liammozzb16_ESO wrote: »Elijah_Crow wrote: »liammozzb16_ESO wrote: »Elijah_Crow wrote: »liammozzb16_ESO wrote: »pugyourself wrote: »SteveCampsOut wrote: »Imagine just walking into Walmart and setting up a table to sell your stuff. You think they would put up with that?
Not even close to being an appropriate analogy! Tamriel is not owned by any of these guild leaders with the strangle hold on our current economy. Nor does Walmart own America, yet. You can still rent a space right next door to Walmart and open a store without any permission from the Walton family!
And anyone can also start a guild. The cut goes into the guild bank, which is publicly viewable by members. If the leader is embezzling, I'd advise finding another guild. However I don't think this practice is very common. Guild stores add a fun element to the game and they keep economies local. That's a good thing. Auction houses simply destroy local economies, turn towns into ghost towns, and drive prices of most goods to the bottom. The guild system functions wonderfully for trading and anyone is allowed to start a guild if they don't like existing ones.
How do they keep it local? I can visit any vendor on the map? If one vendor hasn't got it I have to keep traveling all over the map to 16 different locations to try find it. Where none of them could have it, making it a big waste of time. Where if it was just in the main city's where everyone is anyway it wouldn't be a problem.
That's right. There is no internet in Tamriel. There is no global market place. You should have to shop around and when you find a vendor who sells what you like and is always stocked, you should always shop there first.
Global auction houses ruined player shops in game. I for one want to see them back.
Your talking to someone who played SWG I was a crafter and merchant, I never fired a shot off in my life. Being a merchant was a full time job there was no room for questing and exploring. I had my little shop and my repeat customers I even had a few guilds who had a contract with me to keep them in comp armour. I would advertise in cnet. People knew they could rely on me and kept coming back.
This isn't like that though merchant isn't a class, it's a side activity at best to sell some decent loot you got. So no not going to put the time in like I did on SWG to sell stuff because it's not a main part of the game like it was in SWG.
True, but I wouldn't mind being able to craft custom armor from my house on appt. Also an old SWG player from Starsider. Just because it's not a full time profession doesn't mean it can't add a great deal to the game. Just put in instanced neighborhoods and housing and sell furniture in the Crown Shop and boom, instant revenue stream which doesn't equate to pay 2 win. Here to hoping.
As someone who loved my holiday house on tattooine I would love this.
If I didn't have to kill to level up crafting and could totally focus on it I would be all for it because I could advertise my stuff. Without being able to that I'll just be flooded amongst the 1000's of others their.
Could you imagine paying someone on ESO to take you out in the wide to collect mats haha.
I was on bloodfin.
liammozzb16_ESO wrote: »
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
liammozzb16_ESO wrote: »
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Uh, that's a terrible idea, because a lot of times the guild that sells the most is the one that is in the primo kiosk spots in high traffic areas. If you're a new guild just starting out there's really no upward mobility for you.
Under this system, a newer guild with a high number of members and a lot of stuff to sell could OUTBID a guild (if members are willing to contribute for the bid) for a primo spot and make a lot of money, enabling them to perhaps afford to stay in their location or at least in a nearby high traffic kiosk
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Uh, that's a terrible idea, because a lot of times the guild that sells the most is the one that is in the primo kiosk spots in high traffic areas. If you're a new guild just starting out there's really no upward mobility for you.
Under this system, a newer guild with a high number of members and a lot of stuff to sell could OUTBID a guild (if members are willing to contribute for the bid) for a primo spot and make a lot of money, enabling them to perhaps afford to stay in their location or at least in a nearby high traffic kiosk
Someone else said that too so I came up with this
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Uh, that's a terrible idea, because a lot of times the guild that sells the most is the one that is in the primo kiosk spots in high traffic areas. If you're a new guild just starting out there's really no upward mobility for you.
Under this system, a newer guild with a high number of members and a lot of stuff to sell could OUTBID a guild (if members are willing to contribute for the bid) for a primo spot and make a lot of money, enabling them to perhaps afford to stay in their location or at least in a nearby high traffic kiosk
Someone else said that too so I came up with this
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
Player driven economies are the best economies. You're coming from SWG, and you want a dev controlled economy? You're out of your gourd.
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Uh, that's a terrible idea, because a lot of times the guild that sells the most is the one that is in the primo kiosk spots in high traffic areas. If you're a new guild just starting out there's really no upward mobility for you.
Under this system, a newer guild with a high number of members and a lot of stuff to sell could OUTBID a guild (if members are willing to contribute for the bid) for a primo spot and make a lot of money, enabling them to perhaps afford to stay in their location or at least in a nearby high traffic kiosk
Someone else said that too so I came up with this
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
liammozzb16_ESO wrote: »
liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
If you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
[...]
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
If you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
[...]
