet, just like you rightfully did. Pointing to Discord is not helpful either. That's like saying your company can't mail everyone that they'll get a raise next year, but may only post it on Slack, which is not not officially supported by IT or pre-installed on employees' computers.
Besides, sending an in-game message is literally a text message and nothing like a call. You can read (or ignore) it in your own time, you don't have to respond, you don't need to talk to anyone, and there is a temporary record of the information.
Note the word "advertising".irrelevant or unsolicited messages sent over the internet, typically to a large number of users, for the purposes of advertising, phishing, spreading malware, etc.
Excellent. Luxury materials markets can crash.
Excellent. Luxury materials markets can crash.
It wouldn't just be luxury materials, it would be everything, and would reduce the incentive for people to trade. The unintended consequences are impossible to model fully but could result in a massive drop followed by a massive spike as suppliers exit the market. It would be months, if not years, of disruption to the economy.
the1andonlyskwex wrote: »A global auction house is the solution.
No, spam doesn't necessarily have a malicious purpose:Note the word "advertising".irrelevant or unsolicited messages sent over the internet, typically to a large number of users, for the purposes of advertising, phishing, spreading malware, etc.
the1andonlyskwex wrote: »A global auction house is the solution. I would gladly sell tons of stuff for 10x less than the current trader rates, but I'm locked out of the market by the guild trader system that requires me to join a guild and pay dues or hit weekly quotas. A global auction house would make almost everyone a seller overnight by reducing barriers to entry to the market. Yes, prices would go down (a lot), but there wouldn't be any shortage of sellers.
It wouldn't just be luxury materials, it would be everything, and would reduce the incentive for people to trade. The unintended consequences are impossible to model fully but could result in a massive drop followed by a massive spike as suppliers exit the market. It would be months, if not years, of disruption to the economy.
LamiaCritter wrote: »... These are merchants in a computer game, my guy. What do these trader guilds 'work hard for' aside from making an occasional key click to say 'Yes, I bid for this trader'?
Trading guilds are useful.
But they're not exactly these 'foundational pillars vital to the existence of the game itself' that it sounds like you're implying.
"Stress" and "workload". On a mere video game shop-guild? Forgive me if I find that this beggars belief.
That's just your propaganda. Maybe people will just continue to trade and appart for all the doomsayers here and there propaganda, nothing else will be felt by the players. Who knows ? Certainly not you I bait. But certainly you're going hard pretending you do.
the1andonlyskwex wrote: »A global auction house is the solution.
As I already said: Disagree. That leads to a massive influx of bots, scams, and people literally wearing diapers while forced to farm.
Actual world harm for the sake of convenience in an online game. No thanks.
Stafford197 wrote: »Guild Traders also make town design worse, and are the reason why nearly all towns except for the major ones are empty. Players pack into places which have lots of traders and all services. I’d prefer to stay in a settlement that I enjoy being around instead, and not be cut off from essential functions by doing so.
Stafford197 wrote: »Guild Traders also make town design worse, and are the reason why nearly all towns except for the major ones are empty. Players pack into places which have lots of traders and all services. I’d prefer to stay in a settlement that I enjoy being around instead, and not be cut off from essential functions by doing so.
There are many valid criticisms of guild traders, but blaming them for bad town design is a bit weird. It exactly the other way around. People flock to conveniently designed towns (Vivec City) or the presence of useful features like pledges (Mournhold, Wayrest, Elden Root) or dungeon/trial PUGs (Belkarth).
This high traffic makes the towns' traders more popular and attracts bigger guilds with better stocked stores, which in turn does bring in more traffic. But why do you think this system makes ZOS design towns in a worse way?
That might be one of the most hyperbolic statements I’ve ever read. Global auction houses work perfectly fine in other games without causing “actual world harm.”
ComboBreaker88 wrote: »Stafford197 wrote: »Guild Traders also make town design worse, and are the reason why nearly all towns except for the major ones are empty. Players pack into places which have lots of traders and all services. I’d prefer to stay in a settlement that I enjoy being around instead, and not be cut off from essential functions by doing so.
There are many valid criticisms of guild traders, but blaming them for bad town design is a bit weird. It exactly the other way around. People flock to conveniently designed towns (Vivec City) or the presence of useful features like pledges (Mournhold, Wayrest, Elden Root) or dungeon/trial PUGs (Belkarth).
This high traffic makes the towns' traders more popular and attracts bigger guilds with better stocked stores, which in turn does bring in more traffic. But why do you think this system makes ZOS design towns in a worse way?
Really, they should redesign all the towns in the game and give reasons to visit each one. They can be different enough but and offer and availability of like conveniences with a certain distance of the Wayshrine. That would put all towns on a equal footing. The most popular towns are popular because of their layouts and amenities, including traders. But there's zero reason why all town in the game can't be similarly designed. I would even make it so each town has rotating reasons to visit each day/week/month. This would make it so each town would be desirable.