Not exactly correct, players can use jump clones to travel around to any station/AH they have based their clones near. (and possible to jump to mobile locations too, with the correct ship/gear)EvE Online
Players themselves can't just teleport to the nearest AH. Outside Jita and an handful of important trading hubs, they have to travel for quite some time to go buy / sell their stuff, if they want to see it sold anytime soon (local systems often won't do, I won't bore you with missioning systems, FW markets etc. etc.)
And when did this happen? I played GW2 from pre-launch and still log in once a week or so, never remember this?EvE Onlinethe ESO server will suffer what GW2 suffered (months of blocked and crashing AH due to overload due to people downloading market data).
Rubbish ! A global AH would open up far more trading opportunities than it would restrict. Simply for the reason that 50,000 buyers/sellers offer more choice and variation than 500 !A global AH would kill a meta-profession called "arbitrage", that is the ability to buy cheap stuff in one guild and sell it in another at a profit.
diamondeyethunderbow_ESO wrote: »Except that EVE doesn't have a global AH; it has regional markets. They also don't mail your stuff to you; you have to move it to where you want to sell it, and the buyer has to move it from where it was sold to where he needs it, all subject to PVP attack.Oh and on a slightly different note not.
The most successful, dynamic economy in an MMO is EVE Online.
Which BTW is a global AH on a mega-server !
Learn to EVE.
Yeah!
Anyway...
We do not need auction houses. The way it's set up, if you join 5 thriving guilds, is very good. it keeps the markets competitive and prevents the things you want to sell from being worthless. Besides, they aren't going to change it so
Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
Not exactly correct, players can use jump clones to travel around to any station/AH they have based their clones near. (and possible to jump to mobile locations too, with the correct ship/gear)EvE Online
Players themselves can't just teleport to the nearest AH. Outside Jita and an handful of important trading hubs, they have to travel for quite some time to go buy / sell their stuff, if they want to see it sold anytime soon (local systems often won't do, I won't bore you with missioning systems, FW markets etc. etc.)
Also.... every planet/system does not have it's own AH. there is just one per region, its the players ability to use it that is restricted by distance (how many systems away you are) and this increases with skills/time.
Rubbish ! A global AH would open up far more trading opportunities than it would restrict. Simply for the reason that 50,000 buyers/sellers offer more choice and variation than 500 !A global AH would kill a meta-profession called "arbitrage", that is the ability to buy cheap stuff in one guild and sell it in another at a profit.
Holycannoli wrote: »
I really don't understand why they're so against faction-wide AH in ESO. The only real reason I can think of is to deter botters and chinese farmers.
Holycannoli wrote: »
I really don't understand why they're so against faction-wide AH in ESO. The only real reason I can think of is to deter botters and chinese farmers.
Besides taking Star Trek Online into any "success" story is a bit far fetched, ESO is just not engineered to resist against the disruptive factors I have listed above.
ZoS would need to invest super-substantial resources into re-creating a different and robust economy model that would not crack with a global AH implementation. I doubt they are going to do this, ArenaNet (not a minor company nor without MMO experience) barely managed to fix the front end for the already existing global AH, imagine ZoS having to ALSO re-code a non existing global AH backend. It's really, REALLY rough.
There are hundreds of factors that determine which "AH model" is best suited for a MMO, beginning with its underlying economy.
Let's start with some considerations:
- markets exist to make it possible to participants to exchange goods that (for any reason) they can't or don't want to directly acquire themselves.
- markets basic functionalities are:
- self optimizing over time (due to competition), that is spread between the bid and ask tends to reduce.
- moderation price change and value. Self healing.
- allow economy of scale.
- very often, the more the participants the bigger the amounts of items made available.
- the more a market becomes liquid, the higher the velocity of money
- wallets (and even AHs) segregation heavily affect the velocity of money
All the properties above become consistently stronger by raising the number of participants. Money velocity in particular
On the other side we have MMO properties:
- items have little to no scarcity, that is they can be farmed forever
- items have no underlying value beyond the time it takes to farm them.
