Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Proposed guild trader changes.

Artis
Artis
✭✭✭✭✭
Hello everyone. Just like you I have been enjoying the game a lot and loved it when the guild trader system was introduced. Not only was it a good gold sink, but it also gave players more opportunities to exchange resources and, I could say, brought the community closer to each other.

While we're all enjoying opening up guild markets a few features of the guild trader system are very frustrating.

1. The flipping time: the traders change owners around maintenance time, so it's hard for leaders to make sure they secured a trader and hire one of the trader who didn't get bids this week. The problem is not that leader can't be online in the morning (For NA) - they can have an officer do that - the problem is that there's no set consistent time when servers are up. This is very inconvenient. However, this problem follows from a deeper one - blind bids.
2. Blind bids: guilds don't know how much others bid and which traders have bids at all. Only one guild can win, others get their money back and basically have to try to find and hire an empty trader faster than others. This part is very poorly thought off and is NOT fun at all. Sure, it is understood that such system encourages guilds to make safe bids and spend a lot of gold => a lot of gold is extracted from economy. However, the part with blind bids is very frustrating. Besides what I already mentioned, it is possible that a trader B standing right next to trader A will be sold for, say, 2000 gold while a guild who bids 100 000 gold on trader A loses and stays with no trader for a week (while another guild pays 2000 and gets a trader in pretty much the same location). On top of this, everyone knows about "bid spies" and how such competitive system encourages players to do dishonorable things like that.


The system is not very fun and not very fair. It favors luck a bit too much, too. Can anything be done to improve it while still serving two main goals:
1. Giving more players access to guild stores;

2. Removing gold from the game (gold sink).

The whole point of the current system is included in these two points, while having the blind bids is to make sure the gold sink will be significant. Because of that, current system doesn't cater to smaller and/or less active guilds. For some people, trading is a game itself just like pve or pvp for others, can you imagine PvEr doesn't have access to dungeons/trials or a PvPer can't enter Cyrodiil, just because the number of player slots is limited and other players/guilds paid more gold, so now he/she can't play?

I believe, all those issues can be fixed and the system can be improved if ZOS tries an approach below.

I present you an idea of the Dynamic Guild Trader system.


1. The number of traders:

To fix the first issue as well as the fact that smaller guilds (and unlucky guilds) are left out, instead of a fixed number of traders in each city why don't we introduce a flexible dynamic number of them. Which means instead of bidding for a trader guilds pay for a spot in the hub and top X bidders get spots and traders are created for them. There will be NO empty traders so that players don't feel forced to be online at a certain time to grab them. Empty traders simply won't appear. Only paid traders will.

The funny thing that can be done here is that guild masters might choose how their traders will look and what they wear (with an option to create a copy of one of the guildies).

2. The gold sink/pricing:


Now we have a system that encourages guilds to spend massive amounts of gold to get traders. One of the reasons here is that their number is limited so guilds pay a lot to secure their spot. However, no matter how "fair" this is, it leaves a lot of guilds out and it's definitely not fun for players who are in those guilds, besides those guilds are ready to dump a lot of gold too (maybe just 1g less than a guild who wins), but that gold stays in game. So what can we do here?

ZOS can analyze how much gold people spent in each city (or on each trader) over time to estimate how good of a gold sink they have. And then, keeping this number in mind set prices on traders in certain locations (stay with me!) that are fixed for a certain week and are known (and can be changed later dynamically). For example, getting a trader in:
  • the wild or small quest hubs or small town but the trader isn't shown on the map until you click on that town - would cost 10 000 gold (think, Voljar Meadery, Koeglin village wayshrines.),
  • a small city (quest hub or has some point of interest (bank, crafting stations, Mundus stone nearby etc) - 50 000 gold (think Fort Amol, Kragenmoor, Hoarfrost Downs, Firebrand wayshrines),
  • a big city (province/zone capitals) - say, 100 000 - 500 000 gold depending on the zone and the layout of a city (think Sentinel, Shornhelm, Baandari Trading Post etc.)
  • DLC cities - they are very actual when DLC is just released but then become less popular after. Also some are big and have everything (Orsinium, Hew's Bane), while others are very limited (Anvil, Kvatch) - ~100 000 - 1 000 000 gold depending on the city and how long ago the DLC was released and/or how popular it is right now.
  • Capitals and elite cities - these are places where most players hang out looking for groups and chatting: Stormhaven, Elden Root, Mounrhold (they have undaunted camps as well as big quest hubs as well as banks, crafting stations); Craglorn, Rawl-kha (very convenient and traditionally has lots of players) , maybe Orsinium? (lots of people there because of dailies, well that's why prices "overlap") - starting 1 000 000 gold.

The prices depend on how much gold people have been spending on those traders lately. The numbers I used here are a VERY ROUGH estimate and of course can be different and are subject to change. Especially after One Tamriel Update is here! Also, instead of dividing them on categories based on logistics (like I did) they can just divide them on categories based on guild trader price (then some cities might change their categories every now and then).