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
I feel like your personal arrogance talk's besides of youIf you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
That's where you're wrong and you're a *** judge of character too. I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
And again u talk as blind kid which don't see anything besides of hes nose. First of all, TAX from sells are up to 7%, 3.5% going in black hole and goldsink, 3.5% into guild bank, thats first. Second, how the heck guild should contribute bid for NPC trader up to 3M gold each week without this? can u answer this simple question? with your plan to refund money to those who left it? you know how much problems this will create with this stupid system u already mention? or you think u'r more qualified worker then whole ZOS team who long time was thinking about this system? Again, your personal arrogance talks besides of you with this "i dont want someone to take my money!", dont pay to government then, dont pay to those who own supermarkets, dont pay extra taxes for everything you doing and u will be in jail very soon. Best part of this game is economy, because its ALIVE, not dead like in many other games with AH, so stop *** around of it.
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
Internal sales are not counted then.
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
I feel like your personal arrogance talk's besides of youIf you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
That's where you're wrong and you're a *** judge of character too. I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
And again u talk as blind kid which don't see anything besides of hes nose. First of all, TAX from sells are up to 7%, 3.5% going in black hole and goldsink, 3.5% into guild bank, thats first. Second, how the heck guild should contribute bid for NPC trader up to 3M gold each week without this? can u answer this simple question? with your plan to refund money to those who left it? you know how much problems this will create with this stupid system u already mention? or you think u'r more qualified worker then whole ZOS team who long time was thinking about this system? Again, your personal arrogance talks besides of you with this "i dont want someone to take my money!", dont pay to government then, dont pay to those who own supermarkets, dont pay extra taxes for everything you doing and u will be in jail very soon. Best part of this game is economy, because its ALIVE, not dead like in many other games with AH, so stop *** around of it.
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
Internal sales are not counted then.
So two guilds that want to keep their traders come together and push their incomes. Same story.
liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
If you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
[...]
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
Internal sales are not counted then.
So two guilds that want to keep their traders come together and push their incomes. Same story.
I put this in a different post too.
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
So you have no affinity to the other people in the league you just want to keep your sales up.
Well I actually like this about ESO. I'm not saying the system is perfect, but I'll pass on a global AH, that anyone can use, if that's what you're asking for. I like that I can shop around and find huge deals on some popular/rare items.
pugyourself wrote: »liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
If you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
[...]
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
Internal sales are not counted then.
So two guilds that want to keep their traders come together and push their incomes. Same story.
I put this in a different post too.
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
So you have no affinity to the other people in the league you just want to keep your sales up.
But that would destroy the community that guildies have spent so much time building.
liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
Okay in Guild Wars 2, where there is a global AH, there's a few rare items that due to insider trading with information provided by people who are privileged with the preview server access shoot up exponentially in price, and these small groups of people can control the economy and get exorbitantly wealthy with it, while everything else races to price floor due to the entire world trying to undercut each other.
Here, yes there are some common items with no real value, but prices are competitve withour racing to a floor, and there's not a small group of people who control the prices on everything valuable.
The fact that some people will pay more for convenience instead of hunting through 16 different zones and 30 kiosks for the absolute best price allows for values of items to fluctuate between guild stores and not all race to the bottom. it also allows you as a buyer the opportunity to hunt for a killer deal, where in a global auction house, it benefits the buyer only because everything races to a price floor with 1 copper undercuts every 5s. Also, with this decentralized system, a shrewd merchant can find a killer deal on a backwater kiosk, and then resell for market value over their guild kiosk. Those opportunities are ruined when it's a global AH.
Think about it for a moment, you're asking for Walmart to take over the entire retail sector and put everyone else out of budiness.
Alphashado wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
Okay in Guild Wars 2, where there is a global AH, there's a few rare items that due to insider trading with information provided by people who are privileged with the preview server access shoot up exponentially in price, and these small groups of people can control the economy and get exorbitantly wealthy with it, while everything else races to price floor due to the entire world trying to undercut each other.
Here, yes there are some common items with no real value, but prices are competitve withour racing to a floor, and there's not a small group of people who control the prices on everything valuable.
The fact that some people will pay more for convenience instead of hunting through 16 different zones and 30 kiosks for the absolute best price allows for values of items to fluctuate between guild stores and not all race to the bottom. it also allows you as a buyer the opportunity to hunt for a killer deal, where in a global auction house, it benefits the buyer only because everything races to a price floor with 1 copper undercuts every 5s. Also, with this decentralized system, a shrewd merchant can find a killer deal on a backwater kiosk, and then resell for market value over their guild kiosk. Those opportunities are ruined when it's a global AH.
Think about it for a moment, you're asking for Walmart to take over the entire retail sector and put everyone else out of budiness.
One of the rare people to comment on this topic that actually gets it.
I couldn't have said it better myself. I firmly believe that the vast majority of people asking for an auction house in ESO do not truly understand what they would be getting.
