ComboBreaker88 wrote: »Come to think of it, why have they not done this yet?? They can see what areas are popular and which are not..
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?
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.
I don’t think anyone expects changes to be made no matter what the topic is on these Forums. We literally had an update that capped us to 30 FPS within our menus and ZOS ignored all of the backlash.Zos is not going to redesign the whole game layout and the whole trading system. Come on people.
At best it could remove the info discrepancy between consol and pc players, with a real time 'what's for sale where' list. Remedying the information market failure would be enough.
Elvenheart wrote: »People pay absolutely insane amounts of gold on trader bids, and of course it's stressful for GMs to try to keep up. Week after week. There's nothing ZOS can do about it, except perhaps scrap the whole system because insane bids is actually the expected result of this system, where access to the market is locked behind a finite number of traders. The demand for those traders will ALWAYS be higher than the supply, because lots of people like the idea of running a guild that has a trader. They're willing to pay a lot in gold and time and stress for it.
Meanwhile, members of the guilds are in 5 different trade guilds, all bidding against each other, raising the cost for themselves. More gold to the weekly gold sink. It's absurd and kind of funny when you step back and look at it objectively.
Personally, I think ZOS should put a reasonable cap on how much a guild can bid for a trader, and if everyone bids the same amount for the same trader select the winner randomly from the bidders, or else let it be first come first serve with the guild who got their bid in first being the winner.
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.
It sounds like a reasonable suggestion to me. How do you think it would make the situation worse?wolfie1.0. wrote: »Elvenheart wrote: »People pay absolutely insane amounts of gold on trader bids, and of course it's stressful for GMs to try to keep up. Week after week. There's nothing ZOS can do about it, except perhaps scrap the whole system because insane bids is actually the expected result of this system, where access to the market is locked behind a finite number of traders. The demand for those traders will ALWAYS be higher than the supply, because lots of people like the idea of running a guild that has a trader. They're willing to pay a lot in gold and time and stress for it.
Meanwhile, members of the guilds are in 5 different trade guilds, all bidding against each other, raising the cost for themselves. More gold to the weekly gold sink. It's absurd and kind of funny when you step back and look at it objectively.
Personally, I think ZOS should put a reasonable cap on how much a guild can bid for a trader, and if everyone bids the same amount for the same trader select the winner randomly from the bidders, or else let it be first come first serve with the guild who got their bid in first being the winner.
This would make the situation worse
It sounds like a reasonable suggestion to me. How do you think it would make the situation worse?wolfie1.0. wrote: »Elvenheart wrote: »People pay absolutely insane amounts of gold on trader bids, and of course it's stressful for GMs to try to keep up. Week after week. There's nothing ZOS can do about it, except perhaps scrap the whole system because insane bids is actually the expected result of this system, where access to the market is locked behind a finite number of traders. The demand for those traders will ALWAYS be higher than the supply, because lots of people like the idea of running a guild that has a trader. They're willing to pay a lot in gold and time and stress for it.
Meanwhile, members of the guilds are in 5 different trade guilds, all bidding against each other, raising the cost for themselves. More gold to the weekly gold sink. It's absurd and kind of funny when you step back and look at it objectively.
Personally, I think ZOS should put a reasonable cap on how much a guild can bid for a trader, and if everyone bids the same amount for the same trader select the winner randomly from the bidders, or else let it be first come first serve with the guild who got their bid in first being the winner.
This would make the situation worse
Thanks for the explanation. It's not my proposed system, though, so your last paragraph is a bit misleading.wolfie1.0. wrote: »It sounds like a reasonable suggestion to me. How do you think it would make the situation worse?wolfie1.0. wrote: »Elvenheart wrote: »People pay absolutely insane amounts of gold on trader bids, and of course it's stressful for GMs to try to keep up. Week after week. There's nothing ZOS can do about it, except perhaps scrap the whole system because insane bids is actually the expected result of this system, where access to the market is locked behind a finite number of traders. The demand for those traders will ALWAYS be higher than the supply, because lots of people like the idea of running a guild that has a trader. They're willing to pay a lot in gold and time and stress for it.
Meanwhile, members of the guilds are in 5 different trade guilds, all bidding against each other, raising the cost for themselves. More gold to the weekly gold sink. It's absurd and kind of funny when you step back and look at it objectively.
