MudcrabsRus wrote: »Before Zos gets to that, text chat.
I'm with this guy. Such a global "price check" implies there is only one proper price per item regardless of regional supply and demand differences.ontheleftcoast wrote: »You want to change the fundamental design of buying/selling in Tamriel.
Right now, on purpose, it works with a minimum of information available to both buyers and sellers. For example, yesterday I found a VR16 Agility necklace with stamina. I asked for pricing on it and got numbers from 170K to 500K. WTF?!
But this confusion works. Sellers can find people willing to pay inflated prices and savvy buyers can scrounge for bargains. "70 for Nightwood in Belkarth? I saw it for 27 in that kiosk in Windhelm!"
If you create a market where everyone knows the "best" price it will also punish sellers who have to continually relist things. RIght now if I ask 150 for some item and sell a stack of 20 I pay a listing fee. If that price drops to 140 and everyone knows about it then I'll have to yank my product and relist it.. now I'm out a *SECOND* listing fee.
In short Tamriel is not the NYSE and up to the minute pricing of every thing all the time probably isn't a great idea in the end.
ontheleftcoast wrote: »But this confusion works. Sellers can find people willing to pay inflated prices and savvy buyers can scrounge for bargains. "70 for Nightwood in Belkarth? I saw it for 27 in that kiosk in Windhelm!"
I'm with this guy. Such a global "price check" implies there is only one proper price per item regardless of regional supply and demand differences.
CromulentForumID wrote: »ontheleftcoast wrote: »But this confusion works. Sellers can find people willing to pay inflated prices and savvy buyers can scrounge for bargains. "70 for Nightwood in Belkarth? I saw it for 27 in that kiosk in Windhelm!"
Give me a cornered market on a couple of high-end goods any day in exchange for being able to find normal, every day goods available at at a reasonable price.
BlackbirdV wrote: »There is one called Master Merchant, which does quite a few things, and give average price on items sold in guild stores. Downside is that it only gives average from the guilds you are current in.
If we had ZOS make a price checker that is global throughout all guilds (be it average, checking prices individually etc.) it would be a good idea.
Thoughts?
People continually ask to dumb down games, from making it less effort to level, to making it easier to do things with a single click and no need to interact with the game.
Why?
Do you not understand why you find the game fun in the first place?
The removal of haveing to do something within a game makes that game boring (generally)
Taking away effort removes any feeling of accomplishment.
Making dungeons able to be completed by the lowest common denominator means that once completed, you never go back
A single auction house would trash the trade in this game, and what you are asking for here is a single auction house with many outlets
People continually ask to dumb down games, from making it less effort to level, to making it easier to do things with a single click and no need to interact with the game.
Why?
Do you not understand why you find the game fun in the first place?
The removal of haveing to do something within a game makes that game boring (generally)
Taking away effort removes any feeling of accomplishment.
ontheleftcoast wrote: »I put an hour or more in each day to farm mats. How much do you think my time is worth? 1 gold per item? 10? 100?
Gathering enough Nightwood to make a stack available takes a lot of effort. If you're too lazy to do it yourself or to shop around then don't blame the guy selling it for 70 in Belkarth so you can quickly complete your crafting writ and maybe score a glass motif fragment.
Markets are about supply and demand. If demand for a product is higher in Belkarth then the price will be higher there.
BlackbirdV wrote: »
If we had ZOS make a price checker that is global throughout all guilds (be it average, checking prices individually etc.) it would be a good idea.
Thoughts?
The fact there isn't a global auction house or a global price checker means I can get more money out of people who don't want to shop around.
CromulentForumID wrote: »ontheleftcoast wrote: »I put an hour or more in each day to farm mats. How much do you think my time is worth? 1 gold per item? 10? 100?
Gathering enough Nightwood to make a stack available takes a lot of effort. If you're too lazy to do it yourself or to shop around then don't blame the guy selling it for 70 in Belkarth so you can quickly complete your crafting writ and maybe score a glass motif fragment.
Markets are about supply and demand. If demand for a product is higher in Belkarth then the price will be higher there.
Good job choosing an example that is not subject at all to RNG so you can accuse me of lazinessWhat about things like recipes? Motifs? Research traits? LRN2Container?
For the record, you should charge as much as you want for raw materials. People who purchase them have to realize they are paying a "time saver premium" for things they could pick up off of the ground. I have never laughed harder in this game than the time I heard a kid pleading for someone in Audiron to sell him rawhide, when 10 steps to his right there were beaches and beaches of mudcrabs. He was at it for a half hour.
Some things just have nothing to do with effort, and everything to do with luck. You are not a better player than I am because you got a motif from that dresser and I got a beet. A market does a good job of filling in the gaps, but our current system can fall short because the people selling realize that buyers have very little idea about what the "supply" you are quick to point out actually is.
CromulentForumID wrote: »ontheleftcoast wrote: »I put an hour or more in each day to farm mats. How much do you think my time is worth? 1 gold per item? 10? 100?
Gathering enough Nightwood to make a stack available takes a lot of effort. If you're too lazy to do it yourself or to shop around then don't blame the guy selling it for 70 in Belkarth so you can quickly complete your crafting writ and maybe score a glass motif fragment.
Markets are about supply and demand. If demand for a product is higher in Belkarth then the price will be higher there.
Good job choosing an example that is not subject at all to RNG so you can accuse me of lazinessWhat about things like recipes? Motifs? Research traits? LRN2Container?
