There is way more common ground between supporters and opponents of the current trading system than forum threads may suggest. For example, I don't know a single player - guild trader or not - who would fundamentally oppose improving item searches or price transparency for everyone. There are other good ideas here and elsewhere, but looking at some recent ZOS decisions, most of them are probably limited by the server structure and performance questions.
I think the decentralized system was deemed a necessity due to the megaserver structure of ESO. A central trading house in ESO would be significantly larger and more cumbersome than ones in, say, World of Warcraft, which has hundreds of servers with auction houses only linking a few of those at a time.
ZOS has also hinted that other new features like the Arcanist class were only possible after they clawed back some server performance, especially when it comes to older consoles. That was likely one rationale behind hybridization, mail retention changes, and reduction in trader listing times. I don't know what would be required in that regard to implement an in-game TTC-like tool or additional "pauper guilds" for everybody.
Let me be clear - I'm absolutely in support of improvements and it's not our job as players to solve the feasibility issues of all this. I just want to highlight that the reason why some pain points exist isn't because people are in love with every aspect of the current system or because of a lack of broad support for good ideas.
1. Searching for items / prices.
People have sometimes suggested a comprehensive central search of items on sale. But this effectively turns trading into a wholly centralised system (which is, to an imperfect extent, what TTC achieves on PC for those who use it).
But what about a central search that, instead of returning all results, returns the top three (for example) prices in every major trading centre (eg Mournhold, Wayrest), and the top three prices among all other minor traders in each zone (eg "other Greenshade traders"), without naming the actual trader you can find these items at.
What you achieve with a system like that is giving players a sensible pointer of *where* to look to find what they want. But you don't lose the fact that they do still have to do some hunting of their own. That they may stumble across something unexpected or better, etc. It makes things simpler, but it doesn't lose the geographical charms of the system.
JARTHEGREY wrote: »Whilst I do not disagree with anythng being said here, I think the disparity comes from players on PC vs Console. On console the Guild Trader system, and 'search' in particular is a quite a task using the controller and on screen keyboard. In addition, listing things for sale via the Guild Bank is not so easy (if you are selling many items).
I'm aware that PC Players have many mods that can be used to research prices and availability and as such I can see why some might not feel the need to change the Trader system. But as a console player I do feel some change would be welcome. What that change could be, is a matter of discussion but I'm just putting my view out there.
My own personal point of view is that it would be useful for console players to be able to research prices easier and gauge availabilty. How that could be acheived is a matter for the wider community.
And please - don't spam me saying that if I wasn't happy with it, I should switch to playing on PC.
One thing I'd really like is the option to list requests to buy items, as well as selling them.
Lets say I want a specific motif page and I can't find it (or can't find it at a price I want to pay), or maybe I simply don't have time to go looking. I could create a listing on my guild trader with what I want to buy and what I'll pay for it, then people visiting the trader, and people in my guild, can search for buy listings and if they have the item they can choose to sell it to me.
It would work exactly like selling does but in reverse - when I create the listing the trader takes my gold and holds it until someone chooses to sell that item for the price I've offered, then if they do I get mailed the item and they get mailed the gold. If no one does the listing expires and I get the gold back.
This came out of another thread where I mentioned it as an aside, but it feels like it could be worth wider discussion.
A lot of people like the guild trader system.
Specifically (and I'm sure I'll miss various reasons), people seem to like the broken up nature of the economy, which allows bargain hunting and something of the experience of "shopping" in game by going to different places to browse, and the effect that has on the dynamics of the economy. People also seem to like the role guilds play in it.
A lot of people, also, really *dislike* the guild trader system (indeed, there's currently a thread on reddit where the number one thing, by a humungous margin, people would rip out of ESO and replace with something from another MMO is the trading system).
Specifically, they dislike that you can't search for items you're looking for centrally or conduct any kind of meaningful price comparison (this problem is particularly acute on console, where Tamriel Trade Centre is effectively pointless -- it contains virtually no data because no one inputs data into it). They also dislike the hoop of having to join a guild to be able to sell effectively and, indeed, there are players who simply don't sell at all as a result.
If we accept (and I do) that moving to a central auction house, even if it were on the cards, would completely ruin the character of ESO's geographically fragmented economy, it strikes me that there still remain possible solutions that could meet the very longstanding objections to ESO's trading system as it currently functions, while preserving the character of the guild traders. So, make it better for everyone and broaden participation in the economy.
1. Searching for items / prices.
People have sometimes suggested a comprehensive central search of items on sale. But this effectively turns trading into a wholly centralised system (which is, to an imperfect extent, what TTC achieves on PC for those who use it).
But what about a central search that, instead of returning all results, returns the top three (for example) prices in every major trading centre (eg Mournhold, Wayrest), and the top three prices among all other minor traders in each zone (eg "other Greenshade traders"), without naming the actual trader you can find these items at.
What you achieve with a system like that is giving players a sensible pointer of *where* to look to find what they want. But you don't lose the fact that they do still have to do some hunting of their own. That they may stumble across something unexpected or better, etc. It makes things simpler, but it doesn't lose the geographical charms of the system.
2. Alternative traders for those unwilling to sell via the guild traders.
Whether we like it or not, a fair chunk of players really, really don't like having to join guilds to sell goods and so either don't do it, or rarely do it.
