Zodiarkslayer wrote: »VaranisArano wrote: »Zodiarkslayer wrote: »1. You can pump real life money in the market, because there is black market crown trading, ESOplus with the craft bag and you can use Alt accounts as storage mules.
I'm sure you weren't intending to paint the completely allowed and ZOS-approved methods of trading Crown Gifts for gold as somehow nefarious, even though it is technically pumping real life money into crowns ->gifts->gold->market. I think this point could do with some clarification.
Actually trading real money for gold directly is still not allowed.
The biggest discord that facilitates exchanges is called "Black Market Crown Trading', as I am sure you know already. 😉 I do not find it nefarious at all. Quite the contrary, I respect them for establishing a trustworthy exchange platform.
If anything, ZOS should provide a platform like that to eliminate scamming once and for all.
And it is possible to exchange RL currency for ingame Gold, even if it is just by proxy. I think denial helps noone here.
What I mean with point number 1 is the simple truth, that one can get a significant advantage over others in trading, when one is willing to spend real life money on it. That can happen in different ways, as I noted in my previous post.
The problem is that the market can shift significantly when someone decides to use his christmas money on buying a lot of gold and using that to corner the market. That's one example, but one could also use it to secure prime trader spots in Belkarth, Vivec City or Mournhold, for example.
All I'm saying is: it is bad, that it is possible.
Zodiarkslayer wrote: »VaranisArano wrote: »Zodiarkslayer wrote: »1. You can pump real life money in the market, because there is black market crown trading, ESOplus with the craft bag and you can use Alt accounts as storage mules.
I'm sure you weren't intending to paint the completely allowed and ZOS-approved methods of trading Crown Gifts for gold as somehow nefarious, even though it is technically pumping real life money into crowns ->gifts->gold->market. I think this point could do with some clarification.
Actually trading real money for gold directly is still not allowed.
The biggest discord that facilitates exchanges is called "Black Market Crown Trading', as I am sure you know already. 😉 I do not find it nefarious at all. Quite the contrary, I respect them for establishing a trustworthy exchange platform.
If anything, ZOS should provide a platform like that to eliminate scamming once and for all.
And it is possible to exchange RL currency for ingame Gold, even if it is just by proxy. I think denial helps noone here.
What I mean with point number 1 is the simple truth, that one can get a significant advantage over others in trading, when one is willing to spend real life money on it. That can happen in different ways, as I noted in my previous post.
The problem is that the market can shift significantly when someone decides to use his christmas money on buying a lot of gold and using that to corner the market. That's one example, but one could also use it to secure prime trader spots in Belkarth, Vivec City or Mournhold, for example.
All I'm saying is: it is bad, that it is possible.
What relevance does “economy” have to the purpose of an MMO? It’s not fundamentally a trading game; that’s just a mini-game for those with a special interest. Arguing central versus distributed economies is just re-hashing the capitalism/socialism debate by proxy. Leave that for other media
.
Does the current system serve the game’s players? Not the traders, the players. Yes, possibly at the expense of the traders, but they don’t matter.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
What about when you're money is low, but you gotta buy a set of gear from the traders, yet you're on a budget, also people are waiting on you so you guys can get going back to the content you were doing with your team. It's extremely redundant to have to search from trader to trader to find the best deals and to see if that item you can afford is still located as it's last seen location... It's a major hindrance to the player.
themaddaedra wrote: »I don't see how any of these changes is a necessity. Guild trader system is perfectly fine as it is imo. This running from trader to trader argument doesn't really hold, as in almost any case you are perfectly fine searching the 5-6 traders in any major location, which doesn't even take any considerable time. It's a very, very rare occasion when i need an item, search the traders in the zone that i'm in and fail to find it there.
The topic has been coming up for several years. Never became popular and for good reason too. There can always be improvements sure, but the trading system in ESO definitely doesn't need a major overhaul whatsoever.
Personally I feel like the topic has never gotten much momentum because ESO is the First and only MMORPG that current ESO player's have played. Most of these player's never experience any other system, so they often get defensive and don't want to see a system change that they're already used to until they've actually experienced something better that works in far more immersive ways.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
What about when you're money is low, but you gotta buy a set of gear from the traders, yet you're on a budget, also people are waiting on you so you guys can get going back to the content you were doing with your team. It's extremely redundant to have to search from trader to trader to find the best deals and to see if that item you can afford is still located as it's last seen location... It's a major hindrance to the player.
