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Proposal for Improving ESO’s Trading System

  • Furyous
    Furyous
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    You’re a new ESO player, right? How about learning how this 10+ year old game works, take into account all of the suggestions made by the experienced players here in the forums, and work with it? Instead you are demanding that the game cater to your view of it and work like other games work, requiring a ton of development effort and money and time.

    I want to correct a few assumptions.

    I am not new to ESO. I was part of the beta, have played through years of updates, and my suggestions come from that long experience. If you had bothered to click on my name (on the left), you would have seen my join date of Nov 9, 2013. Instead of making even that minimal effort to fact‑check, you chose to libel me.

    Calling my post "demanding" is inaccurate. It was a polite suggestion, framed for discussion, and even put to a vote. That is the opposite of a demand. A demand is when someone insists on a change without input or compromise. A suggestion with open voting is an invitation to dialogue.

    What is disappointing is that instead of engaging with the ideas, you dismissed them by labeling me inexperienced and mischaracterizing my tone. That does not move the discussion forward.

    The point was to highlight barriers in the current trading system and propose improvements. Whether or not you agree, the ideas deserve to be considered on their merits.

    And yes, I have my beta monkey. Perhaps once you have caught up to those of us who were there from the start, you will have the experience needed to comment meaningfully on these issues. (That last line is a joke, in case they don't have humor where you come from.)



    PKpiMO3.jpeg
    Edited by Furyous on December 9, 2025 5:56AM
  • kargen27
    kargen27
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    "The point of my post was to highlight how the current trading system creates unnecessary barriers compared to other MMOs, and to propose ways it could be improved."

    I do not believe this premise to be true. This game has a layered and structured trading system. It has levels and the more you participate the more you get out of it. Just like trials. You don't just start out trying for the leader board and trifectas on your first trial. You start with normal trials get in a progression group and work up. Not being able to do hard mode trials right off the start doesn't mean you are locked out of doing trials. I don't see it as unnecessary barriers but levels of play.

    With trading entry level is selling to venders and zone chat. Join a guild and if they are large enough to can buy/sell using a vendor exclusive to the guild. Personally I think this part of trading doesn't get near as used as it should and players lose out not taking advantage. Next step is a guild that often gets one of the outlier traders. Even a trader out in the boonies can generate 100sof thousands of gold a week if you have the items to sell. End game could be getting into a prime trading guild and spending a good chunk of time in game pursuing items to flip.

    This game is the only one I've played that has this diverse a market that accommodates so many styles of play. A central market would severely damage a vibrant trading community and damage the economy. I suggested my idea for making the current system (my opinion) better earlier in the thread. I don't know how feasible my idea would be when considering server performance but I think it would allow players who just want to find items quick and those that want to chase down bargains the chance to do that.
    and then the parrot said, "must be the water mines green too."
  • Furyous
    Furyous
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    kargen27 wrote: »
    "The point of my post was to highlight how the current trading system creates unnecessary barriers compared to other MMOs, and to propose ways it could be improved."

    I do not believe this premise to be true. This game has a layered and structured trading system. It has levels and the more you participate the more you get out of it. Just like trials. You don't just start out trying for the leader board and trifectas on your first trial. You start with normal trials get in a progression group and work up. Not being able to do hard mode trials right off the start doesn't mean you are locked out of doing trials. I don't see it as unnecessary barriers but levels of play.

    With trading entry level is selling to venders and zone chat. Join a guild and if they are large enough to can buy/sell using a vendor exclusive to the guild. Personally I think this part of trading doesn't get near as used as it should and players lose out not taking advantage. Next step is a guild that often gets one of the outlier traders. Even a trader out in the boonies can generate 100sof thousands of gold a week if you have the items to sell. End game could be getting into a prime trading guild and spending a good chunk of time in game pursuing items to flip.

    This game is the only one I've played that has this diverse a market that accommodates so many styles of play. A central market would severely damage a vibrant trading community and damage the economy. I suggested my idea for making the current system (my opinion) better earlier in the thread. I don't know how feasible my idea would be when considering server performance but I think it would allow players who just want to find items quick and those that want to chase down bargains the chance to do that.

    Trials are an end‑game level of PvE combat, but they are the culmination of a clear and well‑designed path. Players start with quests, overland content, delves, and dungeons, and can progress naturally into trials if they choose to take PvE that far. It is an incredibly robust and accessible road.

