Why would you impose further limits on creating guilds ? What if a lot of new guild die quickly ? How is it of any importance ?
I don't understand your issue with this. Really.
point 2... GL with that. ZOS is quite happy with the poo poo show we currently have. Other than their recent reduction in posting time (which was 100% to help THEM, not us), they haven't written a single line of code to make that system any better for us in the last almost 11 years. Why would you think they suddenly will now? no. just don't even try.
Point 3 is kinda mind boggling that it doesn't exist. When I read your comment i was like, what? no, certainly there must be one. right? Isn't there? Wait, there isn't! srsly zos?
I don’t think theres anything wrong with people making personal guild banks for added storage. They’re buying the extra accounts, I don’t think free trial accounts work anymore.
Why would you impose further limits on creating guilds ? What if a lot of new guild die quickly ? How is it of any importance ?
I don't understand your issue with this. Really.
Let's see:
-Others might want a guild name, but it's been taken by a guild whose most recent login from anyone in any rank was 6 months ago.
-No way to pass off guild leadership, no way to delete/free up guild names.
-Dead guilds take up space on a megaserver's hard drive - adding more lines of code that could go wrong (and we've seen plenty go wrong this month).
-If you want to build an online friends and family only community, Discord servers are that way. >>>>>>
If for some reason that alone doesn't help partially understand my issue, then respectfully, you have no clue what you're arguing about.
2) I like the idea of a Trade Index that tells you where specific items are being sold, but information such as price and quantity should definitely be excluded form that. As a trader, I can already see what I would do if I could know the exact position and cost of a specif item on the entire set of markets available.
On point 2, the guild trader system, the system constantly attracts complaints, and when it is defended the points seem overwhelmingly to be presented from the perspective of people who have been selling via guild traders for years.
A system that depends on addons that are not even currently usable on console for people to be able to find what they want is very obviously flawed and, I agree with the OP, has got to go.
But in response to this we always see suggestions to tinker around the edges of the system in a way that wouldn't actually change much. They might make it marginally easier to find things for buyers, but that's about it.
So a few points on guild traders:
1. In its present form, selling (which in almost every other MMO that isn't sold as a trading MMO is treated as a universally accessible and necessary activity) is currently gated behind guild membership (which is *not* a universal activity and has no logical reason to be necessary *except* because it is required for selling). Why? What logic is there to that? It runs counter to everything we are told about the game being accessible to all types of player.
2. Despite past protestations that the guild trader system prevented high prices and inflation, the current round of dissatisfaction seems on the whole to focus on prices now being too low. Rather suggesting that the arguments to keep the existing system on inflation grounds were made up and self-serving, given that the same voices now complain in the other direction.
3. It would be really, really, really helpful for ZOS to have a sit down and think through selling and trading from the ground up. What is selling for in MMOs and this MMO in particular? What is buying for? What are guilds for? What is the benefit of atomising sales by making individual store fronts and distributing them in hundreds of different geographical locations? Do players, on the whole, actually *like* that?
I don't, personally, think the guild trader system has ever worked the way the fantasy idea of it worked. My guess is that it was conceived because it would recreate the experience of going shopping down a street. You could look at shop A, shop B, shop C, window shop, find bargains, compare prices.
But a videogame is not a high street. It would take literally hours to go through every trader in the game, and where a real world shop offers the experience of browsing physical items, in ESO you are literally browsing loading screens and text lists. What is the supposed gameplay appeal of this? In reality, not the nice idea that originally lay behind it?
My own view is that the guild trader system fails the wider player base purely to satisfy a niche of players. Buying and selling are too important in an MMO to be set up in a way that is both not universally accessible and incredibly convoluted in use. The link between guilds and trading needs to be broken. And very possibly the whole idea of micro-geography based trading needs to be broken too.
It's just silly. It always has been, but the protests now that selling prices have dropped have exposed the whole thing as a system that serves essentially no one at all and plain gets in the way of what the broader game is supposed to be about.
On point 2, the guild trader system, the system constantly attracts complaints, and when it is defended the points seem overwhelmingly to be presented from the perspective of people who have been selling via guild traders for years.
A system that depends on addons that are not even currently usable on console for people to be able to find what they want is very obviously flawed and, I agree with the OP, has got to go.
But in response to this we always see suggestions to tinker around the edges of the system in a way that wouldn't actually change much. They might make it marginally easier to find things for buyers, but that's about it.
So a few points on guild traders:
1. In its present form, selling (which in almost every other MMO that isn't sold as a trading MMO is treated as a universally accessible and necessary side activity) is gated behind guild membership (which is *not* a universal activity and has no logical reason to be necessary *except* because it is required for selling). Why? What logic is there to that? It runs counter to everything we are told about the game being accessible to all types of player.
2. Despite past protestations that the guild trader system prevented high prices and inflation, the current round of dissatisfaction seems on the whole to focus on prices now being too low. Rather suggesting that the arguments to keep the existing system on inflation grounds were made up and self-serving, given that the same voices now complain in the other direction.
3. It would be really, really, really helpful for ZOS to have a sit down and think through selling and trading from the ground up. What is selling for in MMOs and this MMO in particular? What is buying for? What are guilds for? What is the benefit of atomising sales by making individual store fronts and distributing them in hundreds of different geographical locations? Do players, on the whole, actually *like* that?
I don't, personally, think the guild trader system has ever worked the way the fantasy idea of it worked. My guess is that it was conceived because it would recreate the experience of going shopping down a street. You could look at shop A, shop B, shop C, window shop, find bargains, compare prices. (Note that, even then, there is no obvious reason why this would have to be linked to guild membership from the selling side.)