There are a few consequences to this for the economy as a whole.
First, that's a big chunk of items that you could see on sale that simply aren't being sold. They're siting in crafting bags for all eternity, they're getting junked.
Second, because these people aren't selling, they're not *buying* to anything like the extent people who do sell via the guild traders buy, either, because they plain don't have enough gold to buy stuff. Because they don't participate in the economy, that's a significant level of potential *demand* for sellers' goods that's simply missing in action.
Third, players who don't sell do still buy, albeit to a lesser extent, but to do that they have to use in-game means to create the gold. That means doing crafting writs on oodles of characters, public dungeon gold farming, etc, etc, all of which involve the game creating gold out of thin air. That, at least in principle, causes inflation. And much of this activity players *wouldn't need to do at all* if they had a channel to sell goods -- which would then mean they had obtained gold that *already existed* in the economy which they then used to buy stuff from guild traders.
Can you square the circle and allow players like this to sell without doing damage to the existing guild traders (and indeed, while *benefiting* sellers with the guild traders by increasing demand)? I think the answer to that, actually, is yes you can.
I've raised this concept before, but the selling gate for players who don't participate in guilds could be removed by a new category of traders who operate in just the same way as the guild traders (they have stalls in physical locations or whatever) but who are controlled by the game, not player guilds.
In the past I've called these "pauper traders" but the name doesn't really matter.
How would you stop them cannibalising player guild members? Well that's easy, the pauper traders would have much greater restrictions on sales, eg number of listings, higher fees, etc. If you do that, you've created an opening for players who don't currently participate in the selling economy, but you haven't created a system so attractive that existing sellers would abandon the guild traders en masse. No one happy to sell at a guild trader is going to leave it for traders where they make less gold.
I don't know for certain, but it really seems to me that both these issues do have viable solutions that can keep up the charms of the guild trader system while addressing the many, many, many complaints it has drawn over the years, and continues to draw, from a lot of players.
Maybe worth a shot?
I would be happy enough with an NPC trading guild that individual players could 'sell' to, but itself only sold on to PC trading guilds, not individual players. As in, the adventurers go out and collect materials and treasures; they sell these to a wholesaler; and the merchants buy in bulk from the wholesaler to sell back to adventurers.
Importantly, the non-guild-player would not be setting the price at which they sell to the wholesaler NPC. Smarter people than I can debate the best ways to determine such a value; presumably something like a dynamic trend based on the recent sales from wholesaler to PC trading guilds. Though low-volume items would need some other system with safeguards against excessive lows or highs.
I would be happy enough with an NPC trading guild that individual players could 'sell' to, but itself only sold on to PC trading guilds, not individual players. As in, the adventurers go out and collect materials and treasures; they sell these to a wholesaler; and the merchants buy in bulk from the wholesaler to sell back to adventurers.
Importantly, the non-guild-player would not be setting the price at which they sell to the wholesaler NPC. Smarter people than I can debate the best ways to determine such a value; presumably something like a dynamic trend based on the recent sales from wholesaler to PC trading guilds. Though low-volume items would need some other system with safeguards against excessive lows or highs.
I don't think I agree with this (sellers not being able to sell to players and not being able to set prices) because I think it would overcomplicate things and ignore what people actually want when participating in the player economy, with the net result that the alternative sales channel would be dead on arrival.
I agree though that some veteran trading players might be disgruntled (no matter how irrationally). That's more or less inevitable in an MMO this old, I suppose, but I'm not sure from the development side that it should be relevant. Live service games have to be able to evolve and cater to more players than just the ultra old guard. That's especially the case with incremental changes that are intended not fundamentally to disrupt the existing systems.
I would be happy enough with an NPC trading guild that individual players could 'sell' to, but itself only sold on to PC trading guilds, not individual players. As in, the adventurers go out and collect materials and treasures; they sell these to a wholesaler; and the merchants buy in bulk from the wholesaler to sell back to adventurers.
Importantly, the non-guild-player would not be setting the price at which they sell to the wholesaler NPC. Smarter people than I can debate the best ways to determine such a value; presumably something like a dynamic trend based on the recent sales from wholesaler to PC trading guilds. Though low-volume items would need some other system with safeguards against excessive lows or highs.
I don't think I agree with this (sellers not being able to sell to players and not being able to set prices) because I think it would overcomplicate things and ignore what people actually want when participating in the player economy, with the net result that the alternative sales channel would be dead on arrival.
I agree though that some veteran trading players might be disgruntled (no matter how irrationally). That's more or less inevitable in an MMO this old, I suppose, but I'm not sure from the development side that it should be relevant. Live service games have to be able to evolve and cater to more players than just the ultra old guard. That's especially the case with incremental changes that are intended not fundamentally to disrupt the existing systems.
Responding to your first paragraph on "what people actually want when participating in the player economy": There are undoubtedly plenty of people for who that is true, but equally there are undoubtedly plenty of people who don't particularly want to engage with the player economy, and would be more than happy for their participation to be limited to essentially a new type of vendor where they get on average better prices than a normal vendor, and the feeling of participation (feeding resources into the economy) without the accompanying faff.