- over time supply strongly outpaces demand => prices tend to crash (also a consequence of the above).
- mudflation
Botters and gold farmers properties:
- endless play time on hand, as bots are automated.
- endless accounts, as bots are stolen accounts (or other cheat ways).
- the more botters are allowed, the more join a game => the more they spam items => the more the server CPU / database are overtaxed (a big issue that plagued EvE Online for years).
- the more botters are allowed, the more join a game => the more they spam items => the more item prices crash hard.
A game designer has to take all those variables into careful consideration, expecially since some combinations of them may quickly cause a MMO economy to get irreversibly destroyed.
No MMO worth of note can allow botters to run unchecked as their behavior is always highly disruptive towards the game economy and also towards the hardware.
There are many way to implement a compromise that will function as MMO economy. The allusions done to EvE and GW2 as "models of working megaserver AH" are incomplete and misleading.
EvE Online
Wallet segregation is very high. That is people acquire a lot of money but won't put it back into circulation very easily. This is due by many mechanics (including the fact that money is always at huge risk the second an EvE player trusts another with it - scamming etc. etc. is fully allowed there).
Wallet segregation helps giving players the feeling of being very wealthy while not drowning EvE's economy with endless supply of money.
Items MUST be slowly ferried over to their destination. This adds friction into spreading of goods and players want a (small) reward for the time they take to carry over the stuff. The same friction also helps keeping prices different in the various regions.
Players themselves can't just teleport to the nearest AH. Outside Jita and an handful of important trading hubs, they have to travel for quite some time to go buy / sell their stuff, if they want to see it sold anytime soon (local systems often won't do, I won't bore you with missioning systems, FW markets etc. etc.).
Despite Jita accounts for a lot of transactions, there's not a "central AH" in EvE. Every solar system actually has one per planet. Various skills let players consolidate price viewing from a certain range and within a certain radius.
There are NPC costs involved into making items: blueprints must be purchased, skill books too. Then blueprints have to be researched and this costs even months of time and money (research is paid for).
Items WILL be constantly destroyed, EvE is a pervasive, unconsensual PvP game where a lot of stuff gets constantly blown. This allows for a very powerful control against endless supply vs decreasing demand. This allows also to avoid "gear reset", which is just a quick way to artificially reset and re-fuel demand.
EvE comes with a great invention called PLEX, which alone allows the economy to stay more in control than if it did not exist. I won't expand further.
All of the above, plus other factors I won't stress you about (this is a wall of text already) make EvE a very, VERY different kind of economy that can't be compared with ESO.
Guild Wars 2
Very important: sets don't have "killer stats syndrome". That is, you are not going to get the super-duper PvP set that ravages everybody just by sheer stats. Actually, GW2 sets (at the time I played it) don't give competitive advantages by farming the next tier.
The AH fees are otrageous and single handedly act as NPC money sinks more than EvE's.
GW2 and EvE were both built ground up to support a global AH. EvE in particular gives ways for programmers to obtain markets data without stressing the server.
GW2 has the ability to convert gold into their copycat version of PLEX.
GW2 relies less than EvE on a solid economy, thus its model is weaker and subject to more anomalies, bubbles etc.
ESO
ESO is incomplete under many aspects, including economy. Implementing what in other games work, would just kill it.
The game has too few money sinks. Past bank, bags, horses and repairs there's nothing relevant to physically remove gold from circulation, the risk of hyperinflation is present.
Items "magically" teleport from the to the guild store and then "magically" teleport to the buyer. This means there's no friction and thus no "control knob" to slow down transactions.
Items don't get destroyed (deconstructing is just a "material change of state" with limited loss). Even at 0% durability they keep existing and all it takes to get them back to new is to sink a small amount of easily farmed gold. Materials may accumulate over time. The outcome is the need to peform a gear reset sooner or later.