3. Requirements
Besides different prices, different spots can have different requirements which guilds should make in order to be eligible to buy the spots:

1. The number of members (similar to having 50 to unlock the store you can have different amount to unlock the spot - 100 for small cities, 490-500 for capitals etc.)
2. The number of members active last week or month (comments aren't needed).
3. The number of items listed (shows that it's actually a guild where players try to sell items, not just a guild of a few very rich players);
4. Total sales for the previous week (shows that buyers actually buy from this guild and it's not just a random guild owned by 1 player who has millions of gold to waste),
5. The ratio of sales to the total price of items listed in the previous week (same as above);

These requirements can be used to make sure buyers will get stores to buy from, not empty stores/traders hired by some very rich players in the top spots (like what we still can see now).

4. Dynamic number of traders

But wait, that's not all. In order not to make it so that every guild just buys the cheapest trader and therefore those spots actually have all the traders (like, why would I go to Wayrest with 5 traders if Firebrand keep wayshrine has 100 traders? So the choice and price competition there is likely to be more beneficial), we should introduce hard caps for each category making sure that cheaper spots have fewer traders to encourage people to buy spots in more expensive locations as well as going there to shop (thus, indeed, making them more valuable). If we have more bids than is allowed by a hard cap, we can simply forbid more guilds to place bids or use requirements from Section 3. as tiebreakers. For example, if 10 guilds placed bids on a spot with 5 traders - guilds who are top 5 in the number of listings will get spots. If there's more than 5 guilds eligible (for example 6 guilds have the same amount or bottom 2-3 have the same number so that there's more than 5 guilds with top 5 amounts of listings), then we move to the next one, say, total sales.


E.g. Each category can have the current amount of traders times some coefficient for each category. Or basically each category can have up to N traders, where Nx is a number in the list and x is some normalization constant to make sure many guilds have enough spots. Say, traders in the wild will have small camps of 2-3 traders, small cities - up to 5, big cities - up to 10, capitals and elite cities - up to 15-20.

That way, players will know exactly how much money they need to pay and whether or not they can afford a trader this week, as well as where they have chances to get a trader.

Moreover, the price of each category can be evaluated and corrected every week and announced for the next week. That way we automatically include possible inflation and
depreciation of the gold value, thus making this system sustainable long term.

While evaluating the prices we can take into account: gold spent on traders, the popularity of each trading hub, the amount of gold ZOS wants to be removed from the game, etc.

Benefits:
1. All prices can be changed and "posted" a week in advance. And since ZOS somewhat controls them, the gold sink of such system may be even greater than the gold sink we have now.
2. Less guilds are left out, more guilds are catered for.
3. Guilds and players KNOW what they pay for and get what they pay for.
4. Instead of competing who raises more gold this week, players can actually trade and compete in prices, knowing that they only need "that much" gold on a trader this week.
5. It's also more convenient for the buyers since they will have more options and can expect more competitive pricing.
6. Guilds won't abuse the current system and get traders they don't deserve for 100g, just because bigger guilds all placed their bids on a trader nearby.
7. The major issues we have now are resolved - the flipping time is no longer relevant and players are no longer frustrated by blind bids (see 2. and 3.)

Moments that require further thinking:
1. What to do with Cyrodiil traders and how to make them relevant.
2. ZOS will need to actually work on this system and come up with the way to calculate the dynamic amount of traders and prices, which is infinitely more difficult than leaving things the way they are and looking for maximum number in a while-loop. It might not be worth it too.
3. What should be the hard caps? Can we change them and how?
4. If prices are changed dynamically, how will the system be for newly-formed guilds? Wouldn't it be too unfriendly? Well, the current system is unfriendly enough, so I don't think the proposed system will be much worse(if at all).


This thread is my feedback about the current system mixed with some constructive (I think) criticism and an idea on how to improve the system (in my opinion). Thanks for reading. And dear developers, maybe you will have time to discuss on one of your meetings and bring it to life. Please, get rid of blind bids. Thanks :)

Edited by Artis on August 25, 2016 9:42PM
  • EllieBlue
    EllieBlue
    ✭✭✭✭
    Well, it would be really helpful if the bank balance is not visible to non-bidding people as well. Even with the bidding amount hidden from guild members, it is still possible to track how much one bid by tracking the bank balance. In my guild currently, there are members and GMs from competing guilds, spying and tracking our bank balance day in day out. These characters are usually using their 2, 3rd even 4th account so its hard to keep track on them. @GinaBruno
    Nirn Traders GM (est 2015)
    PC EU
    Semi-retired. Playing games for fun. Super casual.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.
  • GorraShatan
    GorraShatan
    ✭✭✭✭
    The change in timing should have been done ages ago and it's downright shameful that ZOS won't even comment on it. @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_MattFiror - we're looking for you guys to actually say something and not let this situation persist.
  • Artis
    Artis
    ✭✭✭✭✭
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    1. That the least that they can do.
    2. Never said that, a guild will still have to PAY for a trader. Adding more traders will solve something real of course. Read the post and realize that.
    3. How and why? Any arguments to support your point of view? Answering your question - in this case both of you will have a trader. You will bid on A spot in the trading hub, not on a certain NPC like these days. Please, read the post, it's explained there.
    4. Well that's simply disrespectful and not sure why you want to remind everyone about that. It was clear from your comments that you didn't read the post. My question would be why'd you comment if you didn't read, just to insult a person? Not sure.
    5.
    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.
    As I said, not everyone will get a store. The point is to get rid of blind bids. And not everyone will get a store, since hubs will have hard caps. At the very least top 5 bidders will get traders (they can have rankings), other than everyone bids on one trader and others go for 100gold to whoever got there first. That's unfair.