If you want something in the middle of the pack - keeping it decentralised, but allow some global overview why not do the EVE Online model. Each town is its own trading hub. Begone with the guild traders. sell low level stuff in starting towns, and have tradehubs. Make trade interesting, allow buy orders and people can start delivering materials from one location to the next.
I also don't like GW2 trading system - one trading post for the whole game (trade) market. it just invites barons sitting on their materials, buying out small farmers and selling high to crafters.
I for one really haven’t experienced the trading system in ESO. But im also not at the level where it matters. until lvl50 it feels like the game is designed around player being able to solo-self fund everything rather easy.
One thing I'd really like is the option to list requests to buy items, as well as selling them.
Lets say I want a specific motif page and I can't find it (or can't find it at a price I want to pay), or maybe I simply don't have time to go looking. I could create a listing on my guild trader with what I want to buy and what I'll pay for it, then people visiting the trader, and people in my guild, can search for buy listings and if they have the item they can choose to sell it to me.
It would work exactly like selling does but in reverse - when I create the listing the trader takes my gold and holds it until someone chooses to sell that item for the price I've offered, then if they do I get mailed the item and they get mailed the gold. If no one does the listing expires and I get the gold back.
These people going around trying to shame players because what they want to buy or sell at isn't "TTC average", or whatever these people want to deem as acceptable in their eyes (which mostly is used as a strategy to kill competition because their digital or irl wallets are at risk from anyone else making sales) make it incredibly difficult to do anything trade related in game, and put people off from buying or selling locally. They'll even get their friends (read: cheerleaders) to jump in zone and back them up.
[....]
My other point I want to make is that a centralized trade center (which TTC is, effectively), ends up completely ruining the in game economy, which is reason number one why ZOS did not implement it in game at all.
sans-culottes wrote: »This came out of another thread where I mentioned it as an aside, but it feels like it could be worth wider discussion.
A lot of people like the guild trader system.
Specifically (and I'm sure I'll miss various reasons), people seem to like the broken up nature of the economy, which allows bargain hunting and something of the experience of "shopping" in game by going to different places to browse, and the effect that has on the dynamics of the economy. People also seem to like the role guilds play in it.
A lot of people, also, really *dislike* the guild trader system (indeed, there's currently a thread on reddit where the number one thing, by a humungous margin, people would rip out of ESO and replace with something from another MMO is the trading system).
Specifically, they dislike that you can't search for items you're looking for centrally or conduct any kind of meaningful price comparison (this problem is particularly acute on console, where Tamriel Trade Centre is effectively pointless -- it contains virtually no data because no one inputs data into it). They also dislike the hoop of having to join a guild to be able to sell effectively and, indeed, there are players who simply don't sell at all as a result.
If we accept (and I do) that moving to a central auction house, even if it were on the cards, would completely ruin the character of ESO's geographically fragmented economy, it strikes me that there still remain possible solutions that could meet the very longstanding objections to ESO's trading system as it currently functions, while preserving the character of the guild traders. So, make it better for everyone and broaden participation in the economy.
1. Searching for items / prices.
People have sometimes suggested a comprehensive central search of items on sale. But this effectively turns trading into a wholly centralised system (which is, to an imperfect extent, what TTC achieves on PC for those who use it).
But what about a central search that, instead of returning all results, returns the top three (for example) prices in every major trading centre (eg Mournhold, Wayrest), and the top three prices among all other minor traders in each zone (eg "other Greenshade traders"), without naming the actual trader you can find these items at.
What you achieve with a system like that is giving players a sensible pointer of *where* to look to find what they want. But you don't lose the fact that they do still have to do some hunting of their own. That they may stumble across something unexpected or better, etc. It makes things simpler, but it doesn't lose the geographical charms of the system.
2. Alternative traders for those unwilling to sell via the guild traders.
Whether we like it or not, a fair chunk of players really, really don't like having to join guilds to sell goods and so either don't do it, or rarely do it.
There are a few consequences to this for the economy as a whole.
First, that's a big chunk of items that you could see on sale that simply aren't being sold. They're siting in crafting bags for all eternity, they're getting junked.
Second, because these people aren't selling, they're not *buying* to anything like the extent people who do sell via the guild traders buy, either, because they plain don't have enough gold to buy stuff. Because they don't participate in the economy, that's a significant level of potential *demand* for sellers' goods that's simply missing in action.
Third, players who don't sell do still buy, albeit to a lesser extent, but to do that they have to use in-game means to create the gold. That means doing crafting writs on oodles of characters, public dungeon gold farming, etc, etc, all of which involve the game creating gold out of thin air. That, at least in principle, causes inflation. And much of this activity players *wouldn't need to do at all* if they had a channel to sell goods -- which would then mean they had obtained gold that *already existed* in the economy which they then used to buy stuff from guild traders.
Can you square the circle and allow players like this to sell without doing damage to the existing guild traders (and indeed, while *benefiting* sellers with the guild traders by increasing demand)? I think the answer to that, actually, is yes you can.
I've raised this concept before, but the selling gate for players who don't participate in guilds could be removed by a new category of traders who operate in just the same way as the guild traders (they have stalls in physical locations or whatever) but who are controlled by the game, not player guilds.
In the past I've called these "pauper traders" but the name doesn't really matter.