In regards to the OP: just join a few trading guilds. They are everywhere and easy to find. Drop the preconceived notions and try a few with an open mind. They aren't evil empires. They are just a collection of people just like you looking to sell their wares.
liammozzb16_ESO wrote: »
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
liammozzb16_ESO wrote: »
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
Generalize much? Do you have a single example to back up this claim? Because my experience is that in successful trade guilds, the GMs and officers are devoting dozens of hours a week to recruiting, farming prizes and helping people learn how to be great traders. It's far more likely that they are CONTRIBUTING SIGNIFICANT GOLD to help grow the guild, NOT EMBEZZLING IT.
As has been pointed out, Kiosk cost and bank withdrawals/deposits are all public info within your guild(s). If you're seeing a 300,000G kiosk bid, 6 or 7 figure withdrawals and raffles that don't reward any gold, you might have a problem. But that's the exception, not the rule.
If someone wants to make a ton of gold, there are far better alternatives than running a trade guild. The 3.5% of sales tax covers a *fraction* of the kiosk costs in major trading hubs. It's actually a lot of work to do it right.
liammozzb16_ESO wrote: »Well I actually like this about ESO. I'm not saying the system is perfect, but I'll pass on a global AH, that anyone can use, if that's what you're asking for. I like that I can shop around and find huge deals on some popular/rare items.
I have gone from wanting a auction house to wanting leagues That have 500 people in each the more you sell the higher up the league you go. Sell less then you go down a league. The top league has the best spot and it works down from there.pugyourself wrote: »liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Divad Zarn wrote: »liammozzb16_ESO wrote: »Having the economy be guild oriented and decentralized is a good thing, it keeps prices competitive and prevents a small group of people from completely hijacking the market for a particular rare item and skyrocketing the price.
What about the fact you have to travel across 16 zones and around 60 vendors to find a good price?
I would be more inclined by the idea of the gold went into a money sink and not the guild leaders pocket.
I would also like to sell how often I want and still be able for my good to be seen in a main city and not some back water no one visits.
But most of all I don't want to rely on a player or have other players rely on me to have the ability to sell on vendors.
If you would be a guildmaster i'm 100% sure that u would steal money from guild bank like this, of course, BUT it doesnt mean that other guildmasters doing same, there are alot of guilds where GMs are fair and care about guild with dont taking anything from it, so your position about "GOLD GOING INTO OTHERS POCKED I"M MAD DELETE IT ADD AUC HAUSE PLS PLS" is totally wrong. Also in many trading guilds everyone can invite, so its not controlled fully by 1 person as u said.
I wouldn't be a guild master in a trade guild simply because I wouldn't want other people's money going to me.
If zeni wanted to be fair about it, that money would have gone into an untouchable pot.
Each vendor has a ranking the guild who made the most money the week before gets the best spot and so forth. Any money left over gets refunded back to the person who made it.
See in less than 30 seconds I just came up with a way to have your guild vendors without a 3rd party player having any control over everyone's gold.
[...]
Me thinks you never read what I said I'll try again and go into a bit more detail for you.
Say we have three guilds: a, b and c.
In the first week the guilds make the following collectively.
A. 10,000
B. 50,000
C. 1,000,000
Each vendor around the world has a rank. The better it is and the higher it's rank is.
So at the start of the week C made the most money so the get the rank 1 vendor. B gets the rank 2 and C gets the rank 3.
In this process no gold has passed to the guild leader at all and the best trading guild got the best spot.
I just have to figure out a way to make membership fair that rewards the sellers and punishes the slackers.
EDIT: oh yeah sometimes I do think I am better at coming up with game mechanics sometimes, because I wouldn't have used players as a core mechanic in the trading system or any system for that mater. That's just common sense.
Tieing "better" kiosks to guilds income is a bad idea. Guilds would just start to artificially increase income by selling cheap items for high prices internally.
Internal sales are not counted then.
So two guilds that want to keep their traders come together and push their incomes. Same story.
I put this in a different post too.
The only way I can think of the top of my head to fix that is the guilds aren't owned by the players.
The guilds become leagues each league has 500 users. Sell more go higher up the league sell more how lower down. That means even if you are low level you can still work your way up to the best vendor on the game.
So you have no affinity to the other people in the league you just want to keep your sales up.
But that would destroy the community that guildies have spent so much time building.
No it wouldn't everyone in the guild would still be in the guild it just doesn't have a trade vendor any more.
liammozzb16_ESO wrote: »There has to be a better solution than having to go through a 3rd party player.
Ok, let's clear something up from the very beginning. Putting any form of trading system into a "League" is going to be completely open to abuse and is absurd.
starkerealm wrote: »liammozzb16_ESO wrote: »There has to be a better solution than having to go through a 3rd party player.
Look, I'm sorry, but you really need to get over this fear of other players. There are good guilds out there. You can find them. Just look for them.