    Yeah it might not work, but I don't see how it's worse than what we have now. I'm just trying to be a part of solution and I'd much rather have this system.
    Edited by Artis on August 24, 2016 9:06PM
  • Smasherx74
    Smasherx74
    ✭✭✭✭✭
    I used to bid 10k and 20k every week for Bleakrock, recently a guild has camei n and started bidding mroe than 50k, which bleakrock simply is not worth.

    They obviously have excess amounts of gold to spend. It's really sad you can't make a profit off a guild trader due to people racking up the prices.
    Master Debater
  • Artis
    Artis
    ✭✭✭✭✭
    Smasherx74 wrote: »
    I used to bid 10k and 20k every week for Bleakrock, recently a guild has camei n and started bidding mroe than 50k, which bleakrock simply is not worth.

    They obviously have excess amounts of gold to spend. It's really sad you can't make a profit off a guild trader due to people racking up the prices.

    Which is their problem, once they spend all that gold - it will be gone. It's not like they will make profit there :)
  • Smasherx74
    Smasherx74
    ✭✭✭✭✭
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    So when an already established guild or someone with millions of gold decides to ruin a Trader spot for any smaller guilds that's fair game? Even when they aren't making a profit off the trader, they're just grabbing it to have a trader...
    Master Debater
  • smacx250
    smacx250
    ✭✭✭✭✭
    EllieBlue wrote: »
    Well, it would be really helpful if the bank balance is not visible to non-bidding people as well. Even with the bidding amount hidden from guild members, it is still possible to track how much one bid by tracking the bank balance. In my guild currently, there are members and GMs from competing guilds, spying and tracking our bank balance day in day out. These characters are usually using their 2, 3rd even 4th account so its hard to keep track on them. @GinaBruno
    The only issue with hiding guild bank balance is that it will reduce transparency to 100's of players that are paying into it. There are already enough "stories" of GMs/officers siphoning gold off the bank without going and making it difficult to see that this isn't happening. I'd instead propose that the bid puts a "hold" on the bid's amount of gold - any withdrawal that would put the balance below the "hold" is denied. Since there can only be one bid outstanding at a time, it wouldn't seem like a terribly difficult or error prone change to make. The only way anyone that couldn't view the bid could deduce the bid amount would be by making withdrawals to find the "hold" value. Only certain members can make such withdrawals, and any such attempt would be visible in the bank log. At the trader flip, if the bid is won the gold is deducted, and the hold is removed (regardless of winning or losing the bid).
  • Artis
    Artis
    ✭✭✭✭✭
    Smasherx74 wrote: »
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    So when an already established guild or someone with millions of gold decides to ruin a Trader spot for any smaller guilds that's fair game? Even when they aren't making a profit off the trader, they're just grabbing it to have a trader...

    Please, elaborate? You mean, they bid on their spots or how would they ruin it? ANd how is it different from what we have now?

    If I understood you correctly - my answer is: if they bid on a cheaper spot they miss out an opportunity to get a better spot which will go to someone else and who will make more gold. So it's not reasonable for them to move to a worse spot just to ruin it for someone.

    But, again , I'm sorry but I am not sure I understood your question, so let me know if I didn't answer.
  • smacx250
    smacx250
    ✭✭✭✭✭
    Artis wrote: »
    Smasherx74 wrote: »
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    So when an already established guild or someone with millions of gold decides to ruin a Trader spot for any smaller guilds that's fair game? Even when they aren't making a profit off the trader, they're just grabbing it to have a trader...

    Please, elaborate? You mean, they bid on their spots or how would they ruin it? ANd how is it different from what we have now?

    If I understood you correctly - my answer is: if they bid on a cheaper spot they miss out an opportunity to get a better spot which will go to someone else and who will make more gold. So it's not reasonable for them to move to a worse spot just to ruin it for someone.

    But, again , I'm sorry but I am not sure I understood your question, so let me know if I didn't answer.
    Maybe referring to the case when guilds with money to burn but nothing much to sell grab key traders just to spite others, or just because they can? My personal opinion is that there should be more than just the bid amount that is taken into account - for example, number of items in the store, past sales history, etc. Some factor that is somewhat indicative of the utility that will be provided to the playerbase. Think of it as the trader NPC not being interested in standing around all day doing nothing, when they could be actively trading and collecting the additional 3.5% "tax" that we traders see go into the void!
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    I have always thought that ESO's trader system is probably like heaven for gold sellers. An easy legit way to amass massive amounts of gold and an easy way to launder it. I would be surprised if there isn't at least one major trade guild that isn't secretly run by a goldseller.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Aztlan
    Aztlan
    ✭✭✭✭
    The GM of our trading guild, one of the biggest and most successful, has just stepped down this week, because the process of acquiring a guild trader every week has become too stressful.