How would you stop them cannibalising player guild members? Well that's easy, the pauper traders would have much greater restrictions on sales, eg number of listings, higher fees, etc. If you do that, you've created an opening for players who don't currently participate in the selling economy, but you haven't created a system so attractive that existing sellers would abandon the guild traders en masse. No one happy to sell at a guild trader is going to leave it for traders where they make less gold.
I don't know for certain, but it really seems to me that both these issues do have viable solutions that can keep up the charms of the guild trader system while addressing the many, many, many complaints it has drawn over the years, and continues to draw, from a lot of players.
Maybe worth a shot?
@Northwold, this is one of the most well-reasoned proposals I’ve seen in this ongoing debate. The guild trader system has always had its charms, but it has also had its obvious pain points, particularly for newer or more casual players who don’t engage with trading guilds. Your approach doesn’t just recognize both perspectives—it actually seeks to improve the system for everyone rather than pushing for an all-or-nothing solution.
The regional price search idea is especially interesting because it maintains what people enjoy about shopping through ESO’s fragmented economy while addressing one of its most frustrating aspects: the sheer inefficiency of finding a specific item. What you’ve proposed is a structured, limited visibility system that nudges the market toward better-informed pricing without turning it into a full-fledged auction house. That’s a delicate balance, and I think it’s exactly the kind of refinement that ESO’s economy could benefit from.
The idea of limited-access NPC traders for non-guild sellers is a particularly smart solution. It addresses a long-standing problem: there are players who don’t want to—or simply won’t—engage with trading guilds. Right now, they either hoard materials indefinitely, vendor them for a fraction of their market value, or just ignore the trading economy entirely. That’s lost potential demand and supply.
By providing a higher-fee, restricted alternative, you’re not undercutting guild traders—you’re simply broadening the market. More players being able to sell means more players being able to afford purchases, which ultimately benefits those who already trade through guilds.
The usual arguments against economic changes in ESO tend to be reactionary rather than thoughtful—people assume any adjustment is a slippery slope toward a full auction house. What you’ve suggested keeps the identity of ESO’s economy intact while smoothing out the most frustrating frictions. It’s rare to see a proposal that actually makes sense for both sides of this debate, and I think it would be worth exploring how something like this could be implemented.
Would love to hear what others think—especially from those who have been on both sides of the trading experience. Does this seem like a reasonable compromise? Or do people see pitfalls that haven’t been considered yet?
twisttop138 wrote: »sans-culottes wrote: »This came out of another thread where I mentioned it as an aside, but it feels like it could be worth wider discussion.
A lot of people like the guild trader system.
Specifically (and I'm sure I'll miss various reasons), people seem to like the broken up nature of the economy, which allows bargain hunting and something of the experience of "shopping" in game by going to different places to browse, and the effect that has on the dynamics of the economy. People also seem to like the role guilds play in it.
A lot of people, also, really *dislike* the guild trader system (indeed, there's currently a thread on reddit where the number one thing, by a humungous margin, people would rip out of ESO and replace with something from another MMO is the trading system).
Specifically, they dislike that you can't search for items you're looking for centrally or conduct any kind of meaningful price comparison (this problem is particularly acute on console, where Tamriel Trade Centre is effectively pointless -- it contains virtually no data because no one inputs data into it). They also dislike the hoop of having to join a guild to be able to sell effectively and, indeed, there are players who simply don't sell at all as a result.
If we accept (and I do) that moving to a central auction house, even if it were on the cards, would completely ruin the character of ESO's geographically fragmented economy, it strikes me that there still remain possible solutions that could meet the very longstanding objections to ESO's trading system as it currently functions, while preserving the character of the guild traders. So, make it better for everyone and broaden participation in the economy.
1. Searching for items / prices.
People have sometimes suggested a comprehensive central search of items on sale. But this effectively turns trading into a wholly centralised system (which is, to an imperfect extent, what TTC achieves on PC for those who use it).
But what about a central search that, instead of returning all results, returns the top three (for example) prices in every major trading centre (eg Mournhold, Wayrest), and the top three prices among all other minor traders in each zone (eg "other Greenshade traders"), without naming the actual trader you can find these items at.
What you achieve with a system like that is giving players a sensible pointer of *where* to look to find what they want. But you don't lose the fact that they do still have to do some hunting of their own. That they may stumble across something unexpected or better, etc. It makes things simpler, but it doesn't lose the geographical charms of the system.
2. Alternative traders for those unwilling to sell via the guild traders.
Whether we like it or not, a fair chunk of players really, really don't like having to join guilds to sell goods and so either don't do it, or rarely do it.
There are a few consequences to this for the economy as a whole.
First, that's a big chunk of items that you could see on sale that simply aren't being sold. They're siting in crafting bags for all eternity, they're getting junked.
Second, because these people aren't selling, they're not *buying* to anything like the extent people who do sell via the guild traders buy, either, because they plain don't have enough gold to buy stuff. Because they don't participate in the economy, that's a significant level of potential *demand* for sellers' goods that's simply missing in action.