Unless you are going for a trifecta or competing to get on the leader board gear isn't going to make or break the run. If you are on a budget and needing rare or semi rare gear a central auction house will not be your friend.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
What about when you're money is low, but you gotta buy a set of gear from the traders, yet you're on a budget, also people are waiting on you so you guys can get going back to the content you were doing with your team. It's extremely redundant to have to search from trader to trader to find the best deals and to see if that item you can afford is still located as it's last seen location... It's a major hindrance to the player.
Unless you are going for a trifecta or competing to get on the leader board gear isn't going to make or break the run. If you are on a budget and needing rare or semi rare gear a central auction house will not be your friend.
Lol gear was just an example, you need vast amounts of money for player housing, you need money to re-spec skills, you need to make food or pots, if you're a guild leader and want a proper guild hall, it will cost you 100m+ just to get all the attunable stations at your home. As a player, it's your job to fund your own endeavors, not have someone fund them for you. The player needs the proper tools to make their funds to do so. Upgrading clothing gear alone from just purple to gold will cost you about almost 2m gold on PC. The only way you wouldn't need money in this game is if you're the type of player who's always carried through everything. Friends supply your gear, friends carry you through dungeons, trials, pvp as you don't have the proper gear, sets, equipment to get things done yourself. For example, the average DPS in this game can't even hit the minimum 40k DPS 3m parse dummy, or 70k trial parse dummy, which means any DPS hitting under that is getting carried through content not pulling their own weight...
Zodiarkslayer wrote: »VaranisArano wrote: »Zodiarkslayer wrote: »1. You can pump real life money in the market, because there is black market crown trading, ESOplus with the craft bag and you can use Alt accounts as storage mules.
I'm sure you weren't intending to paint the completely allowed and ZOS-approved methods of trading Crown Gifts for gold as somehow nefarious, even though it is technically pumping real life money into crowns ->gifts->gold->market. I think this point could do with some clarification.
Actually trading real money for gold directly is still not allowed.
The biggest discord that facilitates exchanges is called "Black Market Crown Trading', as I am sure you know already. 😉 I do not find it nefarious at all. Quite the contrary, I respect them for establishing a trustworthy exchange platform.
If anything, ZOS should provide a platform like that to eliminate scamming once and for all.
And it is possible to exchange RL currency for ingame Gold, even if it is just by proxy. I think denial helps noone here.
What I mean with point number 1 is the simple truth, that one can get a significant advantage over others in trading, when one is willing to spend real life money on it. That can happen in different ways, as I noted in my previous post.
The problem is that the market can shift significantly when someone decides to use his christmas money on buying a lot of gold and using that to corner the market. That's one example, but one could also use it to secure prime trader spots in Belkarth, Vivec City or Mournhold, for example.
All I'm saying is: it is bad, that it is possible.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
What about when you're money is low, but you gotta buy a set of gear from the traders, yet you're on a budget, also people are waiting on you so you guys can get going back to the content you were doing with your team. It's extremely redundant to have to search from trader to trader to find the best deals and to see if that item you can afford is still located as it's last seen location... It's a major hindrance to the player.
Unless you are going for a trifecta or competing to get on the leader board gear isn't going to make or break the run. If you are on a budget and needing rare or semi rare gear a central auction house will not be your friend.
Lol gear was just an example, you need vast amounts of money for player housing, you need money to re-spec skills, you need to make food or pots, if you're a guild leader and want a proper guild hall, it will cost you 100m+ just to get all the attunable stations at your home. As a player, it's your job to fund your own endeavors, not have someone fund them for you. The player needs the proper tools to make their funds to do so. Upgrading clothing gear alone from just purple to gold will cost you about almost 2m gold on PC. The only way you wouldn't need money in this game is if you're the type of player who's always carried through everything. Friends supply your gear, friends carry you through dungeons, trials, pvp as you don't have the proper gear, sets, equipment to get things done yourself. For example, the average DPS in this game can't even hit the minimum 40k DPS 3m parse dummy, or 70k trial parse dummy, which means any DPS hitting under that is getting carried through content not pulling their own weight...