    Trading is not like that. Trading is a basic function of MMOs, it should be available to every player as part of the core game. In ESO, however, it starts at end‑game. The only way new players can participate is by latching onto the coattails of a few trading guilds, without ever having a realistic chance at securing a trader of their own.

    No one is locked out of PvE. You don’t need third‑party add‑ons or membership in an exclusive trial guild to do quests, dungeons, or trials. Trading, by contrast, requires outside tools and insider access just to function. That is not progression, it is exclusion from a fundamental part of the MMO experience.
    Edited by Furyous on December 9, 2025 6:54AM
  • Pops_ND_Irish
    Pops_ND_Irish
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    Bad idea – This would create more problems than it solves.
    Move to a Market Board
    Works great and no one can take control. Everything is searchable in one place by category
    Guilds can save money for guildies, no need to spend millions on trading spots.
    And guilds have no need to charge people to join.
    Edited by Pops_ND_Irish on December 9, 2025 7:04AM
  • Furyous
    Furyous
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    Adding a global trader would allow me to flip stuff when I got bored, and I know of people with much more than my 10's of millions, that would spend all day doing it, and what would happen to the prices if only a few people control the flow of that/those? I would suggest up (and the many on here that are anti the Guild system would suffer) as reflected in real life supply, demand.

    What is preventing you from doing this now?

    Flipping items when you are bored is already completely doable and done quite often in the current system. Guild traders, zone chat, and direct trades all allow for buying low and selling high. The scenario you describe does not require a global trader, it is already part of the existing mechanics.

    That is why this feels like a red herring argument. The concern about a few people controlling prices applies just as much to the current guild trader system, where a handful of guilds already dominate the market. A global trader would not suddenly create that dynamic; it already exists.
  • Furyous
    Furyous
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    bmnoble wrote: »
    Might work for cheaper stuff people want to sell but when it comes to high value items, had more than a few people join the trade guilds I am in then try to sell the items in guild chat directly to avoid the listing fees, then proceed to sulk or leave when they are told not to sell directly in chat but use the guild trader since the fees in part pay for the trader bid.

    If this other global trader your proposing had even higher listing fees, I think you would either end up with people continuing to sell in zone chat to avoid those fees or just selling via the existing guild traders.

    Think it would cause guild traders to drop cheaper stuff and focus on more expensive items, since you would have people prepared to pay a little bit more for cheaper stuff, it is one of the reasons locations with high foot traffic get such high trader bids. More expensive stuff however I think people will still shop around, especially if those listing on this global trader mark up the prices to try and mitigate how much they are losing in fees.

    Though I think it would likely kill most remote guild traders, only customers I see them getting are flippers, looking to buy cheap and re list on the global trader. While further inflating the cost of traders in high foot traffic areas.

    Overall it would depend on how high the listing fee ends up being, if it is too high people looking to sell low end stuff won't make much, people selling high end stuff, will lose out to lower prices and higher profit margins on guild traders, about the only exception would be stuff with an extremely limited supply, plenty of billionaires who would be able to buy out all the stock and then list for stupidly high prices on the global trader.

    What you describe is already happening under the current system.

    Players already avoid listing fees by selling in zone chat or guild chat, guilds already prioritize high‑value items in prime locations, and flippers already buy cheap from remote traders to re‑list for profit. None of this requires a global trader, it is how the guild trader system currently works.

    The difference is that a global trader would simply add another option. It would not remove guild traders, zone chat, or direct trades. Those who prefer the current system could continue using it exactly as they do now, while players who are locked out today would finally have a way to participate.

    Higher fees or market dynamics are not new problems; they already exist. A global trader does not replace the system, it expands it.
  • Zodiarkslayer
    Zodiarkslayer
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    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    ...
    The point was to highlight barriers in the current trading system and propose improvements. Whether or not you agree, the ideas deserve to be considered on their merits. ...

    Ironically it is these barriers that keep the economy from spiraling out of control.