    Good ideas here. Something needs to be done. Soon.
  • phairdon
    phairdon
    ✭✭✭✭✭
    ✭✭
    Such a great system :# The guild I'm part of lose the trader every second week. Lots of money is put into the bank by different players through weekly raffles. This is outside of whatever profits are made from everyone's sales.
    Then you have in fighting as certain members run more than one trading guild and accuse leaders of fleecing players of their gold or purposely out bidding on certain sites. The whole system is a shambles.
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    I like the ideas of getting rid of the bidding system, adding an element of automation, and of ensuring more small guilds have access to traders.

    However, I'm unsure if it is even possible to have completely dynamically-generated traders. Creating any sort of environmental assets requires planning the layout, making sure that traffic flow isn't impeded or objectives are blocked. There are pathing issues for NPCs, clipping issues with surrounding terrain, etc.

    For such a system to work, ZOS would essentially need to create all the trade kiosks that could potentially be available, and then just dynamically hide some if not all of them were hired.

    Also, what happens if more guilds want to purchase kiosks in a location than there are available locations for? How does the system determine who wins if prices are fixed?

    I also like smacx250's idea about trader location being determined by more than simply the amount of gold a guild has available, although it's easy to see any such metrics being exploited, such as guildies selling overpriced items back and forth to each other and eating the taxes and fees, just to improve their location. There would be significant structural inequalities to any such metrics that revolve around sales or volume since the established guilds in high-traffic locations will naturally have an advantage in achieving such metrics. And there should also be a way for guilds with strong internal stores but no kiosk history of breaking into the kiosk market.

    There are some really good seeds of ideas in here, though. Let's keep brainstorming!
  • UltimaJoe777
    UltimaJoe777
    ✭✭✭✭✭
    ✭✭✭
    Make bids visible and you screw the entire system. Guilds will camp the trader and wait until the very last minute to make the winning bid.
    Edited by UltimaJoe777 on August 25, 2016 3:51AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • EllieBlue
    EllieBlue
    ✭✭✭✭
    smacx250 wrote: »
    EllieBlue wrote: »
    Well, it would be really helpful if the bank balance is not visible to non-bidding people as well. Even with the bidding amount hidden from guild members, it is still possible to track how much one bid by tracking the bank balance. In my guild currently, there are members and GMs from competing guilds, spying and tracking our bank balance day in day out. These characters are usually using their 2, 3rd even 4th account so its hard to keep track on them. @GinaBruno
    The only issue with hiding guild bank balance is that it will reduce transparency to 100's of players that are paying into it. There are already enough "stories" of GMs/officers siphoning gold off the bank without going and making it difficult to see that this isn't happening. I'd instead propose that the bid puts a "hold" on the bid's amount of gold - any withdrawal that would put the balance below the "hold" is denied. Since there can only be one bid outstanding at a time, it wouldn't seem like a terribly difficult or error prone change to make. The only way anyone that couldn't view the bid could deduce the bid amount would be by making withdrawals to find the "hold" value. Only certain members can make such withdrawals, and any such attempt would be visible in the bank log. At the trader flip, if the bid is won the gold is deducted, and the hold is removed (regardless of winning or losing the bid).

    Agree wholeheartedly with your suggestion. I am all for transparency and personally prefers that my guildies know how much we have in the bank. I often tell them to have a look at the bank history so they can see if there are any kind of withdrawals, how much donations made etc. The only downside currently is people counting your bank balance in order to find out how much you have bid. If this can be eliminated, then it will be more tolerable. I can live with knowing that people can still find out how much I bid, but after the trader flip.

    Thank you!
    Edited by EllieBlue on August 25, 2016 5:19AM
    Nirn Traders GM (est 2015)
    PC EU
    Semi-retired. Playing games for fun. Super casual.
  • Artis
    Artis
    ✭✭✭✭✭
    @smacx250

    But one guild can only have one trader, I mean that abstract rich guild will shoot itself in the foot, no? And well, if they can afford wasting so much gold - good for them. At some point they will run out and trading guilds will take over. Besides, supposedly traders should have more gold.

    But the main thing and I think the solution to this problem is that the number of traders is not fixed. Trading guilds will still get their spot.

    But wow, I forgot to insert something is my post! Different spots should have different requirements, namely, the number of members and the number of goods in the store! (or their total price or the ratio of gold made last week to the total price of goods, which will basically show that the guild has fair prices and buyers actually buy from this guild. Good point, thanks!