It is easy to acquire all the gold you need as you progress in the game without belonging to a top tier trading guild. Most players can get everything they need and most of what they want with just a bit of effort.
40K isn't required by most content in the game. If you aren't going for the trifecta or for the leader boards a group can average 20K DPS and get through almost all vet content if they pay attention to mechanics. Requiring 40K and more is just the group leader making an artificial requirement so the content can be done a bit quicker or some mechanics can be ignored. There is a few exceptions where you find a DPS test but those are rare.
Sure decorating a home can take a lot of gold but what would be the fun of being able to quick decorate all in one go? Slow down and enjoy the build. The attunable stations do cost a lot but guild members are usually willing to help with that cost. If not why provide them the service?
Doing writs can keep you in materials for upgrading gear. The exception there might be jewelry but the jump from purple to gold is hardly worth the effort/cost given the slim difference in specs.
All this is going off on a tangent though. If the problem with the current system is the price of goods then a central market system is not the answer. A central system would cause a price increase in the items you want for end game activities and other activities you listed. And the cool thing is other than some cosmetic items everything can be obtained by the player from simply playing the game. The market offers a shortcut. Prices often reflect how much time is involved.
Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
King I am going to short but honest with you. PC players are fine with the current system because add-ons improve upon it. Console players would like some of the add-on available to PC players built into the game because the base traders system needs improvement.
Stay safe and Happy Holidays
King I am going to short but honest with you. PC players are fine with the current system because add-ons improve upon it. Console players would like some of the add-on available to PC players built into the game because the base traders system needs improvement.
Stay safe and Happy Holidays
Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
SaffronCitrusflower wrote: »A central auction house would blow up the economy and make it far worse than it already is in my opinion. The cost of everything would explode and the people who play ESO as kind of a practice for buying/selling stocks in the real world would end up with WAY too much influence. Better to make those players have to spend hours searching each vendor spread out all over the realm.
What about when you're money is low, but you gotta buy a set of gear from the traders, yet you're on a budget, also people are waiting on you so you guys can get going back to the content you were doing with your team. It's extremely redundant to have to search from trader to trader to find the best deals and to see if that item you can afford is still located as it's last seen location... It's a major hindrance to the player.
Zodiarkslayer wrote: »@Vulkunne It is strictly forbidden to change RL currency for ingame Gold, directly.
Also, everybody is totally misunderstanding what a functional economy in a video game is about.
It is about making sure that there is no outside influence possible. Because when you isolate an economy, its goods, its labour, its currency and costs from outside interference, you get a working system, that will determine its prices and trade volume, based on its internal machinations: For example but not limited to, shifts in demand of various goods, comparative advantages of individuals or groups, cooperation between individuals or groups, shifts in availability and rarity of goods.
And this is not ideologically loaded, btw. It is market fundamentals. Not Capitalism, not Communism, not Socialism. Just economy 101. Applies always.Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
No no no no no.
A price is a representation of how much you have to give up to satisfy your needs. When someone else has a higher need and is respectively willing to pay more to satisfy his need, than what right does the one with less willingness and less need respectively have to the good?
I mean I get the sentiment, I really do, but you cannot throw out economy essiantials, like trade and prices.
I can heartily recommend the economics book by Mankiw and the chapter about trade. Real eyeopener when I read it in university.
I think we should rather start thinking about how to mitigate the negative effects of the system in ESO.
For example I have always said, that ALL crafting materials must be available for purchase from NPC vendors for a fixed price, not just style stones and provision basics. Maybe even upgrade mats should be available?
Now that is a constructive suggestion, don't you think? Helps new players and old players alike. And doesn't push away veteran traders at the same time. It is a winwinwinwinwin situation. Everybody wins. Even ZOS.
Well except for the guy who has to programm it. 😂
Zodiarkslayer wrote: »@Vulkunne It is strictly forbidden to change RL currency for ingame Gold, directly.
Also, everybody is totally misunderstanding what a functional economy in a video game is about.
It is about making sure that there is no outside influence possible. Because when you isolate an economy, its goods, its labour, its currency and costs from outside interference, you get a working system, that will determine its prices and trade volume, based on its internal machinations: For example but not limited to, shifts in demand of various goods, comparative advantages of individuals or groups, cooperation between individuals or groups, shifts in availability and rarity of goods.