Third, players who don't sell do still buy, albeit to a lesser extent, but to do that they have to use in-game means to create the gold. That means doing crafting writs on oodles of characters, public dungeon gold farming, etc, etc, all of which involve the game creating gold out of thin air. That, at least in principle, causes inflation. And much of this activity players *wouldn't need to do at all* if they had a channel to sell goods -- which would then mean they had obtained gold that *already existed* in the economy which they then used to buy stuff from guild traders.
Can you square the circle and allow players like this to sell without doing damage to the existing guild traders (and indeed, while *benefiting* sellers with the guild traders by increasing demand)? I think the answer to that, actually, is yes you can.
I've raised this concept before, but the selling gate for players who don't participate in guilds could be removed by a new category of traders who operate in just the same way as the guild traders (they have stalls in physical locations or whatever) but who are controlled by the game, not player guilds.
In the past I've called these "pauper traders" but the name doesn't really matter.
How would you stop them cannibalising player guild members? Well that's easy, the pauper traders would have much greater restrictions on sales, eg number of listings, higher fees, etc. If you do that, you've created an opening for players who don't currently participate in the selling economy, but you haven't created a system so attractive that existing sellers would abandon the guild traders en masse. No one happy to sell at a guild trader is going to leave it for traders where they make less gold.
I don't know for certain, but it really seems to me that both these issues do have viable solutions that can keep up the charms of the guild trader system while addressing the many, many, many complaints it has drawn over the years, and continues to draw, from a lot of players.
Maybe worth a shot?
@Northwold, this is one of the most well-reasoned proposals I’ve seen in this ongoing debate. The guild trader system has always had its charms, but it has also had its obvious pain points, particularly for newer or more casual players who don’t engage with trading guilds. Your approach doesn’t just recognize both perspectives—it actually seeks to improve the system for everyone rather than pushing for an all-or-nothing solution.
The regional price search idea is especially interesting because it maintains what people enjoy about shopping through ESO’s fragmented economy while addressing one of its most frustrating aspects: the sheer inefficiency of finding a specific item. What you’ve proposed is a structured, limited visibility system that nudges the market toward better-informed pricing without turning it into a full-fledged auction house. That’s a delicate balance, and I think it’s exactly the kind of refinement that ESO’s economy could benefit from.
The idea of limited-access NPC traders for non-guild sellers is a particularly smart solution. It addresses a long-standing problem: there are players who don’t want to—or simply won’t—engage with trading guilds. Right now, they either hoard materials indefinitely, vendor them for a fraction of their market value, or just ignore the trading economy entirely. That’s lost potential demand and supply.
By providing a higher-fee, restricted alternative, you’re not undercutting guild traders—you’re simply broadening the market. More players being able to sell means more players being able to afford purchases, which ultimately benefits those who already trade through guilds.
The usual arguments against economic changes in ESO tend to be reactionary rather than thoughtful—people assume any adjustment is a slippery slope toward a full auction house. What you’ve suggested keeps the identity of ESO’s economy intact while smoothing out the most frustrating frictions. It’s rare to see a proposal that actually makes sense for both sides of this debate, and I think it would be worth exploring how something like this could be implemented.
Would love to hear what others think—especially from those who have been on both sides of the trading experience. Does this seem like a reasonable compromise? Or do people see pitfalls that haven’t been considered yet?
I read most of your replies in the thread I'm assuming he's talking about. They were extremely well reasoned and made me look at ESO in a different way. I've never really thought about the deeper aspects of trading in this game. I think this is partly due to limited game time but a big part of it is because I'm a PlayStation player. Our tools are so cumbersome and unfriendly. Especially when compared to PC.
My previous mmo experience is limited to some WoW and years of SWTOR. Both those had, as I'm sure you're aware, auction houses. It made things very easy for me to buy and sell. I don't know if this game should or can switch to that but reading the original post, these ideas are fantastic. Being able to include non guilded members into the economy in a meaningful way would be a fantastic improvement. I believe it could benefit everyone, letting more players make money to in turn buy more. Who wants to feel excluded from aspects of the game? (I get that it's their choice to become guilded or not)
The biggest thing about the post I like though is the inclusion of tools to help find things and find pricing. I'm just returning from an extended break and I have many many good furniture and motifs I'd love to sell but it's hard to figure out what this stuff is worth. The only thing I've gotten a handle on is master writs to sell. I think though, that with addon support coming for us PS5 plebs can really benefit us. I hope for things like TTC to make it's way to us. This is double edged for me though. I believe that things like this should be base game, as well as many other add-ons. Mini map, skyshards etc. It's poor design that your players have to write and support programs to fill the holes in the games quality of life, but I'm rambling. The Ops suggestions can really benefit the game but I don't hold my breath. Though it never hurts to ask. A closed mouth doesn't get fed.
Edit for spelling
sans-culottes wrote: »twisttop138 wrote: »sans-culottes wrote: »This came out of another thread where I mentioned it as an aside, but it feels like it could be worth wider discussion.
A lot of people like the guild trader system.
Specifically (and I'm sure I'll miss various reasons), people seem to like the broken up nature of the economy, which allows bargain hunting and something of the experience of "shopping" in game by going to different places to browse, and the effect that has on the dynamics of the economy. People also seem to like the role guilds play in it.
A lot of people, also, really *dislike* the guild trader system (indeed, there's currently a thread on reddit where the number one thing, by a humungous margin, people would rip out of ESO and replace with something from another MMO is the trading system).