    @silvereyes

    That's a good point and I couldn't avoid mentioning it in the post too. One of the options is to just use "first come first serve" system where if guild didn't bid in time - it has to go to another trading hub. That way, of course, we still have an issue where players will want to be online early to rush to a trader, but it will be mitigated by the fact that there will be a lot of traders in taht spot and in other spots too, so buyers will still go to multiple spots and waking up super early to secure a trader simply wont' be worth it :) Anyways, the hard cap should be high enough and be reevaluated based on how many guilds couldn't get there.

    Or maybe teh "prices" could simply be the minimum bids for those traders and then top X (or whatever the cap is) guilds will get spots? At the very least we will the estimate of what they paid and the price for the next week will be changed based on what they paid. I think it's still better than the current system, even though it will use that "blind auction" feature to an extent.

    @UltimaJoe777

    You're right, that's why I dont' suggest simply making bids visible. I suggest changing the system so that traders have pretty high prices and their number is less limited than now. That way getting a trader won't be as competitive and traders can have more fun actually "competing" in their pricing and trying to sell and make gold :)
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    I really like the bid "hold" idea. Open up the full bid transparency again, but don't adjust balance until after bidding closes.

    Some more ideas to throw out there:
    • What if multiple guilds could sell through the same kiosk? Perhaps up to 5 to keep the search space reasonable (i.e. max 75k listings at once).
    • The top bidder's heraldry and guild name would brand the trader.
    • In the event of a tie, use the number of slots listed in the last 48 hours by each guild as a tie breaker. Canceled listings wouldn't count.
    • Set a maximum allowed bid on kiosks, perhaps 1-2 million.
    • Allow guilds to specify a 2nd and 3rd choice kiosk if their bid doesn't make the top 5.
    • Rather than a simple 50 member minimum for having a trader, make the minimum a number of listings in a week, say 300 or so. That way, brand new guilds with only 10 members could theoretically get a trader, if they fill up their slots. It makes no sense for a guild with few listings to even be allowed a trader.
    • Introduce a new public trader kiosk in each large city that allowed up to 30 listings per player per week, but disallow more than a certain number of listings at any given time (say 75,000, same as a trader kiosk with 5 guilds maxed out). Make the listing fees double, since there would be no guild cut.
  • Artis
    Artis
    ✭✭✭✭✭
    silvereyes wrote: »
    I really like the bid "hold" idea. Open up the full bid transparency again, but don't adjust balance until after bidding closes.

    Some more ideas to throw out there:
    • What if multiple guilds could sell through the same kiosk? Perhaps up to 5 to keep the search space reasonable (i.e. max 75k listings at once).
    • The top bidder's heraldry and guild name would brand the trader.
    • In the event of a tie, use the number of slots listed in the last 48 hours by each guild as a tie breaker. Canceled listings wouldn't count.
    • Set a maximum allowed bid on kiosks, perhaps 1-2 million.
    • Allow guilds to specify a 2nd and 3rd choice kiosk if their bid doesn't make the top 5.
    • Rather than a simple 50 member minimum for having a trader, make the minimum a number of listings in a week, say 300 or so. That way, brand new guilds with only 10 members could theoretically get a trader, if they fill up their slots. It makes no sense for a guild with few listings to even be allowed a trader.
    • Introduce a new public trader kiosk in each large city that allowed up to 30 listings per player per week, but disallow more than a certain number of listings at any given time (say 75,000, same as a trader kiosk with 5 guilds maxed out). Make the listing fees double, since there would be no guild cut.

    Awesome, the tiebreakers is something I should've thought of myself! That's where my "requirements" can be used to. Simply compare who has higher numbers in one or some of those categories!

    And yes, guilds with few listings - I already added something about that. Now should add "tiebreakers" somewhere.

    Public trade kiosk is almost like an auction house and if unlimited amount of players can list their items there, then the effect on the price will be essentially the same (since we're all on one mega-server it will be too competitive). That trader has to have some limit of players too, I think. Not sure how to set it to make it reasonable.
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Artis wrote: »
    That trader has to have some limit of players too, I think. Not sure how to set it to make it reasonable.
    That's why I mentioned limiting both per-capita sales rate as well as total volume for the kiosk per city. The exact limitations could be tweaked to ensure a distribution of listings between each city's public kiosk, but once the public trader filled up, no new listings would be allowed until spots freed up. But players could always go list in another city.

    The idea is basically to allow a PUG trading guild, with at least all of the same overall limitations as trading guild listings, and one additional limitation of a per-capita sales rate.
    Edited by silvereyes on August 25, 2016 5:44AM
  • UltimaJoe777
    UltimaJoe777
    ✭✭✭✭✭
    ✭✭✭
    Artis wrote: »
    You're right, that's why I dont' suggest simply making bids visible. I suggest changing the system so that traders have pretty high prices and their number is less limited than now. That way getting a trader won't be as competitive and traders can have more fun actually "competing" in their pricing and trying to sell and make gold :)

    Actually people would pay LESS than they do now and honestly no one would bid until the last minute if there was a base bidding price. As a result everyone would come here and complain because someone ninja outbid them at the very last second which is keeping them from getting the trader.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Artis
    Artis
    ✭✭✭✭✭
    silvereyes wrote: »
    Artis wrote: »
    That trader has to have some limit of players too, I think. Not sure how to set it to make it reasonable.
    That's why I mentioned limiting both per-capita sales rate as well as total volume for the kiosk per city. The exact limitations could be tweaked to ensure a distribution of listings between each city's public kiosk.