And this is not ideologically loaded, btw. It is market fundamentals. Not Capitalism, not Communism, not Socialism. Just economy 101. Applies always.Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
No no no no no.
A price is a representation of how much you have to give up to satisfy your needs. When someone else has a higher need and is respectively willing to pay more to satisfy his need, than what right does the one with less willingness and less need respectively have to the good?
I mean I get the sentiment, I really do, but you cannot throw out economy essiantials, like trade and prices.
I can heartily recommend the economics book by Mankiw and the chapter about trade. Real eyeopener when I read it in university.
I think we should rather start thinking about how to mitigate the negative effects of the system in ESO.
For example I have always said, that ALL crafting materials must be available for purchase from NPC vendors for a fixed price, not just style stones and provision basics. Maybe even upgrade mats should be available?
Now that is a constructive suggestion, don't you think? Helps new players and old players alike. And doesn't push away veteran traders at the same time. It is a winwinwinwinwin situation. Everybody wins. Even ZOS.
Well except for the guy who has to programm it. 😂
Zodiarkslayer wrote: »@Vulkunne It is strictly forbidden to change RL currency for ingame Gold, directly.
Also, everybody is totally misunderstanding what a functional economy in a video game is about.
It is about making sure that there is no outside influence possible. Because when you isolate an economy, its goods, its labour, its currency and costs from outside interference, you get a working system, that will determine its prices and trade volume, based on its internal machinations: For example but not limited to, shifts in demand of various goods, comparative advantages of individuals or groups, cooperation between individuals or groups, shifts in availability and rarity of goods.
And this is not ideologically loaded, btw. It is market fundamentals. Not Capitalism, not Communism, not Socialism. Just economy 101. Applies always.Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
No no no no no.
A price is a representation of how much you have to give up to satisfy your needs. When someone else has a higher need and is respectively willing to pay more to satisfy his need, than what right does the one with less willingness and less need respectively have to the good?
I mean I get the sentiment, I really do, but you cannot throw out economy essiantials, like trade and prices.
I can heartily recommend the economics book by Mankiw and the chapter about trade. Real eyeopener when I read it in university.
I think we should rather start thinking about how to mitigate the negative effects of the system in ESO.
For example I have always said, that ALL crafting materials must be available for purchase from NPC vendors for a fixed price, not just style stones and provision basics. Maybe even upgrade mats should be available?
Now that is a constructive suggestion, don't you think? Helps new players and old players alike. And doesn't push away veteran traders at the same time. It is a winwinwinwinwin situation. Everybody wins. Even ZOS.
Well except for the guy who has to programm it. 😂
@Zodiarkslayer
Please provide a quote from any of my posts where I either advised or suggested it wasn't forbidden to change RL currency for ingame Gold, directly.
This statement from your posts is presented as if I didn't already know that and I don't think that is appropriate as this sounds accusatory and seems like a giant assumption to make on your part. If I don't get a response consider apology accepted.
Billium813 wrote: »Yes, the guild system does need improved support and integration into the game.
- The guild trader system alone is failing and in need of a massive overhaul. ESO has come out after older MMORPG's such as RuneScape, and FFXIV which have paved the way laying down ground work of what ESO should have followed and improved.
Pointless. 99% of players don't care about tracking the price history of a specific item. It sounds to me like you just want to track down flipper. While I personally don't condone the behavior, but it's a legitimate market practice and risk.
- Player's should have a feature for viewing an item's history, past sales, a list prices the item were bought/sold for including the names of the players who bought/sold the item.
A central market house kind of ruins the necessity of having dozens of guild traders spread out over all the zones... So, are you advocating for removing all guild traders too and making the whole thing just UI based? Pass.
- Player's should be able to find Market Boards in every country or a central trading Country/Island area that all guild traders in the game are linked too displaying all listed items in one place giving steady consistent pricing, and competitive prices.
Also, centralizing data and pricing doesn't necessarily lead to competitive prices. It can also lead to greater market manipulation. The lag in the system is what helps players stay competitive. That and players having to physically travel around.Disagree. I like how we have dozens of guild traders spread out over all the zones. See above comments. Pass.