Specifically, they dislike that you can't search for items you're looking for centrally or conduct any kind of meaningful price comparison (this problem is particularly acute on console, where Tamriel Trade Centre is effectively pointless -- it contains virtually no data because no one inputs data into it). They also dislike the hoop of having to join a guild to be able to sell effectively and, indeed, there are players who simply don't sell at all as a result.
If we accept (and I do) that moving to a central auction house, even if it were on the cards, would completely ruin the character of ESO's geographically fragmented economy, it strikes me that there still remain possible solutions that could meet the very longstanding objections to ESO's trading system as it currently functions, while preserving the character of the guild traders. So, make it better for everyone and broaden participation in the economy.
1. Searching for items / prices.
People have sometimes suggested a comprehensive central search of items on sale. But this effectively turns trading into a wholly centralised system (which is, to an imperfect extent, what TTC achieves on PC for those who use it).
But what about a central search that, instead of returning all results, returns the top three (for example) prices in every major trading centre (eg Mournhold, Wayrest), and the top three prices among all other minor traders in each zone (eg "other Greenshade traders"), without naming the actual trader you can find these items at.
What you achieve with a system like that is giving players a sensible pointer of *where* to look to find what they want. But you don't lose the fact that they do still have to do some hunting of their own. That they may stumble across something unexpected or better, etc. It makes things simpler, but it doesn't lose the geographical charms of the system.
2. Alternative traders for those unwilling to sell via the guild traders.
Whether we like it or not, a fair chunk of players really, really don't like having to join guilds to sell goods and so either don't do it, or rarely do it.
There are a few consequences to this for the economy as a whole.
First, that's a big chunk of items that you could see on sale that simply aren't being sold. They're siting in crafting bags for all eternity, they're getting junked.
Second, because these people aren't selling, they're not *buying* to anything like the extent people who do sell via the guild traders buy, either, because they plain don't have enough gold to buy stuff. Because they don't participate in the economy, that's a significant level of potential *demand* for sellers' goods that's simply missing in action.
Third, players who don't sell do still buy, albeit to a lesser extent, but to do that they have to use in-game means to create the gold. That means doing crafting writs on oodles of characters, public dungeon gold farming, etc, etc, all of which involve the game creating gold out of thin air. That, at least in principle, causes inflation. And much of this activity players *wouldn't need to do at all* if they had a channel to sell goods -- which would then mean they had obtained gold that *already existed* in the economy which they then used to buy stuff from guild traders.
Can you square the circle and allow players like this to sell without doing damage to the existing guild traders (and indeed, while *benefiting* sellers with the guild traders by increasing demand)? I think the answer to that, actually, is yes you can.
I've raised this concept before, but the selling gate for players who don't participate in guilds could be removed by a new category of traders who operate in just the same way as the guild traders (they have stalls in physical locations or whatever) but who are controlled by the game, not player guilds.
In the past I've called these "pauper traders" but the name doesn't really matter.
How would you stop them cannibalising player guild members? Well that's easy, the pauper traders would have much greater restrictions on sales, eg number of listings, higher fees, etc. If you do that, you've created an opening for players who don't currently participate in the selling economy, but you haven't created a system so attractive that existing sellers would abandon the guild traders en masse. No one happy to sell at a guild trader is going to leave it for traders where they make less gold.
I don't know for certain, but it really seems to me that both these issues do have viable solutions that can keep up the charms of the guild trader system while addressing the many, many, many complaints it has drawn over the years, and continues to draw, from a lot of players.
Maybe worth a shot?
@Northwold, this is one of the most well-reasoned proposals I’ve seen in this ongoing debate. The guild trader system has always had its charms, but it has also had its obvious pain points, particularly for newer or more casual players who don’t engage with trading guilds. Your approach doesn’t just recognize both perspectives—it actually seeks to improve the system for everyone rather than pushing for an all-or-nothing solution.
The regional price search idea is especially interesting because it maintains what people enjoy about shopping through ESO’s fragmented economy while addressing one of its most frustrating aspects: the sheer inefficiency of finding a specific item. What you’ve proposed is a structured, limited visibility system that nudges the market toward better-informed pricing without turning it into a full-fledged auction house. That’s a delicate balance, and I think it’s exactly the kind of refinement that ESO’s economy could benefit from.
The idea of limited-access NPC traders for non-guild sellers is a particularly smart solution. It addresses a long-standing problem: there are players who don’t want to—or simply won’t—engage with trading guilds. Right now, they either hoard materials indefinitely, vendor them for a fraction of their market value, or just ignore the trading economy entirely. That’s lost potential demand and supply.
By providing a higher-fee, restricted alternative, you’re not undercutting guild traders—you’re simply broadening the market. More players being able to sell means more players being able to afford purchases, which ultimately benefits those who already trade through guilds.
The usual arguments against economic changes in ESO tend to be reactionary rather than thoughtful—people assume any adjustment is a slippery slope toward a full auction house. What you’ve suggested keeps the identity of ESO’s economy intact while smoothing out the most frustrating frictions. It’s rare to see a proposal that actually makes sense for both sides of this debate, and I think it would be worth exploring how something like this could be implemented.
