I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
I’d rather not encourage our devs to artificially push loot scarcity on us to breathe life into a system we don’t need.
It's fine as it is.
Going fully centralized would destroy only true gold sink in the game and skyrocket inflation instantly. Official search site would be nice if Path of Exile could do it then ESO could too. Best if you could do it within the game for a small gold fee so we would control the gold sink a little bit more.
Suck for the buyer, yes, but I think its healthy for the game's economy in the long run. What I would change is to simply add more trader spots in lesser map settlements and move those absolutely in middle of nowhere that nobody without an addon even thinks to visit on their own.
I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
I’d rather not encourage our devs to artificially push loot scarcity on us to breathe life into a system we don’t need.
Funny, the source threads (that I linked in the original post) actually tell a different story:It's fine as it is.
Going fully centralized would destroy only true gold sink in the game and skyrocket inflation instantly. Official search site would be nice if Path of Exile could do it then ESO could too. Best if you could do it within the game for a small gold fee so we would control the gold sink a little bit more.
Suck for the buyer, yes, but I think its healthy for the game's economy in the long run. What I would change is to simply add more trader spots in lesser map settlements and move those absolutely in middle of nowhere that nobody without an addon even thinks to visit on their own.
It seems like these “prices will tank” or “prices will skyrocket” arguments are more fear of change than reality. I actually went through the threads, gathered data, ran a poll, and weighed the options. The two-part system I’m proposing is a compromise that addresses concerns from both sides while keeping the economy intact.
I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
I’d rather not encourage our devs to artificially push loot scarcity on us to breathe life into a system we don’t need.
Funny, the source threads (that I linked in the original post) actually tell a different story:It's fine as it is.
Going fully centralized would destroy only true gold sink in the game and skyrocket inflation instantly. Official search site would be nice if Path of Exile could do it then ESO could too. Best if you could do it within the game for a small gold fee so we would control the gold sink a little bit more.
Suck for the buyer, yes, but I think its healthy for the game's economy in the long run. What I would change is to simply add more trader spots in lesser map settlements and move those absolutely in middle of nowhere that nobody without an addon even thinks to visit on their own.
It seems like these “prices will tank” or “prices will skyrocket” arguments are more fear of change than reality. I actually went through the threads, gathered data, ran a poll, and weighed the options. The two-part system I’m proposing is a compromise that addresses concerns from both sides while keeping the economy intact.
Did you read only half of what I wrote?
Here’s the other half for you.I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
“except for the rarest items”
Prices will plummet on everything desirable that is easily sourced, but the items that aren’t, will skyrocket.
I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
I’d rather not encourage our devs to artificially push loot scarcity on us to breathe life into a system we don’t need.
Funny, the source threads (that I linked in the original post) actually tell a different story:It's fine as it is.
Going fully centralized would destroy only true gold sink in the game and skyrocket inflation instantly. Official search site would be nice if Path of Exile could do it then ESO could too. Best if you could do it within the game for a small gold fee so we would control the gold sink a little bit more.
Suck for the buyer, yes, but I think its healthy for the game's economy in the long run. What I would change is to simply add more trader spots in lesser map settlements and move those absolutely in middle of nowhere that nobody without an addon even thinks to visit on their own.
It seems like these “prices will tank” or “prices will skyrocket” arguments are more fear of change than reality. I actually went through the threads, gathered data, ran a poll, and weighed the options. The two-part system I’m proposing is a compromise that addresses concerns from both sides while keeping the economy intact.
Did you read only half of what I wrote?
Here’s the other half for you.I don’t see how Guild Traders survive with an Auction House.
In games with an Auction House, people viciously undercut others, and prices tank, except for the rarest items. This happened at a much lesser degree with Guild Traders, before Add-Ons told people how to price their gear.
“except for the rarest items”
Prices will plummet on everything desirable that is easily sourced, but the items that aren’t, will skyrocket.
I’m growing weary of the constant hyperbole. Every suggestion to improve a clearly flawed system is met with cries that prices will tank or inflation will explode or some other "the sky is falling" claim.
Did you miss my point that the global trader would cost more? The higher listing fees naturally regulate participation and prevent market collapse.
This proposal is not meant to be the end-all solution. It is a set of suggestions intended to prompt thought on how to improve a broken system that currently only works because third-party add-ons carry the burden.
The two-part system preserves guild traders, maintains the economy, and gives smaller guilds and casual players a fair path to participate.
Not sure how I feel about having two systems with completely different mechanics running side by side. It feels like it might end up splitting the economy into having two different mechanics on the selling side or just make the whole experience a bit, I don't know, split personality.
But I do think something REALLY needs to be done about the selling gate (that you can't sell effectively except by joining a guild -- and many players choose simply not to sell at all instead). This is a real issue in terms of leaving a whole set of players less plugged into the game.