    What do I mean? Well, it is a common trope among economists that market entry barriers should be removed in order to maximise the market's efficiency. But that is only true for complete markets of commodities, with all the other attributes that come along with a regular market. Production costs, logistical costs, complete information on quality of the product, etc.
    What is traded in ESO, however, are digital goods with no cost of production, transfer, storage or opportunity. And that means there is no force that determines value except perceived rarity (scarcity) and amount of currency available at the transaction. And here lies the danger.
    Studies in game theory have shown that on markets like these, the product will change hands without being consumed until it reaches a certain threshold, where nobody is willing to pay the pricetag anymore. This threshold, it has been shown, is only determined by the amount of circulating currency.
    Now the next point in this long form explanation people have difficulties to understand and comprehend. The amount of gold in ESO has to be assumed to be infinite. Because its creation is not tied to any regulatory "federal" institution, there is no limit to the amount. Every second of gameplay of every player in ESO there is gold generated. Hundreds of thousands of players over eleven and a half years have created this inconceivable amount of gold. Also there is no pension in ESO, no reason to spare currency for a rainy day. Every piece of gold that you make will go into the economy. The amount that goes out is not even closely high enough to create a balance and stability. Gold set sinks in ESO are largely ineffective, only the guild trader bidding and players leaving the game for good have measurable effect.
    And therefore this previously mentioned threshold will eventually be so high that noone except the ultra rich, that have spend the most amount of time in game can engage in trade anymore.

    So you can see that the entire setup of ESO's economy accepts the circumstances of a digital economy and tries to alleviate its most serious downsides.
    Prioritising convenience isn't the point here. That is keeping the entire economy healthy in the long term.
    No Effort, No Reward?
    No Reward, No Effort!
  • SolarRune
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    Bad idea – This would create more problems than it solves.
    It comes down to ease, it's so much easier with a central auction house to control a market, especially where things are based on a single mega server per region/platform, the distributed model in eso combats this for all the things you say are negatives. Surely you can see that, as you see it as a barrier anyway.

    That's not to say there haven't been attempts to control, I remember on PCEU a large group of traders were trying to control alchemy ingredients, but the distributed model meant they were never in full control and it fell apart.

    Some games accpet this market control risk - these games tend to end up with out of control pricing with rare items going through the roof but common items being a race to the bottom. Or they have different server instances that effectively work as a distributed model very similar to eso by hiding items on a different server and you need to change through the servers (if possible) to be able to see the entire market. There are plenty of other MMOs that take other routes, usually based on limiting direct player to player sales, with the most common process essentially being selling to a NPC for a variable price (depending on how much of a certain item has been sold recently) with these then sold by NPCs for a centrally controlled price, these are the games that tend to have the least inflation, because its not strictly a player driven econ because resale prices are highly controlled, but they can claim player driven because the pricing is based on what players sell.

    Of the options I've experienced and taking into account the structure of ESO, I much prefer the current status, I beleive eso would be much more open to manipulation should there be a single auction house. I also think markets are much more agreeable with lore and the general look and feel of eso.

    I can understand where the suggestion comes from, I had similar feelings when first getting into trading, and yes ESO could make the process of getting into it easier. Better ways of interacting with guilds, that were promised by ZOS in the GM meeting over a year ago and were mentioned in the letter last year but we have seen nothing. To imply that it's the norm that trading guilds require dues or charge is incorrect - through my trading journey I have been a transient member of many guilds that had traders and didn't charge or expect sales.
  • frogthroat
    frogthroat
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    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    TL;DR: You get the best of both worlds: keep the thrill of the hunt and guild strategy, while giving casuals and small guilds a fair shot at selling their loot without begging for a spot in a trading-guild.

    Beautiful idea, but I don't think it would work. I am not an economist, but I know about natural selection. These two systems would be competing. That will drive natural selection. I can see two outcomes:

    1. Normal distribution will remain, but there will be positive selection towards one system and negative selection towards the other and the result will be one dominating system and one dead system.
    2. The selection pressure will favour one type of items for one system, other type of items towards the other and they will have different positive and negative pressures, creating a bimodal system. That would create two separate economies where you would need to know what to trade in which separate system.

    My suspicion is that the outcome 1 would be more likely.
  • ZhuJiuyin
    ZhuJiuyin
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    Bad idea – This would create more problems than it solves.
    I'm also dissatisfied with the current in-game economy, but the current trading system isn't inherently flawed; it does create a sense of immersion. I think the biggest problem is that there are too few truly valuable items in the game that people are willing or forced to spend gold on.

    Most of our alchemy materials are cheap (because most alchemy products have little practical use), most food ingredients are useless (most food items have little practical use), most tradable equipment is useless in both PvP and PvE (again, because most equipment has little practical use), and most style materials are cheap.

    Most equipment styles only sell well when they're first released; most older styles are ignored.