For the record, you should charge as much as you want for raw materials. People who purchase them have to realize they are paying a "time saver premium" for things they could pick up off of the ground. I have never laughed harder in this game than the time I heard a kid pleading for someone in Audiron to sell him rawhide, when 10 steps to his right there were beaches and beaches of mudcrabs. He was at it for a half hour.
Some things just have nothing to do with effort, and everything to do with luck. You are not a better player than I am because you got a motif from that dresser and I got a beet. A market does a good job of filling in the gaps, but our current system can fall short because the people selling realize that buyers have very little idea about what the "supply" you are quick to point out actually is.
ontheleftcoast wrote: »What you see as "luck" I see as "time". While I have issues with the RNG in this game.I never bought a trait or motif for first few too a. It seemed to take FOREVER to fill those in. Then I realized was being short-sighted and not valuing my time spent.
[snip]
First let me clarify (or perhaps apologize) I said "lazy" but what I really should point out is you're making what I consider to be a very poor choice on valuing your time relative to others. You complain about finding motifs and traits on weapons/armor as if it is somehow different than finding materials. It really isn't, not in the larger picture.
ontheleftcoast wrote: »Consider this, I have to wander Tamriel to find those mats. Other players may have already harvested nodes or killed monsters that drop hides -- a factor beyond my control. Assuming I find the node I have no control as to the amount or kind -- for alchemy you get "fungus" nodes or "water plant" nodes not "Imp Stool" or "Nirnroot" nodes. Enchanting nodes are even worse, it's going to be a stone but it could be any flavor and sometime multiple levels. I hate getting VR7 stones in VR14 zones in Cyrodiil.But even on wood nodes I can get from 3 to 16 so it means I have no idea how many nodes I'll have to visit. Which means I have to visit potentially a hundred or more potential nodes to get the 250 or so Rough Nightwood I need to make a stack. Oh, yeah, more random goodness. Process 100 raw mats and you could get anywhere from 70 to 100 finished ones. This isn't really that different from looking in 100 containers to find a random motif.
CromulentForumID wrote: »ontheleftcoast wrote: »What you see as "luck" I see as "time". While I have issues with the RNG in this game.I never bought a trait or motif for first few too a. It seemed to take FOREVER to fill those in. Then I realized was being short-sighted and not valuing my time spent.
[snip]
First let me clarify (or perhaps apologize) I said "lazy" but what I really should point out is you're making what I consider to be a very poor choice on valuing your time relative to others. You complain about finding motifs and traits on weapons/armor as if it is somehow different than finding materials. It really isn't, not in the larger picture.
I am not really complaining, I am just stating that it is different. It is a lot different. You can pick up wood to get wood. You can pick up ore to get ore. You can grab clothing materials for clothing. You can kill animals for hides. You can open containers and get...a whole boatload of things. You are never mining some ore and getting a set of boots or a bunch of garlic. You can't go to a jewelry node. There isn't a way to be smarter or better at getting RNG loot. You can open more containers per hour, but nothing you do determines if you get what you want or even good things.
Where is my poor choice? I am trying to see how I am valuing my time poorly. I should play in a certain way to to get more expensive things to sell?
I spend my time questing and exploring, and I pick things up along the way. I personally am not targeting anything specific. I have some things I would like to have, but nothing I need or need to buy. I just hate it when players somehow think that they have some magic way to approach the game, and that players who do not get random loot somehow need to L2P. Or that they must be lazy if they don't get it themselves. In this case I guess you are saying...L2P(rice)?ontheleftcoast wrote: »Consider this, I have to wander Tamriel to find those mats. Other players may have already harvested nodes or killed monsters that drop hides -- a factor beyond my control. Assuming I find the node I have no control as to the amount or kind -- for alchemy you get "fungus" nodes or "water plant" nodes not "Imp Stool" or "Nirnroot" nodes. Enchanting nodes are even worse, it's going to be a stone but it could be any flavor and sometime multiple levels. I hate getting VR7 stones in VR14 zones in Cyrodiil.But even on wood nodes I can get from 3 to 16 so it means I have no idea how many nodes I'll have to visit. Which means I have to visit potentially a hundred or more potential nodes to get the 250 or so Rough Nightwood I need to make a stack. Oh, yeah, more random goodness. Process 100 raw mats and you could get anywhere from 70 to 100 finished ones. This isn't really that different from looking in 100 containers to find a random motif.
It may take you more time for certain things, but you still know what you are getting when you pick it up with a lot of those things. Runes are pretty much RNG. Alchemy the same, at least if you are looking for just Columbine.
Wait, OK, so it is an unknown amount of time to get the mats you want. And an unknown time to get the RNG loot you want. So are you saying they are the same because they are both represented at the most simplistic, highest level by a time amount you cannot predict?
ontheleftcoast wrote: »Bingo. To quote Einstein -- Time is Money. No, wait, that was someone else. But that's the underlying problem.
A blue motif is 250-300 gold anywhere in Tamriel on PC/Mac. It's similar for every trait besides nirnhoned. If you find 300gp of stuff to sell while you're running around questing/exploring/delving you have effectively found a blue motif or a trait to train. It just doesn't look like on the surface. But that's simply a matter of perception. Yeah, some folks hit the jackpot and find 10 glass motif fragments and roll the Chest recipe and I've gotten gloves twice and belts once. But that's enough to trade for those chests if I really want it. The beauty of the trading system in ZOS is everything you find becomes just another fungible commodity. It's only your choice to see it as something else that make you think you've "lost" while others are "winning".