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Ideas to improve trade

kunquatb16_ESO
kunquatb16_ESO
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I'm not asking for all of these, just putting up some ideas.

Tombola traders.

Traders in each area that cycle through a list of guilds. Cycle could be change of guild once an hour, 4, or 6 [Discuss below]. Order of guilds should be random.
The list of guild could be made as follows: Guilds bid till bidding closes, then the top 50% of bids (or the top 24, 6, 4 dependent on cycle length) go on the list. Discussion needed about what happens if there are too few guilds bidding.

Commissionaries.

Open traders in each area (not connected to other commissionaries) that players can put “fulfillment requests” up on. For example, you want a set item, with a certain trait, style, and enchant. You put up a request, and a gold offer (held with the request until fulfilled, or cancelled). Others can come along, see what they got that others want, and make gold. Any tradable item can be requested.

Barter market. Separate for each area.

Basically, this for that. Put items up, with a offer to swap. Example, you have loads of some alchemy items, but few of others. You put your over stacks up for swapping, requesting one of the herbs you're short of. You choose an exchange rate (Ex: 40 of this, for 25 of that). Items are held until fulfilled or cancelled.

Wandering traders.

An open trade in each area (not connected), that spawns for 15 (maybe more?) minutes in a random location (on a road), then despawns for 15 minutes (maybe more?).

Day trader.

An open trader that spawns in a random location for 24 hours, then moves. Items only stay up for 24 hours.

House trader.

A tiny store in your primary home (maybe 5 - 20 slots, based on house size) that visitors can buy from (optional permissions?). Intended as a way to sell cheap to mates.


Obviously, posting slots, listing fees, and cuts would need to be set sensibly, but some of these would open up trading a lot, without overly centralizing it.
  • DHale
    DHale
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    Or just keep it as is, thank you.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • kunquatb16_ESO
    kunquatb16_ESO
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    DHale wrote: »
    Or just keep it as is, thank you.

    Yea, I mean, why even develop the game at all...
  • NewBlacksmurf
    NewBlacksmurf
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    None of the above.

    The only thing that even makes sense is a guild alliance that allows a guild store to link to another so it would add another store drop down.

    However I'd argue if they added this, that guild with an active trader should be disabled from the drop down of other guilds until the trader isn't held.

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • otis67
    otis67
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    No thanks
  • kunquatb16_ESO
    kunquatb16_ESO
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    None of the above.

    The only thing that even makes sense is a guild alliance that allows a guild store to link to another so it would add another store drop down.

    However I'd argue if they added this, that guild with an active trader should be disabled from the drop down of other guilds until the trader isn't held.

    There is a large proportion of players who don't have trade guilds. I happen to have 3, but I'm one of the lucky ones. Without a guild trader, income from guild stores can be meagre to none existent.

    Out of interest, why do you think all the ideas are bad?
  • Avran_Sylt
    Avran_Sylt
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    Allow each player to sell one item from any (each?) merchant. No affiliation required. But only one item.

    Comissionaries would be interesting. Kind of a bounty board for gear grinding/creation. How would pricing be managed though? Would it allow for trolls but add the most flexibility? Or would there be a base price allowed calculated via the base ingredients needed (but would be harder to code)? Is the player allowed an infinite number of posted commissions? If not what would the max allowable limit be?
  • kunquatb16_ESO
    kunquatb16_ESO
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    Avran_Sylt wrote: »
    Allow each player to sell one item from any (each?) merchant. No affiliation required. But only one item.

    Comissionaries would be interesting. Kind of a bounty board for gear grinding/creation. How would pricing be managed though? Would it allow for trolls but add the most flexibility? Or would there be a base price allowed calculated via the base ingredients needed (but would be harder to code)? Is the player allowed an infinite number of posted commissions? If not what would the max allowable limit be?

    There would need to be limits on use, either a global open trader limit, or as you say, per trader limit.

    Pricing would be managed largely as it is on current guild traders, with posting fees and house cuts.