- The idea of players traveling to one area searching for items, and seeing a whole list of that item Sounds a whole lot better than the alternative.
So you want TTC to improve their third party website? Sounds like you are just annoyed at running down the cheapest item only to find it's already gone... That's just life! You think that'll get better if there is 100% perfect information? No! The market will be even more manipulated than it already is and every player will just bee-line for the cheapest item! Embrace the data lag! It helps the system!
- Currently the alternative is using a function outside of the game such as TTC, a website used as a tool to locate desired items which may have been gone for hours, but is still listed as last seen as if the item is still at the listed location.
The issue of "prime locations" is almost entirely player driven. And that's a good thing! Changing "prime location" to "just get a trader" solves nothing and only serves to remove control from the guilds and players.
- The game should still require a guild to purchase a guild trader in order to sell the products as usual. This change will make every guild trader a prime location making all the guild traders bids worth the same no matter the location as the race to the bid war would be to win and obtain a guild trader. Not to find the best location.
TLDR;
You seem to be just advocating to do away with physical guild traders and to move everything to a central auction house. That has been argued since time immemorial and none of the arguments for it have EVER swayed me. You want to remove immersion and move everything to a central UI trading hub. You want to move away from a free market economy and move to a socialist market economy. That only servers to protect existing guilds and crush new guilds. It stagnates the economy and ruins progress.
PASS.
It's not pointless, the history feature is a basic feature that's already in other mmorpg's, which prevents people from scamming. For example, players taking advantage of lone items on the market that freshly sold out to list it at what ever price they feel because they have the only one, but the history feature would allow players to know what the average prices that item was selling for. So that 99% is way off, a lot of players complain about this on a day to day basic, especially players on console. I play on both PC and console.
Also you were way off on all your assumption responses, I never said to remove the guild traders, if you want to travel from guild trader to trader, you would be free to do so as that would still be a think for the caveman style player who wants to do it, while everyone else can utilize the newer feature.
Why embrace a system that's outside the actual game? Absolutely not, nobody should have to use a system that's not in the game, the game should already have the system built it, and you can't see that's an issue, also TTC is more accurate on PC than it is console, but even on PC it's not all that accurate.
I don't see your stance being too convincing in wanting less for yourself as a player consumer passing on features that would help you as a player, and all of your fellow players.
Zodiarkslayer wrote: »Zodiarkslayer wrote: »@Vulkunne It is strictly forbidden to change RL currency for ingame Gold, directly.
Also, everybody is totally misunderstanding what a functional economy in a video game is about.
It is about making sure that there is no outside influence possible. Because when you isolate an economy, its goods, its labour, its currency and costs from outside interference, you get a working system, that will determine its prices and trade volume, based on its internal machinations: For example but not limited to, shifts in demand of various goods, comparative advantages of individuals or groups, cooperation between individuals or groups, shifts in availability and rarity of goods.
And this is not ideologically loaded, btw. It is market fundamentals. Not Capitalism, not Communism, not Socialism. Just economy 101. Applies always.Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
No no no no no.
A price is a representation of how much you have to give up to satisfy your needs. When someone else has a higher need and is respectively willing to pay more to satisfy his need, than what right does the one with less willingness and less need respectively have to the good?
I mean I get the sentiment, I really do, but you cannot throw out economy essiantials, like trade and prices.
I can heartily recommend the economics book by Mankiw and the chapter about trade. Real eyeopener when I read it in university.
I think we should rather start thinking about how to mitigate the negative effects of the system in ESO.
For example I have always said, that ALL crafting materials must be available for purchase from NPC vendors for a fixed price, not just style stones and provision basics. Maybe even upgrade mats should be available?
Now that is a constructive suggestion, don't you think? Helps new players and old players alike. And doesn't push away veteran traders at the same time. It is a winwinwinwinwin situation. Everybody wins. Even ZOS.
Well except for the guy who has to programm it. 😂
@Zodiarkslayer
Please provide a quote from any of my posts where I either advised or suggested it wasn't forbidden to change RL currency for ingame Gold, directly.
This statement from your posts is presented as if I didn't already know that and I don't think that is appropriate as this sounds accusatory and seems like a giant assumption to make on your part. If I don't get a response consider apology accepted.