    The idea is basically to allow a PUG trading guild, with at least all of the same limitations as trading guild listings, and one additional limitation of a per-capita sales rate.

    But if a player can sell in a PUG trader, then will trading guilds be relevant at all?
    Artis wrote: »
    You're right, that's why I dont' suggest simply making bids visible. I suggest changing the system so that traders have pretty high prices and their number is less limited than now. That way getting a trader won't be as competitive and traders can have more fun actually "competing" in their pricing and trying to sell and make gold :)

    Actually people would pay LESS than they do now and honestly no one would bid until the last minute if there was a base bidding price. As a result everyone would come here and complain because someone ninja outbid them at the very last second which is keeping them from getting the trader.
    It doesn't matter when they bid, still, every trader will be paid for => more gold than now will be removed from the game.

    I'm not sure we understand each other. How come ninja tactics can be relevant in the proposed system? I mean, it's not like now they will compete for an NPC, no, they will pay to have a trader in a trading hub. The fixed price and the number of traders will be higher than now, so it's not like there will be competition in gold.

    And in case of the tie or more bids than the hard cap of traders, some tiebreakers can be implemented (which I didn't write yet, but I will). So it's not like you can outbid anyone in last minute. Or what did you mean?
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Artis wrote: »
    But if a player can sell in a PUG trader, then will trading guilds be relevant at all?
    Absolutely! There are several reasons:
    • Guild stores are available to guildies from any bank, not just the given kiosk.
    • Master Merchant sales figures are only available through guild membership; at least unless ZOS opens a sales history API, which I doubt they would.
    • Volume. Once a player reaches 30 slots sold in a city, they won't be able to sell in that city again until the next week. Guild traders can continually refill their slots as they sell.
    • Availability. During peak hours, PUG traders will fill up quickly, but guild traders will continue to sell with no limitation.
  • Nova Sky
    Nova Sky
    ✭✭✭✭✭
    Hmm. One thing I notice time and time again is that the guilds controlling trading kiosks often don't keep their wares stocked or, more likely, simply bid on that location to purposely keep it barren.

    It's annoying, to say the least.

    So, what if Zeni were capable of implementing a mechanism where, if a guild trader wasn't kept stocked to a certain percentage, it would automatically open up again for bidding — even if happened in the middle of a week-long cycle? Something along the lines of a vendor, seeing that the grass could be greener, lands a contract with another guild to sell its wares in place of the "zombie guild" that's purposely keeping the vendor empty for "competitive" purposes?

    Perhaps the minimum could be calculated as at least 10 of 30 slots used, multiplied by the number of people in the guild. In other words, a 100-member trade guild would have to keep at least 1,000 items in stock on a daily basis, lest it runs the risk of the hired trader "heading to greener pastures." That doesn't mean each member has to have at least 10 listings. It just means that the *total* listings could never slip below 1,000 without the risk of losing the trader. Of course, there would be a "gray period" if the listings slipped below 1,000 — say, four to six hours or so.

    That way, it wouldn't be possible for a malicious guild to move in and purposely buy out all of the cheap stuff in order to facilitate a forced flip mid-week.

    *shrug* It's just an idea. Odds are, Zeni won't implement it. But at least the idea is out there, right?
    "Wheresoever you go, go with all of your heart."
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Artis wrote: »
    3. Requirements
    Besides different prices, different spots can have different requirements which guilds should make in order to be eligible to buy the spots: ....
    These requirements can be used to make sure buyers will get stores to buy from, not empty stores/traders hired by some very rich players in the top spots (like what we still can see now).
    My responses are inline below.
    Artis wrote: »
    1. The number of members (similar to having 50 to unlock the store you can have different amount to unlock the spot - 100 for small cities, 490-500 for capitals etc.)
    I think the size of the guild is a poor metric for how good their store will be. As a buyer, I'd rather go to a 10 member guild with 300 listings than a 500 member guild with 50 listings
    Artis wrote: »
    2. The number of members active last week or month (comments aren't needed).
    Same comment as #1
    Artis wrote: »
    3. The number of items listed (shows that it's actually a guild where players try to sell items, not just a guild of a few very rich players);
    This, I think, is the sole thing that I care about when shopping. Do they have a lot of items listed? If they do, I'm likely to go back there, since they are more likely to have the item I'm looking for.
    Artis wrote: »
    4. Total sales for the previous week (shows that buyers actually buy from this guild and it's not just a random guild owned by 1 player who has millions of gold to waste),
    5. The ratio of sales to the total price of items listed in the previous week (same as above);
    Enforcing this requirement would add a lot of technical complexity to the system, for little added benefit. The market will teach them not to overprice things, because their overpriced things will not sell.