    Since there's no demand for goods, the economy is naturally poor. This is why I previously requested the addition of tradable and attractive items to Trials and Cyrodiil, such as rare drops for AS+2. If these could be rewarded with rare drops, like the well-known Phoenix mount in WoW, it would undoubtedly increase players' enthusiasm for trials and give new value to older ones. Imagine if vMOL dropped Luminous Moon Dials, vHRC dropped Gargoyle Training Dummies, vAA dropped Polymorphs of Mage Constellation, vKA dropped Bat Pets, or randomly provided tradable skill styles in Cyrodiil's Rewards for the Worthy. Especially when the equipment from these older trials is no longer attractive, these rare drops will continue to keep players enthusiastic about participating in them and PvP.

    As long as market demand increases, even guild vendors in less popular areas will attract people to explore and hunt for gold. Currently, because most items are unattractive, and the more attractive items are often inexpensive, people just want to buy what's conveniently available in town, regardless of the price.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • SolarRune
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    Bad idea – This would create more problems than it solves.
    Interesting take on it ZhuJiuyin, the lack of real rewards for actually participating in content has long been an eso issue, the closest we have is mask styles from dungeons, but more of these type of things that are tradeable would not only make trading better but would also make replayability of parts of the game more rewarding.
  • frogthroat
    frogthroat
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    Bad idea – This would create more problems than it solves.
    ZhuJiuyin wrote: »
    I'm also dissatisfied with the current in-game economy, but the current trading system isn't inherently flawed; it does create a sense of immersion. I think the biggest problem is that there are too few truly valuable items in the game that people are willing or forced to spend gold on.

    Most of our alchemy materials are cheap (because most alchemy products have little practical use), most food ingredients are useless (most food items have little practical use), most tradable equipment is useless in both PvP and PvE (again, because most equipment has little practical use), and most style materials are cheap.

    Most equipment styles only sell well when they're first released; most older styles are ignored.

    Since there's no demand for goods, the economy is naturally poor. This is why I previously requested the addition of tradable and attractive items to Trials and Cyrodiil, such as rare drops for AS+2. If these could be rewarded with rare drops, like the well-known Phoenix mount in WoW, it would undoubtedly increase players' enthusiasm for trials and give new value to older ones. Imagine if vMOL dropped Luminous Moon Dials, vHRC dropped Gargoyle Training Dummies, vAA dropped Polymorphs of Mage Constellation, vKA dropped Bat Pets, or randomly provided tradable skill styles in Cyrodiil's Rewards for the Worthy. Especially when the equipment from these older trials is no longer attractive, these rare drops will continue to keep players enthusiastic about participating in them and PvP.

    As long as market demand increases, even guild vendors in less popular areas will attract people to explore and hunt for gold. Currently, because most items are unattractive, and the more attractive items are often inexpensive, people just want to buy what's conveniently available in town, regardless of the price.

    This is exactly what would drive my assumption of the two outcomes. One system would have the few expensive items that are worth selling at a high price and pay for the higher listing fee. The other system would have the cheap trash. The cheap trash side would either evolve to be its own, separate entity with very little overlap with the other system, or it would just shrivel up and die.
  • ZhuJiuyin
    ZhuJiuyin
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    Bad idea – This would create more problems than it solves.
    I once joined a guild that aimed to establish itself as a high-value black market guild selling valuable black market goods in the Crime Shelter. However, they eventually discovered that most items in ESO weren't worth trading, and truly high-value items were few and far between, failing to attract attention. Ultimately, the guild disbanded.

    I believe that while the current trading environment is indeed poor, it's not due to guild traders, but rather because most goods lack appeal. They're neither eye-catching luxury items nor necessities, so people's indifference to trading is to be expected, especially considering the market-disrupting tactics employed during the 10th anniversary celebration.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Toanis
    Toanis
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    bmnoble wrote: »
    plenty of billionaires who would be able to buy out all the stock and then list for stupidly high prices on the global trader.

    That is exactly what is happening with ESO's guild traders, though. With an auction house, thousands of casual buyers have the same chance at fetching a bargain as a dozen of "pros". And even when someone tries to overtake the market, eventually they have all their money bound in goods and listing fees, while their business goes to the ones who are making a fortune just slightly underbidding them.

    In both system prices regulate themselves. In any global auction house prices eventually settle to what both sellers and buyers think is fair. In ESO the big trading guilds determine what is an adequate price for an item.

    ESO's system is unfair to casual buyers, who can't be bothered to use external tools or suffer through dozens of loadscreens to find a bargain, as well as to casual sellers, who either have no idea what a fair price is, or simply can't meet the demands of a big trading guild and need to sell on a remote trader where stuff only sells at a low price.