I removed it, if it bothers you.
Zodiarkslayer wrote: »Zodiarkslayer wrote: »@Vulkunne It is strictly forbidden to change RL currency for ingame Gold, directly.
Also, everybody is totally misunderstanding what a functional economy in a video game is about.
It is about making sure that there is no outside influence possible. Because when you isolate an economy, its goods, its labour, its currency and costs from outside interference, you get a working system, that will determine its prices and trade volume, based on its internal machinations: For example but not limited to, shifts in demand of various goods, comparative advantages of individuals or groups, cooperation between individuals or groups, shifts in availability and rarity of goods.
And this is not ideologically loaded, btw. It is market fundamentals. Not Capitalism, not Communism, not Socialism. Just economy 101. Applies always.Zodiarkslayer wrote: »ESOs economy is a minigame, not a public service. Okay?
Well, no, that is not OK and is the whole problem with the ESO trading system. It's an MMO. A multitude of its functions depend on players being able to interact with the player economy to work properly. The economy does need to be a public service. Instead, the developers continue to prioritise the "minigame" enjoyed by a niche of players over basic player economy functionality that EVERY player needs. That has been a serious mistake since the beginning that makes the game needlessly irritating to use for the general player. Indeed, many many MMO roundups and reviews call out ESO specifically on how it handles its trading system -- not in a good way, but as a reason to choose another MMO.
No no no no no.
A price is a representation of how much you have to give up to satisfy your needs. When someone else has a higher need and is respectively willing to pay more to satisfy his need, than what right does the one with less willingness and less need respectively have to the good?
I mean I get the sentiment, I really do, but you cannot throw out economy essiantials, like trade and prices.
I can heartily recommend the economics book by Mankiw and the chapter about trade. Real eyeopener when I read it in university.
I think we should rather start thinking about how to mitigate the negative effects of the system in ESO.
For example I have always said, that ALL crafting materials must be available for purchase from NPC vendors for a fixed price, not just style stones and provision basics. Maybe even upgrade mats should be available?
Now that is a constructive suggestion, don't you think? Helps new players and old players alike. And doesn't push away veteran traders at the same time. It is a winwinwinwinwin situation. Everybody wins. Even ZOS.
Well except for the guy who has to programm it. 😂
@Zodiarkslayer
Please provide a quote from any of my posts where I either advised or suggested it wasn't forbidden to change RL currency for ingame Gold, directly.
This statement from your posts is presented as if I didn't already know that and I don't think that is appropriate as this sounds accusatory and seems like a giant assumption to make on your part. If I don't get a response consider apology accepted.
I removed it, if it bothers you. Sorry.
Just wanted to point out that RL currency for gold by proxy is afainst TOS. It is just not enforceable.
A lot of shenanigans are only made possible, because one can buy gold in the first place.
TX12001rwb17_ESO wrote: »Billium813 wrote: »Yes, the guild system does need improved support and integration into the game.
- The guild trader system alone is failing and in need of a massive overhaul. ESO has come out after older MMORPG's such as RuneScape, and FFXIV which have paved the way laying down ground work of what ESO should have followed and improved.
Pointless. 99% of players don't care about tracking the price history of a specific item. It sounds to me like you just want to track down flipper. While I personally don't condone the behavior, but it's a legitimate market practice and risk.
- Player's should have a feature for viewing an item's history, past sales, a list prices the item were bought/sold for including the names of the players who bought/sold the item.
A central market house kind of ruins the necessity of having dozens of guild traders spread out over all the zones... So, are you advocating for removing all guild traders too and making the whole thing just UI based? Pass.
- Player's should be able to find Market Boards in every country or a central trading Country/Island area that all guild traders in the game are linked too displaying all listed items in one place giving steady consistent pricing, and competitive prices.
Also, centralizing data and pricing doesn't necessarily lead to competitive prices. It can also lead to greater market manipulation. The lag in the system is what helps players stay competitive. That and players having to physically travel around.Disagree. I like how we have dozens of guild traders spread out over all the zones. See above comments. Pass.
- The idea of players traveling to one area searching for items, and seeing a whole list of that item Sounds a whole lot better than the alternative.
