NewBlacksmurf wrote: »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.
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?
kunquatb16_ESO 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.
I actually like your ideas
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 wrote: »kunquatb16_ESO 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"
kunquatb16_ESO wrote: »NewBlacksmurf wrote: »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?
NewBlacksmurf wrote: »kunquatb16_ESO wrote: »NewBlacksmurf wrote: »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