    Edited by Toanis on December 9, 2025 12:06PM
  • Northwold
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    The inflation discussion has as it often does come up. While I don't personally think a fully centralised auction house is a great idea and would prefer a "softer" compromise that doesn't lead to two competing trade systems that are mechanically completely different, it's worth pointing out two things about the existing system.

    1) The gating of easy to use selling behind guild membership is itself inflationary. It leads would-be buyers who do not engage with guild traders on the selling side to gold farm within the game (eg public dungeon farming, repeated writ dailies, etc). So, instead of using gold they have acquired by selling items through traders, which is gold they get from other players being recirculated in the game economy, they are creating new gold in order to fund their purchases. That drives inflation.

    2) In price-setting itself, the very gold sink people hold up as the crown jewel that justifies the current trader system -- the trader bids -- itself incentivises sellers to drive up their prices simply to be able to fund the trader bids. So, while it might be removing some gold from the in game economy, it's questionable whether it actually has any useful effect in the end beyond (maybe) cancelling out the very inflation the trader bids are pushing in the first place.

    Obviously, we can't see the counterfactual of any kind of compromise system because it has never been attempted. But my suspicion is that getting rid of the selling gate, at the very least, would do much more to stabilise the economy than preserving the status quo, not least by providing a more consistent level of supply of items and tamping down the need for high levels of gold farming. At the moment you have what is presumably quite a high number of players who will from time to time buy things but never sell, instead junking all their items and raw materials.
    Edited by Northwold on December 9, 2025 11:54AM
  • Furyous
    Furyous
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    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    Ironically it is these barriers that keep the economy from spiraling out of control...

    Most of the arguments here are speculation about what might happen. We don’t have to guess. Nearly every other MMO uses a centralized trader or auction house, and their economies function without collapsing. ESO is the outlier. Barriers here don’t stabilize value, they exclude players. Gold inflation and monopolies already exist under the current guild trader system.
    SolarRune wrote: »
    It comes down to ease, it's so much easier with a central auction house to control a market...

    Market manipulation already happens today. Flippers and monopolies thrive in high traffic kiosks, while zone chat bypasses fees. A global trader doesn’t replace guild traders, zone chat, or direct trades, it adds another option. Those who prefer the distributed model can keep using it, while excluded players finally gain a path to participate.
    frogthroat wrote: »
    Beautiful idea, but I don't think it would work... natural selection... one system would dominate...

    There are really two ways to look at this. The fact that players are already using zone chat and guild chat to bypass the current system shows there’s a need for something more accessible. That’s not a sign of convenience, it’s a sign of demand.

    And there’s nothing wrong with natural selection between systems. If the current guild trader model truly works best, then a global trader will fail. But if the new system fits player needs better, it will succeed.
    ZhuJiuyin wrote: »
    I'm also dissatisfied with the current in-game economy, but the current trading system isn't inherently flawed...

    Your dissatisfaction, which many players share, shows there might be a better way forward. Demand is weak, yes, but accessibility is a separate issue. Right now 92 percent of guilds are excluded from trading entirely, and of the small fraction that do get traders, fewer than 10 percent (less than one percent of guilds) land in good spots. That artificial scarcity is what causes problems.

    Even if more valuable items were introduced, the current system would still lock most players out of trading them. A global trader ensures that when demand does exist, everyone can participate, not just the few guilds with kiosks.
    ZhuJiuyin wrote: »
    ...the current trading environment is indeed poor, it's not due to guild traders, but rather because most goods lack appeal...

    Think of it like Saks Fifth Avenue versus Walmart. A few selections of high‑value luxury items don’t generate nearly the amount of sales as getting cheaper goods to more people. Who do you think generates more revenue, the boutique with limited access, or the store that serves the masses? ESO’s system artificially limits trading to the boutique model, when the broader MMO market shows that opening access drives far more participation and stability.
    Northwold wrote: »
    The gating of easy to use selling behind guild membership is itself inflationary...

    I think you’re spot on about how gating selling behind guild membership drives inflation. When players can’t sell, they end up farming new gold instead of circulating existing gold, which expands the money supply. That’s not healthy for the economy long term.

    You’re also right that trader bids push prices upward just to cover kiosk costs. Instead of acting as a stabilizing sink, they often cancel out their own effect by forcing sellers to inflate prices further.
    Edited by Furyous on December 9, 2025 3:07PM
  • CatoUnchained
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    First thing ZOS should do to restore trading in to give us back 30 day listing times.