No PLEX or other "unconventional economy control knobs" are available.
As of now ESO relies on segregated AHs to obtain wallets segregation and avoid some of the market principles listed above, beginning with gradual spreads reduction and ending with velocity of money.
Remove segregation and:
- AH items download mods will require hours to update the markets listing AND the ESO server will suffer what GW2 suffered (months of blocked and crashing AH due to overload due to people downloading market data).
- Botters won't have any control against spamming thousands of items.
- Removing barriers will let enough items on the markets to brutally reduce their spreads. When spread hits about zero, price usually crashes hard.
- Again, for the principles above, plus because items don't get destroyed and even ignoring botters: put together thousands of items whose intrinsic value is zero and all you get is those items prices trending down towards zero. The same gold component today worth 3.8k, would become worth 500g.
This causes items "WoWification": purples that are the new greens, blues only good as deconstruction material and so on.
- Spreads reduction would allow (as said above) easy economy of scale, further worsening a number of situations. People would not sink money in "intermediate, non optimal" gear while gathering their ultimate stufff. More money in circle, higher velocity of money, shortened subscriber expected lasting as they achieve quicker what they want.
- A global AH would make useless to join trading guilds. This would diminish the social aspect ZoS wanted to put in by implenting them and would also make more superfluous their innovation about joining up to 5 guilds.
- A global AH would kill a meta-profession called "arbitrage", that is the ability to buy cheap stuff in one guild and sell it in another at a profit.
- There are probably another dozen of consequences but I am too tired typing now.
Holycannoli wrote: »What would crack in ESO's economy? What would be the problem? Rare items aren't rare enough with an AH? So what? It would make people happy if they could find what they want on the AH. Crafters would be able to sell their wares without having to join and browse multiple AHs. We wouldn't have to stand around town and spam "WTB this" or "WTS that" for hours at a time.
Not enough money sinks? STO has no money sinks at all and yet some extremely rare items are worth so much money they can't even be listed on the AH because of a pricing limit. That's with no money sinks and money being fairly easy to acquire.
It's not enough to just say ESO's economy wasn't designed with an AH in mind. What exactly would be the problem? Give specifics.
therealfluffy wrote:Isn't the biggest problem with STO's economy right now its inflation? Free rewards and loot drops, not tied to any production cost, has injected more and more EC and other currencies into the system from day one. Any economist can tell you what that scenario leads to and I think everyone can see that for himself with a quick glance at the Exchange. If anything, this game needs a closed and balanced economy where we pay some kind of tax that will balance all the "free" items we're rewarded.
Whether you agree or not isn't the point. The point is to communicate why the arguments are good or bad. In any case, you asked why an AH wouldn't work because of certain circumstances and now you know why.Holycannoli wrote: »Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
And I don't agree with their reasons.
Whether you agree or not isn't the point. The point is to communicate why the arguments are good or bad. In any case, you asked why an AH wouldn't work because of certain circumstances and now you know why.Holycannoli wrote: »Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
And I don't agree with their reasons.
Points can be countered all day long. Doesn't make one opinion right over another. Hence the near uselessness of forums. The only good that can come from them is people willing to actually "listen" instead of taking the stance that their opinion is right and trying to force that down others throats. Of course, the effectiveness of that comes down to people's ability to communicate themselves politely and effectively and we all know that will never happen 100% on the internet.Blackwidow wrote: »Whether you agree or not isn't the point. The point is to communicate why the arguments are good or bad. In any case, you asked why an AH wouldn't work because of certain circumstances and now you know why.Holycannoli wrote: »Because they are two different games. Because even if an AH would work in ESO doesn't mean it would work well. People have already given more in-depth reasons why an AH wouldn't work well in ESO. I suggest reading through them to find more specific answers.Holycannoli wrote: »Star Trek Online has a global AH that works fine. Why wouldn't it work here?
And I don't agree with their reasons.
Not if he read the whole thread. Those points have been countered.