    For commissions, there would also need to be a limit on usage, maybe X number of posts per day, and a cap for total allowed posts. But as gold gets held with the commission, and isn't available to the poster (unless they cancel the commission) trolling would be more like holding your hand in front of your face, then asking someone to punch your hand, with the intention of whipping it out of the way so they don't hit your hand. Also, commissions could include all tradable items.

    Still, I'm sure people will still find ways to troll.

  • itehache
    itehache
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    I actually like your ideas :smile:

    I like the current trading system however, let's just say it's not "fun". Even though I would like to keep what we have got now, as I make money this way, I do not see why we cannot think outside the box and add some of the features your suggest.

    Commissionaries would be a great way to make money for crafters, and people who play solo and do not have many friends on game would benefit from this.

  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    Allow each player to sell one item from any (each?) merchant. No affiliation required. But only one item.

    Comissionaries would be interesting. Kind of a bounty board for gear grinding/creation. How would pricing be managed though? Would it allow for trolls but add the most flexibility? Or would there be a base price allowed calculated via the base ingredients needed (but would be harder to code)? Is the player allowed an infinite number of posted commissions? If not what would the max allowable limit be?

    There would need to be limits on use, either a global open trader limit, or as you say, per trader limit.

    Pricing would be managed largely as it is on current guild traders, with posting fees and house cuts.

    For commissions, there would also need to be a limit on usage, maybe X number of posts per day, and a cap for total allowed posts. But as gold gets held with the commission, and isn't available to the poster (unless they cancel the commission) trolling would be more like holding your hand in front of your face, then asking someone to punch your hand, with the intention of whipping it out of the way so they don't hit your hand. Also, commissions could include all tradable items.

    Still, I'm sure people will still find ways to troll.

    Trolling being flooding the board with "I want legendary [x] Divines: Price: 1g" or things like: "Looking for Spinners Sword Sharpened: 1g"
  • kunquatb16_ESO
    kunquatb16_ESO
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    itehache wrote: »
    I actually like your ideas :smile:

    I like the current trading system however, let's just say it's not "fun". Even though I would like to keep what we have got now, as I make money this way, I do not see why we cannot think outside the box and add some of the features your suggest.

    Commissionaries would be a great way to make money for crafters, and people who play solo and do not have many friends on game would benefit from this.

    Yes, Guild traders should stay, and be the best way to trade in terms of profit. Currently, trade is exclusively limited to those in guilds, would be great to open it up to more. There is zone chat, but you can't use that while offline, and questing can make you miss replies, standing around going “WTS” repeatedly get old fast, for you and others.

    Honestly, I'm glad I'm in trade guilds, or I'd be super poor.
    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    Allow each player to sell one item from any (each?) merchant. No affiliation required. But only one item.

    Comissionaries would be interesting. Kind of a bounty board for gear grinding/creation. How would pricing be managed though? Would it allow for trolls but add the most flexibility? Or would there be a base price allowed calculated via the base ingredients needed (but would be harder to code)? Is the player allowed an infinite number of posted commissions? If not what would the max allowable limit be?

    There would need to be limits on use, either a global open trader limit, or as you say, per trader limit.

    Pricing would be managed largely as it is on current guild traders, with posting fees and house cuts.

    For commissions, there would also need to be a limit on usage, maybe X number of posts per day, and a cap for total allowed posts. But as gold gets held with the commission, and isn't available to the poster (unless they cancel the commission) trolling would be more like holding your hand in front of your face, then asking someone to punch your hand, with the intention of whipping it out of the way so they don't hit your hand. Also, commissions could include all tradable items.

    Still, I'm sure people will still find ways to troll.

    Trolling being flooding the board with "I want legendary [x] Divines: Price: 1g" or things like: "Looking for Spinners Sword Sharpened: 1g"

    That's true, maybe a posting deposit could help tackle that. Deposits get returned on fulfillment, or cancellation, but are based on basic value of item. Posting limits would also help. As would being able to set a lower price limit on searches, so troll posts get filtered.
  • NewBlacksmurf
    NewBlacksmurf
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    None of the above.

    The only thing that even makes sense is a guild alliance that allows a guild store to link to another so it would add another store drop down.