    After that I don't know what to suggest. There just aren't the number of players there used to be to support trade guilds. I've almost completely stopped dealing with trading in ESO when just a couple years ago it was one of my main activities.
  • ceruulean
    ceruulean
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    You could have the wandering merchants be peddlers. Every player can sell up to 10 items through a wandering merchant. The wandering merchants would be global auction houses, they allow you to buy an item that's listed in guild traders or by individual players, but at a 20% markup cost. That way, there's a gold sink and the original trader gets the money.
    Edited by ceruulean on December 9, 2025 7:10PM
  • wolfie1.0.
    wolfie1.0.
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    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    Proposal for Improving ESO’s Trading System

    This proposal is based on discussion and feedback from two forum threads:
    Poll results show a mix of opinions:
    • Positive (34%) – System is fine, enjoy the hunt and guild dynamics.
    • 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%).
    • Neutral (13%) – Clunky but manageable (11%), don’t trade enough for it to matter (2%).

    Proposal: Two-Part System
    1. Keep the current system for players who enjoy strategic bidding, guild competition, and lower listing costs.
    2. Add a global trader that charges higher listing fees but does not require bidding.
      • Casual players and smaller guilds can list conveniently without joining larger guilds.
      • If the current system is truly superior and costs less, guilds using it will still compete successfully against the higher-cost global trader.

    This solution preserves choice, maintains the value of the existing system, and makes trading accessible to a broader range of players.

    TL;DR: You get the best of both worlds: keep the thrill of the hunt and guild strategy, while giving casuals and small guilds a fair shot at selling their loot without begging for a spot in a trading-guild.

    I have questions. How much higher is the listing fee? How often? How many players can use this system at one time? Is there a bidding system to use the trader? How do you prevent searches from crashing it? Where is it located? Do you need ESO+ subscription? Is there an item limit? How do you prevent botting exploits? How do you plan to prevent the system from crashing the game? How is ZOS going to recoup the costs of implementation? Is this something that will retain both new and old players?

    Among others, but this is a start.

    As is if you pushed this out, then there either wouldnt be a guild trader system (or no point to it) or it will get so bogged down with activity that it will crash itself and/or the game.

    Realistically we have been told that the reason listings was cut down to 14 days was for performance improvements. Keeping in mind that this was under the existing system. Assuming that if every guild had 100% participation and every player had a single account in a single trade guild. That's not a lot of players using it in comparison to the whole. If everyone has access at one time, it could break things bad.

    As for trade guilds. Listing fees is not the most cumbersome way to access trading. If that were the only restriction and if it were only marginally higher than guild trader listing fees. Trade guilds would be obsolete. I dont think you quite grasp the effort that GMs and guild officers have to commit to inorder to get players to donate enough gold to make a bid, or the stress involved in doing that along with bids and other aspects.

    I also dont think you have fully considered how much impact convenience plays a role in eso.

    ZOS does and they monetize it. Its no coincidence that the reconstruction system uses a bind on pickup up economic system that is essentially closed off to trading. And linked into that convenience is a benefit tied specifically to ESO plus.

    I would also argue that economically speaking, the craft bag as is, is bad for the economy. But its implementation is a huge convenience, and one of the only reason some people sub.

    Point is, for guild stores to work with your change they need something that will attract players. A convenience, or there needs to be restrictions on the all access trader so that its not so OP in the convenience factor. Otherwise your promise of both wont work.

    I am NOT trying to deny the idea. I will make my gold using whichever system works. But whatever happens, if there is a change or not, I just want it to have all of the options to succeed and actually be better.

    There are a lot of small improvements to the existing system i would love to see, but no one here wants to talk about those...

  • Furyous
    Furyous
    ✭✭✭✭
    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    wolfie1.0. wrote: »
    I have questions. How much higher is the listing fee? How often? How many players can use this system at one time? Is there a bidding system to use the trader? How do you prevent searches from crashing it? Where is it located? Do you need ESO+ subscription? Is there an item limit? How do you prevent botting exploits? How do you plan to prevent the system from crashing the game? How is ZOS going to recoup the costs of implementation? Is this something that will retain both new and old players?

    Among others, but this is a start.

    As is if you pushed this out, then there either wouldnt be a guild trader system (or no point to it) or it will get so bogged down with activity that it will crash itself and/or the game.