Would love to hear what others think—especially from those who have been on both sides of the trading experience. Does this seem like a reasonable compromise? Or do people see pitfalls that haven’t been considered yet?
I read most of your replies in the thread I'm assuming he's talking about. They were extremely well reasoned and made me look at ESO in a different way. I've never really thought about the deeper aspects of trading in this game. I think this is partly due to limited game time but a big part of it is because I'm a PlayStation player. Our tools are so cumbersome and unfriendly. Especially when compared to PC.
My previous mmo experience is limited to some WoW and years of SWTOR. Both those had, as I'm sure you're aware, auction houses. It made things very easy for me to buy and sell. I don't know if this game should or can switch to that but reading the original post, these ideas are fantastic. Being able to include non guilded members into the economy in a meaningful way would be a fantastic improvement. I believe it could benefit everyone, letting more players make money to in turn buy more. Who wants to feel excluded from aspects of the game? (I get that it's their choice to become guilded or not)
The biggest thing about the post I like though is the inclusion of tools to help find things and find pricing. I'm just returning from an extended break and I have many many good furniture and motifs I'd love to sell but it's hard to figure out what this stuff is worth. The only thing I've gotten a handle on is master writs to sell. I think though, that with addon support coming for us PS5 plebs can really benefit us. I hope for things like TTC to make it's way to us. This is double edged for me though. I believe that things like this should be base game, as well as many other add-ons. Mini map, skyshards etc. It's poor design that your players have to write and support programs to fill the holes in the games quality of life, but I'm rambling. The Ops suggestions can really benefit the game but I don't hold my breath. Though it never hurts to ask. A closed mouth doesn't get fed.
Edit for spelling
@twisttop138, I really appreciate your perspective here. It’s great to hear from someone with experience in multiple MMO economies who can contrast ESO’s system with more traditional auction house models. And as a fellow PlayStation player, I completely understand the frustration of navigating the trading system without the tools available to PC players. Without access to add-ons like Tamriel Trade Centre, we’re operating at an unnecessary information deficit, which only exacerbates the difficulty of participating meaningfully in the economy.
I completely agree that one of the biggest issues isn’t just the structure of the guild trader system itself, but the lack of adequate tools to navigate it efficiently. That’s why I think the proposed regional price search (or something similar) would be such a valuable addition. It preserves the economic fragmentation that makes ESO’s system unique but removes the needless tedium of blindly checking traders across multiple zones.
Your experience returning after a break also highlights another key issue: the difficulty of pricing items. Even for those of us who’ve been active, pricing certain goods—especially furniture, motifs, and high-end crafting materials—can be a guessing game. A more accessible way to gauge market trends would benefit everyone, not just traders but also casual sellers who currently find the system too cumbersome to bother with.
And I completely get the mixed feelings about add-on support coming to consoles. On one hand, it’s exciting because we might finally get tools to help level the playing field. But on the other, the fact that so many fundamental QoL features are dependent on third-party solutions is a little frustrating. Things like a mini-map, skyshard tracking, and even basic market insights should really be part of the base game experience rather than something players have to create and maintain on their own.
I agree with you, though—none of this will happen if we don’t ask for it. The more players who voice reasonable, well-thought-out ideas like the ones Northwold proposed, the better the chance that ZOS at least takes them under consideration.
If you want to encourage more trading between peope not in a guild, remove the biggest obstacle; TTC market police/ Zone hecklers aka bullies. ESO is a free market, and anyone can buy or sell in zone chat (or in a guild trader) for whatever they want.
These people going around trying to shame players because what they want to buy or sell at isn't "TTC average", or whatever these people want to deem as acceptable in their eyes (which mostly is used as a strategy to kill competition because their digital or irl wallets are at risk from anyone else making sales) make it incredibly difficult to do anything trade related in game, and put people off from buying or selling locally. They'll even get their friends (read: cheerleaders) to jump in zone and back them up.
It's these malicious, intentional, and downright bullying tactics that prevent more people from looking to buy/sell in zone. NOTE: this is mainly PC servers due to the TTC and other third party addons, which are not part of the game itself, mind you. If you look over on console you'll find a much healthier, thriving economy.
My other point I want to make is that a centralized trade center (which TTC is, effectively), ends up completely ruining the in game economy, which is reason number one why ZOS did not implement it in game at all.
You want to know why prices on PC skyrocketed so drastically for the past 5 or so years with no real decrease in prices until recently while console prices remained relatively low? It's all due to TTC and a centalized system being EXTREMELY easy to manipulate by large/wealthy groups or individuals. If you look at WoW or even other MMOs, their prices started low and reasonable, and now they've gotten to the point of being rediculous.