    [Edit] This requirement would also add another barrier to guilds with no sales history from entering the market. The current system already has too many of such barriers, so I say just eliminate this requirement.
    Edited by silvereyes on August 25, 2016 1:58PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Artis wrote: »
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    1. That the least that they can do.
    2. Never said that, a guild will still have to PAY for a trader. Adding more traders will solve something real of course. Read the post and realize that.
    3. How and why? Any arguments to support your point of view? Answering your question - in this case both of you will have a trader. You will bid on A spot in the trading hub, not on a certain NPC like these days. Please, read the post, it's explained there.
    4. Well that's simply disrespectful and not sure why you want to remind everyone about that. It was clear from your comments that you didn't read the post. My question would be why'd you comment if you didn't read, just to insult a person? Not sure.
    5.
    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.
    As I said, not everyone will get a store. The point is to get rid of blind bids. And not everyone will get a store, since hubs will have hard caps. At the very least top 5 bidders will get traders (they can have rankings), other than everyone bids on one trader and others go for 100gold to whoever got there first. That's unfair.

    Yeah it might not work, but I don't see how it's worse than what we have now. I'm just trying to be a part of solution and I'd much rather have this system.



    1. We agree here.
    2. You seem to indicate small guilds should be able to get a trader coupled with having more traders added seems to indicate this. If I missed your point, oh well, easy to think it's what you were meaning.
    3. You have zero mechanism to determin who gets a trader when there is competition for the same trader. It cannot and will not work as described when using a flat price. I NEED TO COME UP WIYH PROOF? It's obvious. No proof needed.
    3. Continued - your plan also discriminates against guilds due to their size. It's very possible to put together a guild of 50-100 that will outsell man (if not most) guilds with 450-500 active members.
    4. So I guess you consider me disrespectful because I didn't read your entire OP. Sorry if I was to honest. Seriously, no offense, but wall of words tend to not get fully read and probably part of the reason this thread has not received many posts. Being concise and organize a little different would go a long way. I did read more tonight but still have not complete it.
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    Here are some consolidated and expanded the ideas of fixed bids, multiple guilds per kiosk, and 2nd/3rd choice kiosks:
    • Make all bids fixed price, as the OP says
    • All comparisons of who "wins" a bid would use number of slots listed as the sole performance metric.
    • Each kiosk would support up to 5 guilds
    • The top guild in each kiosk would receive the following perks:
      • Guild name on kiosk
      • Tabard on kiosk trader
      • Their guild would be the default for the kiosk
    • 2nd-4th place guilds for a kiosk would need to have their guild specifically selected in order to have their listings searched. Kind of like a player switching selected guild in the guild bank or guild store.

    There are two criticisms with this setup that need addressed:
    • Many large guilds would prefer to have lost bids for the top slot fail over to a different kiosk, maybe even in a different city, rather than getting hidden in the #2 slot.
    • It does nothing to help the small-to-mid-sized guilds get a slot in high-traffic locations, since even with 25 slots per city, they'd get filled with the biggest guilds.
    • It doesn't encourage the guilds with the most listings to spread out between cities. This concentrates the market and reduces the effectiveness of kiosks in combatting market-cornering tactics.

    So, to address these concerns, I submit the idea of Premium Bids and Standard Bids:

    Premium Bids
    • Double (or maybe even triple) price
    • Only bid on the top (default) position for a kiosk.
    • Failing the top bid for a kiosk would failover to the 2nd choice kiosk's top spot, and then to the 3rd choice top spot.
    • Premium bids that fail all 3 top spots will not have a trader for the week.

    Standard Bids
    • Much less expensive than Premium Bids.
    • Have 5 chances to win a place in each kiosk.
    • Can still win the top slot, but will failover to 2nd-5th place (non-default, no branding) if 1st place isn't won.
    • If not in the top 5 bids for a kiosk, would fail over to try for one of the top 5 spots at the 2nd choice kiosk, and then at the 3rd choice.
    • Standard bids failing to achieve the top 5 spots in any of their 3 chosen kiosks will not have a trader for the week.

    The reason I like this system is that it should allow smaller guild stores to be able to achieve a secondary position in the high-traffic kiosks. Sales for 1st place guilds in these kiosks would undoubtedly be much higher, but the 2nd-5th place guilds in each kiosk would still have much better visibility than if they were in the wild.

    It also introduces a new cost/benefit analysis for guilds on whether to submit a Premium bid which is more expensive and only includes 3 chances to win, or a Standard bid that is cheaper and has 15 chances to win, although most of them would be less visible. You'd have to be very confident in the number of your guild store's listings to take that chance, but it's available for those that highly value brand identity/location.
    Edited by silvereyes on August 25, 2016 3:50PM
  • Smasherx74
    Smasherx74
    ✭✭✭✭✭
    Artis wrote: »
    Smasherx74 wrote: »
    @Artis

    1. Yes, maintenance and guild traded flipping times should be separate for the resasons you state.

    2. No guild is entitled to a trader and adding more traders will not solve anything real.

    3. Your fixed pricing will not work. The system requires bidding. While they're may be an improvement to the system, your idea will fail since I want traded A and can pay the 1 mil gold but someone else can also pay the 1 mil gold. Do we now use RNG to determine who gets the traded?