    Realistically we have been told that the reason listings was cut down to 14 days was for performance improvements. Keeping in mind that this was under the existing system. Assuming that if every guild had 100% participation and every player had a single account in a single trade guild. That's not a lot of players using it in comparison to the whole. If everyone has access at one time, it could break things bad.

    As for trade guilds. Listing fees is not the most cumbersome way to access trading. If that were the only restriction and if it were only marginally higher than guild trader listing fees. Trade guilds would be obsolete. I dont think you quite grasp the effort that GMs and guild officers have to commit to inorder to get players to donate enough gold to make a bid, or the stress involved in doing that along with bids and other aspects.

    I also dont think you have fully considered how much impact convenience plays a role in eso.

    ZOS does and they monetize it. Its no coincidence that the reconstruction system uses a bind on pickup up economic system that is essentially closed off to trading. And linked into that convenience is a benefit tied specifically to ESO plus.

    I would also argue that economically speaking, the craft bag as is, is bad for the economy. But its implementation is a huge convenience, and one of the only reason some people sub.

    Point is, for guild stores to work with your change they need something that will attract players. A convenience, or there needs to be restrictions on the all access trader so that its not so OP in the convenience factor. Otherwise your promise of both wont work.

    I am NOT trying to deny the idea. I will make my gold using whichever system works. But whatever happens, if there is a change or not, I just want it to have all of the options to succeed and actually be better.

    There are a lot of small improvements to the existing system i would love to see, but no one here wants to talk about those...

    You raise fair questions about specifics like fees, limits, and technical safeguards. Most of those details (how much higher the listing fee is, how often it applies, how many players can use the system at once) would have to be worked out through implementation and testing. That’s normal for any system design.

    As for the broader implementation concerns (preventing search crashes, location, ESO+ integration, item limits, botting protections, server stability, cost recovery, and player retention) these are challenges that nearly every MMO has already solved. Even small studios with limited resources have managed to build functional global trading systems. ZOS doesn’t have to reinvent the wheel here; they can adapt proven models and apply ESO‑specific tuning.

    The proposal isn’t meant to hand ZOS a finished blueprint. It’s meant to highlight the accessibility gap in ESO’s current trading system and suggest a direction that balances choice:

    Guild traders remain the lower‑cost, competitive option for organized groups.

    A global trader provides convenience for casuals and small guilds who otherwise can’t realistically participate.

    The fine‑tuning of fees, limits, and safeguards is exactly what testing and iteration are for. The point is that the concept is viable and widely implemented elsewhere.
    Edited by Furyous on December 9, 2025 9:27PM
  • Furyous
    Furyous
    ✭✭✭✭
    Good idea – Makes trading easier and more accessible. Worth the effort, while keeping the current system for those who enjoy it.
    I just spent a couple of hours running through remote traders and outlaw refuges, because I missed the bidding deadline, hoping to find an unclaimed trader. I found none. After two hours with no results, I gave up, and I can't find a full list of traders to check. That is hours wasted simply because there is not a central listing of claimed versus unclaimed traders. Where is the fun here?

    All I want is to try the trading system without being forced into someone else’s guild. Yet the system is locked down so tightly that only about 7 percent of guilds can participate, meaning 93 percent of players are stuck riding the coattails of elite trading guilds just to sell anything. If you do not join another player’s guild and play by their rules, you are shut out of trading entirely.

    That is not accessibility, that is exclusion.
    Edited by Furyous on December 9, 2025 9:45PM
  • DragonRacer
    DragonRacer
    ✭✭✭✭✭
    ✭✭✭
    Just to point out in case you don’t know, you do not have to wait for a specific time to place your bids. Bidding opens up around 5-10 minutes after trader flip so even though the search for an open trader to hire for 10k didn’t pan out, you can start placing bids for next Tuesday from now up until 10 minutes prior to the next trader flip (2pm Eastern on Tuesdays currently). You have a full week to place potential bids.
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    Furyous wrote: »
    I just spent a couple of hours running through remote traders and outlaw refuges, because I missed the bidding deadline, hoping to find an unclaimed trader. I found none. After two hours with no results, I gave up, and I can't find a full list of traders to check. That is hours wasted simply because there is not a central listing of claimed versus unclaimed traders. Where is the fun here?

    All I want is to try the trading system without being forced into someone else’s guild. Yet the system is locked down so tightly that only about 7 percent of guilds can participate, meaning 93 percent of players are stuck riding the coattails of elite trading guilds just to sell anything. If you do not join another player’s guild and play by their rules, you are shut out of trading entirely.

