Kiralyn2000 wrote: »Well yeah - the system works for you. Of course you like it. I just think that an artificially-limited economy that excludes a portion of the playerbase is a shame. Sure, having a smaller playground to compete in helps the people doing the competing, but..... /shrug
(And even if you kept the system of limited/chosen sellers, it still sucks from a buyer's perspective, having to deal with this patchwork of vendors instead of a real market.)
ManwithBeard9 wrote: »Wait, isnt there an Auction House in Stonefalls? Specifically Davon's Watch, right by the writ boards?
Kiralyn2000 wrote: »ManwithBeard9 wrote: »Wait, isnt there an Auction House in Stonefalls? Specifically Davon's Watch, right by the writ boards?
That is a particular guild trader. It has just the goods offered for sale by the members of that one guild. There are dozens more of them scattered across all the zones, each one with different goods for sale.
Kiralyn2000 wrote: »Enough with this debate, it's a dead horse issue. Need to learn to work with the system we have.
So I have some hypothetical situations that I'd like the market pros to educate me on.
1. Guy wants to sell one item a week. He's not looking to be a Super Trader or get absolute max profit. Just thinks it's a waste to vendor something for 9g when it could sell for 500-1000g. How does he do it?
2. Provisioner needs a bunch of one ingredient, let's say 200. He wants to get it for a good per-unit price. How does he do it?
3. Player is looking for a Particular Rare Item (there's maybe half a dozen or a dozen out there total). Again, he'd like to get the one for the best price. How does he do it?
Thanks for any assistance you can provide.
Vipstaakki wrote: »We do not want the auction house. We want the guild traders. Deal. With. It.
Giles.floydub17_ESO wrote: »Kiralyn2000 wrote: »Well yeah - the system works for you. Of course you like it. I just think that an artificially-limited economy that excludes a portion of the playerbase is a shame. Sure, having a smaller playground to compete in helps the people doing the competing, but..... /shrug
(And even if you kept the system of limited/chosen sellers, it still sucks from a buyer's perspective, having to deal with this patchwork of vendors instead of a real market.)
@Kiralyn2000 A great many trade guilds have space all the time, though a few are full most of the time. With that being the case I do not see how anyone what is interested is excluded. The trade guild I am in often has some spaces and I do very well there.
So the statement that the system is limited falls on it's face.
Kiralyn2000 wrote: »Giles.floydub17_ESO wrote: »Kiralyn2000 wrote: »Well yeah - the system works for you. Of course you like it. I just think that an artificially-limited economy that excludes a portion of the playerbase is a shame. Sure, having a smaller playground to compete in helps the people doing the competing, but..... /shrug
(And even if you kept the system of limited/chosen sellers, it still sucks from a buyer's perspective, having to deal with this patchwork of vendors instead of a real market.)
@Kiralyn2000 A great many trade guilds have space all the time, though a few are full most of the time. With that being the case I do not see how anyone what is interested is excluded. The trade guild I am in often has some spaces and I do very well there.
So the statement that the system is limited falls on it's face.
Even if there are 600 trade guilds, there are only so many vendor locations. That fragments participation in the economy.
Among the guilds that can get vendor locations, there are "good" locations and "bad" ones (the outlaw den of that city no-one goes to,etc). This fragments participation in the economy.
Many of the guilds that can get vendor locations have dues/fees/sales quotas/etc. This fragments participation in the economy.
There are many subsets of "economy" that people are boxed/limited into. Which means that the ones in the "privileged" positions (good guilds, good locations, etc) aren't competing against everyone, they're competing against a limited pool of other players. That's what I mean by "artificially limited economy" and "smaller playground".
(as opposed to an open AH system, where all 100% of the playerbase can walk up to the counter and offer something for sale, and the entire playerbase can see the full list of items for sale. Everyone has the opportunity to compete against everyone else. Full participation.)
But yeah. /target Dead Horse. /beat
Gandrhulf_Harbard wrote: »Vipstaakki wrote: »We do not want the auction house. We want the guild traders. Deal. With. It.
There's no supporting evidence for the second part of that statement.
I don't want a Global AH - would not be right in this type of game.