    TBH, I stopped Reading you post when you discussed your pricing idea since it as clear it would not work. More critical thinking is needed to develope a smoke plan to handle a complex system.

    And I never feel sorry for guilds that do not get a store. The system should not be designed so every guild csn have a trader. Being that we can join up to 5 guilds there is no reason to have a trader for everyone.

    So when an already established guild or someone with millions of gold decides to ruin a Trader spot for any smaller guilds that's fair game? Even when they aren't making a profit off the trader, they're just grabbing it to have a trader...

    Please, elaborate? You mean, they bid on their spots or how would they ruin it? ANd how is it different from what we have now?

    If I understood you correctly - my answer is: if they bid on a cheaper spot they miss out an opportunity to get a better spot which will go to someone else and who will make more gold. So it's not reasonable for them to move to a worse spot just to ruin it for someone.

    But, again , I'm sorry but I am not sure I understood your question, so let me know if I didn't answer.

    They are outbidding me for 50k in bleakrock. If you didn't know, bleakrock only gets low levels passing by and at most you can make 10-30k which is exactly why me and a handful of other guilds were bidding on these starter zones. It's a cheap trader, and you get small profits. But then comes this guild thats probably a secondary guild for a big one, and they just drop 100k or so on it like it's worth the profit... They aren't making a profit, they're hoarding the trader for themselfs forcing us smaller guilds to move elsewhere.

    Now I'm trying to get a trader in the main pact zones, hoping I can pull a 100k in profits to outweigh my bid. However I doubt it, and since these guys want to ruin the trader spot for us trying to make an actual profit I can't get enough gold to bid for this high end places which I would have given enough time. Right now there is only 350k in the guildbank thanks to loyal members, but I have no idea about the other traders in different zones, if bleakrock is 50k or more now then these regular zones like Shadowfen must be 100k+

    There is far too much gold in the game for established players/guilds... they have *** millions and can afford to waste 100k just to make their guild look good with a trader thats doing absolutely nothing for them financially. It's absolute and utter trash....
    Master Debater
  • silvereyes
    silvereyes
    ✭✭✭✭✭
    ✭✭
    silvereyes wrote: »
    • All comparisons of who "wins" a bid would use number of slots listed as the sole performance metric.

    Here are some more specifics on how I envision this logic working.
    • A maximum of 30 listings per member will be counted each week. This would make gaming the system with fake listings/purchases pointless, as well as reduce the influence of high-volume traders that constantly refill their slots.
    • Only members of the guild at the bidding close time will have their listings counted. This would prevent playing games with kicking / recruiting new members to pad the listing numbers.
    • If a guild has > 500 members due invite/accept delays, only the oldest 500 members of the guild - sorted by the date they joined - will have their listings counted. This prevents trying to boost listings by having more than max intended members.
    • Cancelled listings would not count. This prevents canceling and relisting as a way to boost listings.
    • Any listing still in the store at the kiosk flip time would roll over to count for the next week.

  • Artis
    Artis
    ✭✭✭✭✭
    silvereyes wrote: »
    Enforcing this requirement would add a lot of technical complexity to the system, for little added benefit. The market will teach them not to overprice things, because their overpriced things will not sell.

    [Edit] This requirement would also add another barrier to guilds with no sales history from entering the market. The current system already has too many of such barriers, so I say just eliminate this requirement.

    What I had in mind when typing this is that no one would want to see a store where all listings are consistently overpriced while there are other guilds who also could afford that spot but had less listings, but for normal prices that buyers would buy. I think that's a good rough estimate of that. Obviously ratios will be different for different cities. Since Rawlkha can sell something overpriced compared to, say, Firebrand keep wayshrine.
    3. You have zero mechanism to determin who gets a trader when there is competition for the same trader. It cannot and will not work as described when using a flat price. I NEED TO COME UP WIYH PROOF? It's obvious. No proof needed.
    3. Continued - your plan also discriminates against guilds due to their size. It's very possible to put together a guild of 50-100 that will outsell man (if not most) guilds with 450-500 active members.
    4. So I guess you consider me disrespectful because I didn't read your entire OP. Sorry if I was to honest. Seriously, no offense, but wall of words tend to not get fully read and probably part of the reason this thread has not received many posts. Being concise and organize a little different would go a long way. I did read more tonight but still have not complete it.

    2. yeah, I do. Compare how they sell and how much, like @silvereyes suggested.
    3. It doesn't discriminate. It just creates different categories for different leagues. Just like in boxing they have different weight categories. And the size is just a suggestion. As I said one or some of them could be implemented. I for one like the one with the number of listings and the amount of sales more.
    4. It's cool that you're honest. The thing is, that you reply something without even reading that some of those points are already covered. Anyways, agree with the walls of text but that's why I use paragraphs. Some ideas require volume to explain in detail :)

Sign In or Register to comment.