Personally, I think ZOS should put a reasonable cap on how much a guild can bid for a trader, and if everyone bids the same amount for the same trader select the winner randomly from the bidders, or else let it be first come first serve with the guild who got their bid in first being the winner.
This would make the situation worse
Let's say the cap was set at 10 million gold. For some locations this is high, for others very very low.
In first come first served scenario this means that the guild that places max bid right after flip gets the best traders in the games. Creating a situation where GMs are forced to be online at a specific time to get there location. It also means they can essentially do the same for 10 backup locations.
In the other scenario, where it's randomly selected then you can essentially bid on 10 locations at max price and lose all 10 depending on the locations and number of guilds.
Under either system rival guilds can weaponize it to lock out or disrupt a specific location with very slim consequences. To do that today for the most active locations you would need to have a significant pool of gold.
With the current set up as GM with 10 options I can almost guarantee a trader in one of those 10. I wont be able to do that under your proposed system. Thus making the system worse.
Stafford197 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?
The point is that having only a handful of towns serve as viable places to hang around, is just so unnecessary… I’d much rather be able to hang out in others towns (such as Morthal) without losing access to all the essential features. Guild Traders are the largest part of this as the traders themselves take up a lot of space and don’t blend into towns the way normal NPCs/buildings do. If an Auction House existed and could be accessed via non-assistant Bankers, half the problem is already solved in terms of towns missing their essentials.
Thanks for the explanation. It's not my proposed system, though, so your last paragraph is a bit misleading.wolfie1.0. wrote: »It sounds like a reasonable suggestion to me. How do you think it would make the situation worse?wolfie1.0. wrote: »Elvenheart wrote: »People pay absolutely insane amounts of gold on trader bids, and of course it's stressful for GMs to try to keep up. Week after week. There's nothing ZOS can do about it, except perhaps scrap the whole system because insane bids is actually the expected result of this system, where access to the market is locked behind a finite number of traders. The demand for those traders will ALWAYS be higher than the supply, because lots of people like the idea of running a guild that has a trader. They're willing to pay a lot in gold and time and stress for it.
Meanwhile, members of the guilds are in 5 different trade guilds, all bidding against each other, raising the cost for themselves. More gold to the weekly gold sink. It's absurd and kind of funny when you step back and look at it objectively.
Personally, I think ZOS should put a reasonable cap on how much a guild can bid for a trader, and if everyone bids the same amount for the same trader select the winner randomly from the bidders, or else let it be first come first serve with the guild who got their bid in first being the winner.
This would make the situation worse
Let's say the cap was set at 10 million gold. For some locations this is high, for others very very low.
In first come first served scenario this means that the guild that places max bid right after flip gets the best traders in the games. Creating a situation where GMs are forced to be online at a specific time to get there location. It also means they can essentially do the same for 10 backup locations.
In the other scenario, where it's randomly selected then you can essentially bid on 10 locations at max price and lose all 10 depending on the locations and number of guilds.
Under either system rival guilds can weaponize it to lock out or disrupt a specific location with very slim consequences. To do that today for the most active locations you would need to have a significant pool of gold.
With the current set up as GM with 10 options I can almost guarantee a trader in one of those 10. I wont be able to do that under your proposed system. Thus making the system worse.
Stafford197 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?
The point is that having only a handful of towns serve as viable places to hang around, is just so unnecessary… I’d much rather be able to hang out in others towns (such as Morthal) without losing access to all the essential features. Guild Traders are the largest part of this as the traders themselves take up a lot of space and don’t blend into towns the way normal NPCs/buildings do. If an Auction House existed and could be accessed via non-assistant Bankers, half the problem is already solved in terms of towns missing their essentials.
That makes sense, thanks for clarifying! Personally, I don't think trader stalls feel out of place in a bustling city market, but I agree that ZOS could design new cities with better layouts. For example, I think Vivec is still the only place where the banker is out in the open?
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.”
Really! https://mud.fandom.com/wiki/Chinese_gold_farming
ZOS reduce that risk by having a competitor trading system which keeps prices relatively in check.
Global auction houses have no such limitations and so prices get pushed higher and higher, as people bid more and more, which increases the profitability of such a real world "business". The developer, if acting in a moral and responsible way, then have to put more and more resources into stopping the bots, the scammers, the gold farming, thereby taking away resources from actual game development and maintenance.
You don't think that's real world harm? /facepalm
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.