Because most tradable items valued by players are rated by the game as being 0 gold, we have to make up a value thatis worth it to us. The only people who should have any buisiness in determining that amount is the person selling the object, and whether others are willing to buy it at said price. no one at any time has any authority of what someone else decides to sell something at, but no one can force you to buy or sell to them at their asking price. Likewise it is not a scam or "rip off" to ask for a price, whether buying or selling that does not agree with anyone's set standards.
twisttop138 wrote: »sans-culottes wrote: »twisttop138 wrote: »sans-culottes wrote: »
Thank you for your response, it's nice to know I'm not crazy and others kinda understand what I'm seeing since I've returned. I have a sneaking suspicion that we will see no change to the trader system, and that these conversations are mostly academic, but that's ok. As long as we continue to put the ideas forward, we as players have done our part. If all the years in game forums have taught me anything it's that players will not hold back on sharing their thoughts and concerns lol. Only time will tell. Fingers crossed for the amazing addon creators to take pity on us poor console players. 😉
(cut only for space, not to dismiss the comment)
(cut only for space, not to dismiss the comment)
Just to give some insight into at least my own attitudes as a player (I can only speak for myself though over the years I've come across plenty of people who feel the same way), I don't sell because of player controlled guilds. That's it. I will never sell via that medium (and I have left the game multiple times because of the restriction because my main activity is housing, which becomes insufferably tedious if you have to go around generating gold through in-game means all the time). But I DO want to be able to participate properly in the economy. Selling stuff, being able to price stuff, would actually be fun but I do not want to be dealing with guilds.
It doesn't suit my life or my play style. I want to be able to be able to play casually. I want to be able to sell when I want without being subject to someone else's timetable, not have to find and apply to a guild to be able to do so. I do not want to tie myself into a video game to that extent, and I would rather drop the game than do so.
So while there may well be people who just don't want any complications at all, I do think you may be underestimating how much it's just the guild gate that's keeping people away from an activity they would otherwise enjoy.
I think the problem with setting up parallel systems with completely different mechanics is just that it makes it more unlikely that they would ever be considered or adopted. If you just have a system controlled trader that operates like all other traders except for higher fees and more stringent limits, that has the virtue that a lot of the development work already exists in game. The further you get from that, the more difficult it becomes to justify a change in developer time.
As I say, I respect what you're proposing. But I also see problems for existing sellers with introducing a system that purposely lowballs pricing -- you would undercut the existing guild trader pricing, which seems a serious issue. I would think if any new sales channel is to be accepted it needs to complement and, indeed, assist players who sell in guilds, most obviously by not creating an incentive to undercut them; by increasing the number of players making gold and thereby increasing demand for existing traders; and by not fundamentally changing how trading works as a geographically fragmented, walk up to a trader and buy stuff system. That's how, in my thinking, you get to crippled, game-controlled traders that are otherwise functionally the same, anyhow.
(cut only for space, not to dismiss the comment)
Just to give some insight into at least my own attitudes as a player (I can only speak for myself though over the years I've come across plenty of people who feel the same way), I don't sell because of player controlled guilds. That's it. I will never sell via that medium (and I have left the game multiple times because of the restriction because my main activity is housing, which becomes insufferably tedious if you have to go around generating gold through in-game means all the time). But I DO want to be able to participate properly in the economy. Selling stuff, being able to price stuff, would actually be fun but I do not want to be dealing with guilds.
It doesn't suit my life or my play style. I want to be able to be able to play casually. I want to be able to sell when I want without being subject to someone else's timetable, not have to find and apply to a guild to be able to do so. I do not want to tie myself into a video game to that extent, and I would rather drop the game than do so.
So while there may well be people who just don't want any complications at all, I do think you may be underestimating how much it's just the guild gate that's keeping people away from an activity they would otherwise enjoy.
I think the problem with setting up parallel systems with completely different mechanics is just that it makes it more unlikely that they would ever be considered or adopted. If you just have a system controlled trader that operates like all other traders except for higher fees and more stringent limits, that has the virtue that a lot of the development work already exists in game. The further you get from that, the more difficult it becomes to justify a change in developer time.
As I say, I respect what you're proposing. But I also see problems for existing sellers with introducing a system that purposely lowballs pricing -- you would undercut the existing guild trader pricing, which seems a serious issue. I would think if any new sales channel is to be accepted it needs to complement and, indeed, assist players who sell in guilds, most obviously by not creating an incentive to undercut them; by increasing the number of players making gold and thereby increasing demand for existing traders; and by not fundamentally changing how trading works as a geographically fragmented, walk up to a trader and buy stuff system. That's how, in my thinking, you get to crippled, game-controlled traders that are otherwise functionally the same, anyhow.
It wasn't my intention to suggest the group of players for whom the guild gate is the main deterrent (such as yourself) was a minor group or anything, merely that the group of players for whom the 'price determining game' would already be a deterrent (such as myself) is also not a minor group to overlook.
I suspect we can agree that broadly there are:and each of those is a legitimate play style to desire, and a large enough portion of the playerbase to take into account for a good market design. (And that there would be no real point to us players attempting to quantify the relative portions, as we can't, and it's not really meaningful anyway.)
- people who enjoy the trading game and enjoy being part of a guild (catered for by the current game);
- people who enjoy the trading game and do not want to be part of a guild;
- people who do not want to play the trading game but do want to participate in the economy (even if only for the feeling of feeding in resources rather than destroying them);
- people who don't care and will always just vendor/delete everything they don't need (catered for by the current game),
As I somewhat doubt anything significant will change as long as we're on the current game system due to its limitations, I felt more free to think about theoretical solutions, whereas your approach as you say is more based on something that might be possible now if ZOS were to put development resources in to it. (Which I would wholeheartedly support, as it would be a real improvement for me too, even if not optimal.)