But a videogame is not a high street. It would take literally hours to go through every trader in the game, and where a real world shop offers the experience of browsing physical items, in ESO you are literally browsing loading screens and text lists. What is the supposed gameplay appeal of this? In reality, not the nice idea that originally lay behind it?
My own view is that the guild trader system fails the wider player base -- *it makes the rest of the game more tedious, grindy and far less enjoyable properly to engage with, in everything from gear acquisition to furnishing a house* -- purely to satisfy a niche of players. Buying and selling are too important in an MMO to be set up in a way that is both not universally accessible and incredibly convoluted in use. The link between guilds and trading needs to be broken. And very possibly the whole idea of micro-geography based trading needs to be broken too.
It's just silly. It always has been, but the protests now that selling prices have dropped have exposed the whole thing as a system that serves essentially no one at all and plain gets in the way of what the broader game is supposed to be about.
Kittytravel wrote: »On point 2, the guild trader system, the system constantly attracts complaints, and when it is defended the points seem overwhelmingly to be presented from the perspective of people who have been selling via guild traders for years.
A system that depends on addons that are not even currently usable on console for people to be able to find what they want is very obviously flawed and, I agree with the OP, has got to go.
But in response to this we always see suggestions to tinker around the edges of the system in a way that wouldn't actually change much. They might make it marginally easier to find things for buyers, but that's about it.
So a few points on guild traders:
1. In its present form, selling (which in almost every other MMO that isn't sold as a trading MMO is treated as a universally accessible and necessary side activity) is gated behind guild membership (which is *not* a universal activity and has no logical reason to be necessary *except* because it is required for selling). Why? What logic is there to that? It runs counter to everything we are told about the game being accessible to all types of player.
2. Despite past protestations that the guild trader system prevented high prices and inflation, the current round of dissatisfaction seems on the whole to focus on prices now being too low. Rather suggesting that the arguments to keep the existing system on inflation grounds were made up and self-serving, given that the same voices now complain in the other direction.
3. It would be really, really, really helpful for ZOS to have a sit down and think through selling and trading from the ground up. What is selling for in MMOs and this MMO in particular? What is buying for? What are guilds for? What is the benefit of atomising sales by making individual store fronts and distributing them in hundreds of different geographical locations? Do players, on the whole, actually *like* that?
I don't, personally, think the guild trader system has ever worked the way the fantasy idea of it worked. My guess is that it was conceived because it would recreate the experience of going shopping down a street. You could look at shop A, shop B, shop C, window shop, find bargains, compare prices. (Note that, even then, there is no obvious reason why this would have to be linked to guild membership from the selling side.)
But a videogame is not a high street. It would take literally hours to go through every trader in the game, and where a real world shop offers the experience of browsing physical items, in ESO you are literally browsing loading screens and text lists. What is the supposed gameplay appeal of this? In reality, not the nice idea that originally lay behind it?
My own view is that the guild trader system fails the wider player base -- *it makes the rest of the game more tedious, grindy and far less enjoyable properly to engage with, in everything from gear acquisition to furnishing a house* -- purely to satisfy a niche of players. Buying and selling are too important in an MMO to be set up in a way that is both not universally accessible and incredibly convoluted in use. The link between guilds and trading needs to be broken. And very possibly the whole idea of micro-geography based trading needs to be broken too.
It's just silly. It always has been, but the protests now that selling prices have dropped have exposed the whole thing as a system that serves essentially no one at all and plain gets in the way of what the broader game is supposed to be about.
I won't deny that it isn't tedious; but I will refute that it doesn't help control prices to a degree.
A localized market board always causes hefty price crashes when pack mules unload. The guild trader system does help prevent that to a degree. I know I personally in the past (World of Warcraft) have tanked the value of resources or materials to nigh-nothing using a large amount of it only to buy it all myself and flip it for higher costs by trickling it in. (Primarily with mid-level mats that people used to speed level professions, it only took 5 players to pull it off and we made millions of gold controlling it for a few months during Cataclysm).
To a degree the GT system deters this because I can only know an average of what people are selling it for and I can't really guarantee that the entire player base knows I'm selling it for cheaper nor can I easily create a forced market price the way I could in games with central trade boards. Instead half the player base that doesn't use Addons doesn't know where things are being sold at what price and if it's a good price or a bad one. It is in this way that the system does prevent high prices to some degree; because it wholeheartedly does prevent market manipulation to the degree of which I was doing it on WoW.
Onto the idea of traders being gated behind guilds: that one I think is more sensible than most might believe. At the end of the day playing with people is what incentivizes someone to continue in an MMO. Small things like idly chatting with guild members is enough to achieve that 'breakaway' from the tedious gameplay of every MMO. This is just an inherent function in ensuring more people get into a guild just for the sake of trading if nothing else and to force that social interaction. I know many people personally that would be in 0 guilds if Guild Traders weren't required; but they would have likely also never done dungeons, trials, or any other content that wasn't overland as they never wanted to ask for help, etc. Instead they got asked on a trading guild dungeon/trial night "Hey do you want to come with us to Cloudrest? It's really easy don't worry!" and they relented and said yes. Now they run content with guildies.
Was this the intended feature of gating Guild Traders? Of course not! But a byproduct can still be good.
The intended feature of Guild Traders were likely as massive gold sinks in the games economy to which it has succeeded. There are weeks that trade guilds do lose money on it.
I will say I'm biased; I loved the original vendor system in the days of Ultima Online and I have always abhorred market boards for how terribly they manage the economy. Thus why the only feature I would want is a real method to find where something is being sold but not the quantity or price.