So you want TTC to improve their third party website? Sounds like you are just annoyed at running down the cheapest item only to find it's already gone... That's just life! You think that'll get better if there is 100% perfect information? No! The market will be even more manipulated than it already is and every player will just bee-line for the cheapest item! Embrace the data lag! It helps the system!
- Currently the alternative is using a function outside of the game such as TTC, a website used as a tool to locate desired items which may have been gone for hours, but is still listed as last seen as if the item is still at the listed location.
The issue of "prime locations" is almost entirely player driven. And that's a good thing! Changing "prime location" to "just get a trader" solves nothing and only serves to remove control from the guilds and players.
- The game should still require a guild to purchase a guild trader in order to sell the products as usual. This change will make every guild trader a prime location making all the guild traders bids worth the same no matter the location as the race to the bid war would be to win and obtain a guild trader. Not to find the best location.
TLDR;
You seem to be just advocating to do away with physical guild traders and to move everything to a central auction house. That has been argued since time immemorial and none of the arguments for it have EVER swayed me. You want to remove immersion and move everything to a central UI trading hub. You want to move away from a free market economy and move to a socialist market economy. That only servers to protect existing guilds and crush new guilds. It stagnates the economy and ruins progress.
PASS.
It's not pointless, the history feature is a basic feature that's already in other mmorpg's, which prevents people from scamming. For example, players taking advantage of lone items on the market that freshly sold out to list it at what ever price they feel because they have the only one, but the history feature would allow players to know what the average prices that item was selling for. So that 99% is way off, a lot of players complain about this on a day to day basic, especially players on console. I play on both PC and console.
Also you were way off on all your assumption responses, I never said to remove the guild traders, if you want to travel from guild trader to trader, you would be free to do so as that would still be a think for the caveman style player who wants to do it, while everyone else can utilize the newer feature.
Why embrace a system that's outside the actual game? Absolutely not, nobody should have to use a system that's not in the game, the game should already have the system built it, and you can't see that's an issue, also TTC is more accurate on PC than it is console, but even on PC it's not all that accurate.
I don't see your stance being too convincing in wanting less for yourself as a player consumer passing on features that would help you as a player, and all of your fellow players.
It does not matter if people can see the price of things, the ultra rich trade lords will corner the market by buying everything that is reasonably priced and FORCE you to pay significantly more if you want them items.
I've suggested in the past the main city in each zone could have a central board for that zone. It would allow you to see what all the traders in that zone has but would not show any prices. You would need to travel to the trader to see the price and purchase the item.
Players that want something quick and don't care about the price could go to most convenient trader with the item and purchase. Players that want a bargain would need to visit each trader that has the item. Players looking to flip items could still go to all traders like they do now.
VaranisArano wrote: »A practical objection: Trading guild pages can already start to chug when getting near their maximum of 15,000 items. A market board in a major city would be updating many more items than that, and I'm not sure how well the servers would cope.
Another practical objection: in the past, ZOS had to limit the number of calls trading add-ons like Master Merchant and TTC could make on the server in a short period of time because it was impacting server performance. When you talk about updating a large Market Board as well as item histories, price points, etc. as a base game feature rather than an addon and thus subject to a much higher demand from the broader playerbase, ZOS would have to address the underlying issues first for it to even be feasible.
Then that means the system doesn't work well, and ZOS would have to change the system as a whole, which could be the main focus of the upcoming 2023. Upgrading the game giving player's and the servers a better quality of life that would fit better into the game.
VaranisArano wrote: »A practical objection: Trading guild pages can already start to chug when getting near their maximum of 15,000 items. A market board in a major city would be updating many more items than that, and I'm not sure how well the servers would cope.
Another practical objection: in the past, ZOS had to limit the number of calls trading add-ons like Master Merchant and TTC could make on the server in a short period of time because it was impacting server performance. When you talk about updating a large Market Board as well as item histories, price points, etc. as a base game feature rather than an addon and thus subject to a much higher demand from the broader playerbase, ZOS would have to address the underlying issues first for it to even be feasible.
Then that means the system doesn't work well, and ZOS would have to change the system as a whole, which could be the main focus of the upcoming 2023. Upgrading the game giving player's and the servers a better quality of life that would fit better into the game.