    However I'd argue if they added this, that guild with an active trader should be disabled from the drop down of other guilds until the trader isn't held.

    There is a large proportion of players who don't have trade guilds. I happen to have 3, but I'm one of the lucky ones. Without a guild trader, income from guild stores can be meagre to none existent.

    Out of interest, why do you think all the ideas are bad?

    1. Because trade guilds are player created ways to control the market. Why do people believe and choose traders over a regular guild? You can belong to 5 and they don't have to be trading guilds.....but again...why do ppl belong to 3 or 4 guilds and never shop or sale within those and instead only shop and sale via trade guilds. That's the problem player and human behaviors.
    2. Each of these ideas seek to unbind the open market design but do not address player created impacts. Some give way to far more impactful things players can do to make the situations worse. Imagine if a large group decides to make all items higher on a traveling trader to force certain guild traders and empty or lessen the supplies
    3. People can simply host events to make nvite traders to wherever and or jus use COD. On Xbox you could have a club and screen and list your item, comment and COD it. Or even more simple....use a guild and funnel items through specific ppl who have a trader and split profits.

    In short .....most ideas tend to exclude human behaviors. The system design isn't the problem, it's human behaviors
    Edited by NewBlacksmurf on May 31, 2017 5:14PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Malamar1229
    Malamar1229
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    gotta give OP credit for not making another "we need another AH" thread
  • kunquatb16_ESO
    kunquatb16_ESO
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    None of the above.

    The only thing that even makes sense is a guild alliance that allows a guild store to link to another so it would add another store drop down.

    However I'd argue if they added this, that guild with an active trader should be disabled from the drop down of other guilds until the trader isn't held.

    There is a large proportion of players who don't have trade guilds. I happen to have 3, but I'm one of the lucky ones. Without a guild trader, income from guild stores can be meagre to none existent.

    Out of interest, why do you think all the ideas are bad?

    1. Because trade guilds are player created ways to control the market. Why do people believe and choose traders over a regular guild? You can belong to 5 and they don't have to be trading guilds.....but again...why do ppl belong to 3 or 4 guilds and never shop or sale within those and instead only shop and sale via trade guilds. That's the problem player and human behaviors.
    2. Each of these ideas seek to unbind the open market design but do not address player created impacts. Some give way to far more impactful things players can do to make the situations worse. Imagine if a large group decides to make all items higher on a traveling trader to force certain guild traders and empty or lessen the supplies
    3. People can simply host events to make nvite traders to wherever and or jus use COD. On Xbox you could have a club and screen and list your item, comment and COD it. Or even more simple....use a guild and funnel items through specific ppl who have a trader and split profits.

    In short .....most ideas tend to exclude human behaviors. The system design isn't the problem, it's human behaviors

    1 Trade guilds are static, can be accessed from almost all bankers in game. Traders are static, and grouped together if multiple traders are there. Most trade guild have criteria you have to meet regarding sales, activity ect. Not all players have time to keep up to those. You are right about people not trading on none trade guild stores enough, got any ideas on how to improve that situation?

    And why does any of this or the subsequent points you make rule out the tombola trader idea?

    2 Can be alleviated by setting listing fees and house cuts correctly, as well as posting limits, and even rate of posting limits (a little like deleting characters has a cooldown), to stop “post cancel, repost, repeat” exploits. Profit margin from guild traders on items should be significantly more than on any "open" trader.

    3 People in guilds could arrange that sort of thing, in theory, but what about solo players? Also, wouldn't screenies require an external service (I play on PC)? And expecting people to trust another (or for people to not take advantage of that trust) is ignoring human behaviour. And where would this “club” be? How would you stop others trolling it, while keeping it accessible to more than a house population limit at any one time?

    My house trader idea is more aimed at small groups of friends who want to give good prices to eachother, even if their not online at the same time. I play with people from the US, Aus, japan, and I'm from the UK. I'd love to offer them great prices.
  • radiostar
    radiostar
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    I hope you put those in a /feedback ingame. The resistance to change on the forums is pretty high :smile:
    "Billions upon Billions of Stars"
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