As I mentioned in one of your own threads there have been a number of solutions proposed by various posters over the years that look for more of a compromise than literally two wholly different systems, whether on the selling gate side or on the lack of a more centralised search, but try to preserve the overall shopping / bargain hunt "feel" of the experience.
One I've talked about a lot is having some form of "pauper traders" -- traders just like the guild traders but open to selling by all with higher taxes. I think the last time I described this was here but can't remember: https://forums.elderscrollsonline.com/en/discussion/674610/guild-traders-keeping-the-system-but-finding-a-compromise/p1
But I'm all for continued discussion of changes to the trading system, whatever form they take. I really don't think it's good for the game overall as things stand and I simply can't fathom the resistance to any attempt to resolve issues like the selling gate. Trading is a standard and important MMO system that supports other gameplay activities. The way ESO's trading system is designed really does seem to bury its head in the sand and pretend that trading is a minigame, like Tales of Tribute. And for some it is. For many, many others, though, no, it's *just trading*, and the gating of it, the minigame aspect of it is quite exceptionally irritating.
I agree with Northwold. The current system works adequately enough for those who enjoy the trading mini-game (as part of a player trading guild). The interesting discussion would be what change or addition could be made to engage the players who do not want to spend time on the trading mini-game, or who do not want to join a player trading guild to do so.
I have no idea what the real numbers are, but it wouldn't surprise me at all if more than half of the playerbase are not in a trading guild and just vendor or destroy everything they find. That's not just a waste of a gameplay feature for those players, but also an impoverishment of the scale of goods available in the wider player economy.
I've seen proposed solutions which would address one of those -- the trading-mini-game or the guild membership -- but I do not recall seeing a proposed solution before that would address both.
It seems okay.
The colours you are using to highlight parts of your post make some parts near impossible to read. For me the orange text especially.
It is a little ironic to propose something to make trading more accessible with a partially inaccessible post.
Are you trying to have a conversation or to tell us why your opinion is right and none of our opinions matter? Conversation involves listening or in this case, reading. And in good faith, not trying to pick apart posts for individual half sentences that fit the narrative you’re trying to push.
I’m learning a lot about who you are as a forum poster through these past few threads of yours.
Thank you.
manukartofanu wrote: »As a guild master, I can say that adding some kind of universal meta-trader will completely destroy all trading communities, except for the very smallest ones that cost next to nothing to maintain. Not because the system is better, but because there will be absolutely no reason to compete for trading spots.
Right now, guilds are funded by guild masters or a small council, and enormous amounts of gold are being spent on them. As soon as goods can be sold bypassing guilds, they will simply be shut down by the guild masters and guild councils, because there will no longer be any point in financing them.
I’m not saying it’s necessarily bad for the game or for players — maybe it isn’t. But you will definitely lose trading communities, the idea of coming together for a common purpose, teaching newcomers so the guild can survive, and other similar activities will lose their meaning.
shadyjane62 wrote: »Missing the point, getting rid of guild traders should be the primary goal.
manukartofanu wrote: »As a guild master, I can say that adding some kind of universal meta-trader will completely destroy all trading communities, except for the very smallest ones that cost next to nothing to maintain. Not because the system is better, but because there will be absolutely no reason to compete for trading spots.
Right now, guilds are funded by guild masters or a small council, and enormous amounts of gold are being spent on them. As soon as goods can be sold bypassing guilds, they will simply be shut down by the guild masters and guild councils, because there will no longer be any point in financing them.
I’m not saying it’s necessarily bad for the game or for players — maybe it isn’t. But you will definitely lose trading communities, the idea of coming together for a common purpose, teaching newcomers so the guild can survive, and other similar activities will lose their meaning.
The key point that often gets overlooked is cost. From the start, the idea has been that a global trader would carry a noticeably higher listing fee, ensuring guild traders remain the better option for serious sellers. How much higher is up for debate, whether 50 percent or another figure, but the principle of it being more expensive has always been central to the proposal.
That higher fee also directly addresses the gold sink issue. Instead of removing gold from the economy only through guild trader bids, the global trader’s steep listing costs would continue to drain gold, helping to stabilize inflation while still preserving the incentive to use guild traders for cheaper rates.
This way, guild traders continue to offer the best deals and remain the preferred option for established trading communities, while casual or non‑guild players still have a way to participate. It is not about dismantling guilds, but about creating a compromise that balances accessibility, sustainability, and economic health.
Once again, this is just food for thought. I am not saying this is the only solution, only that it is the best system I can think of right now that addresses concerns from both sides.
[*]Negative (50%) – Want a global trader like other MMOs (24%), too much running around/blind bidding/reliance on add-ons (15%), small guilds and casual players can’t realistically participate (11%).