But the current system IS. NOT. FIT. FOR. PURPOSE.
The current system could work with a few very simple changes.
1) Limit each Account to one Guild Trader.
2) Add in basic Search functions to Trade Kiosks.
3) In each Zone Capital add in a Free Trader so that people not in a Trade Guild can list a limited number of Items for sale.
4) Add a Market Advertising Board to each Zone Capital - have it work as a Zone Wide Search Function (only search, still have to go to the individual Kiosk to buy).
Reasons:
1) Will free up more slots so that more players can trade, and it WILL drive down Kiosk Prices for everyone. Prices are only so high because a relatively small number of high-end traders are in 2, 3, or even 4 trade guilds - thus denying up to three other players any access to the market.
2) Reasons - any game that can't deliver basic search functions needs to re-assess if it has competent people in key roles.
3) Gives a stepping-stone for people who currently don't trade at all because of lack of access (Note: There are NOT enough Kiosks in the game for every player to be able to trade, even if we assume each player only has access to ONE Kiosk). More overall sellers also lowers commodity prices, which will in turn lower Kiosk prices, thus giving the ingame economy a much needed, and long overdue price adjustment.
4) Even pre-modern markets had advertising so buyers knew where to go to get what they wanted.
Those four, relatively simple, steps would open up trade to many more people, make buying easier (thus increasing sales), offer a pathway to trade for players who currently do not engage with the current system at all.
The ONLY people who would not benefit significantly from these changes are the few traders who depend entirely on the cartel nature of the current system to deny consumers choice AND information; and anyone who needs a monopoly AND ignorant consumers to be able to make money in-game really has no business claiming they are competent traders.
In short only those traders who can't hack it in a genuinely competitive market would oppose such changes.
All The Best
Kiralyn2000 wrote: »Enough with this debate, it's a dead horse issue. Need to learn to work with the system we have.
So I have some hypothetical situations that I'd like the market pros to educate me on.
1. Guy wants to sell one item a week. He's not looking to be a Super Trader or get absolute max profit. Just thinks it's a waste to vendor something for 9g when it could sell for 500-1000g. How does he do it?
2. Provisioner needs a bunch of one ingredient, let's say 200. He wants to get it for a good per-unit price. How does he do it?
3. Player is looking for a Particular Rare Item (there's maybe half a dozen or a dozen out there total). Again, he'd like to get the one for the best price. How does he do it?
Thanks for any assistance you can provide.
Show me how many trading guilds are permanently full ingame and I will support you.
Too bad you cant do that cos not even main City trading guilds are full most of the time
Gandrhulf_Harbard wrote: »Show me how many trading guilds are permanently full ingame and I will support you.
Too bad you cant do that cos not even main City trading guilds are full most of the time
The ones that aren't full are usually so because they have utterly stupid membership requirements.
All The Best
Kiralyn2000 wrote: »Tried using the TTC website to find something for sale once. Yokudan Bow Motif. The first four listings they had, ran to different zones, found the traders.... item was already gone. Waste of 10+ minutes, nothing to show for it.
Meh.
edit: and if you need multiple addons and a third-party website to make your economy work? There's clearly something wrong with how it's set up.
(Q: Does Awesome Guild Store work for any guild vendor you walk up to, or just for guilds you belong to?)
Kiralyn2000 wrote: »
Kiralyn2000 wrote: »
Here's the list of Guild Traders:
http://en.uesp.net/wiki/Online:Guild_Traders
Do you think that's enough? (There are 171).
Gandrhulf_Harbard wrote: »Here's the list of Guild Traders:
http://en.uesp.net/wiki/Online:Guild_Traders
Do you think that's enough? (There are 171).
So even if every player in a Trade Guild (Guild with a Trade Kiosk) was ONLY in one such Guild there are enough Traders for
171 x 500 = 85,500 Players that can access a Trade Kiosk per platform, per region. Giving a total of 513,000.
Now depending on how many total players there are - Zeni said 7 Million account but not all will be active - that could mean a lot of player will NEVER have the chance to trade even if they wanted to.
All The Best
Demycilian wrote: »AH for ESO Plus folks?
Joke. Please, ZOS, make the trade guilds disappear.