    That is not accessibility, that is exclusion.

    Umm .. Is it even possible to find an unclaimed trader in such a way considering how many interested guilds there are (at least on PCNA)? Asking for myself (not an interested party, just curious).
    Edited by ESO_player123 on December 9, 2025 10:07PM
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    wolfie1.0. wrote: »
    I have questions. How much higher is the listing fee? How often? How many players can use this system at one time? Is there a bidding system to use the trader? How do you prevent searches from crashing it? Where is it located? Do you need ESO+ subscription? Is there an item limit? How do you prevent botting exploits? How do you plan to prevent the system from crashing the game? How is ZOS going to recoup the costs of implementation? Is this something that will retain both new and old players?

    Among others, but this is a start.

    As is if you pushed this out, then there either wouldnt be a guild trader system (or no point to it) or it will get so bogged down with activity that it will crash itself and/or the game.

    Realistically we have been told that the reason listings was cut down to 14 days was for performance improvements. Keeping in mind that this was under the existing system. Assuming that if every guild had 100% participation and every player had a single account in a single trade guild. That's not a lot of players using it in comparison to the whole. If everyone has access at one time, it could break things bad.

    As for trade guilds. Listing fees is not the most cumbersome way to access trading. If that were the only restriction and if it were only marginally higher than guild trader listing fees. Trade guilds would be obsolete. I dont think you quite grasp the effort that GMs and guild officers have to commit to inorder to get players to donate enough gold to make a bid, or the stress involved in doing that along with bids and other aspects.

    I also dont think you have fully considered how much impact convenience plays a role in eso.

    ZOS does and they monetize it. Its no coincidence that the reconstruction system uses a bind on pickup up economic system that is essentially closed off to trading. And linked into that convenience is a benefit tied specifically to ESO plus.

    I would also argue that economically speaking, the craft bag as is, is bad for the economy. But its implementation is a huge convenience, and one of the only reason some people sub.

    Point is, for guild stores to work with your change they need something that will attract players. A convenience, or there needs to be restrictions on the all access trader so that its not so OP in the convenience factor. Otherwise your promise of both wont work.

    I am NOT trying to deny the idea. I will make my gold using whichever system works. But whatever happens, if there is a change or not, I just want it to have all of the options to succeed and actually be better.

    There are a lot of small improvements to the existing system i would love to see, but no one here wants to talk about those...

    You raise fair questions about specifics like fees, limits, and technical safeguards. Most of those details (how much higher the listing fee is, how often it applies, how many players can use the system at once) would have to be worked out through implementation and testing. That’s normal for any system design.

    As for the broader implementation concerns (preventing search crashes, location, ESO+ integration, item limits, botting protections, server stability, cost recovery, and player retention) these are challenges that nearly every MMO has already solved. Even small studios with limited resources have managed to build functional global trading systems. ZOS doesn’t have to reinvent the wheel here; they can adapt proven models and apply ESO‑specific tuning.

    The proposal isn’t meant to hand ZOS a finished blueprint. It’s meant to highlight the accessibility gap in ESO’s current trading system and suggest a direction that balances choice:

    Guild traders remain the lower‑cost, competitive option for organized groups.

    A global trader provides convenience for casuals and small guilds who otherwise can’t realistically participate.

    The fine‑tuning of fees, limits, and safeguards is exactly what testing and iteration are for. The point is that the concept is viable and widely implemented elsewhere.

    I get what your saying that its not really up to the players to create the thing that players want. But it is up to the players to define what they want.

    The problem with what your asking is that you are assuming that guild traders are cheap and that your independent trader wont be dominated by the same people that are actively trading in guilds.

    That is actually a fallacy. Those same power traders will use the new trader. And if there is a user limit then casual players will be priced out. Basically there will be a leader board in trading that would be a very cutthroat thing. Meanwhile, guilds will fall apart. And will be populated by the casuals and infrequent sellers that cant maintain listings are are not active enough to sell.

    If there is no user limit then you face the challenges that I highlighted.

    And yes I understand that other games have robust and functional markets. But ESO wasnt designed that way, regardless that it should have been. As such its still a challenge to implement, requires initial and ongoing resources and investments, and other such factors.

    To get it to pass reviews for consideration you would need to convince them there is a dire need for it, and that they can recoup the costs. Because as I have said in the past, its entirely possible that it might be easier for zos to just put the economy on bind on pickup than to swap economy systems.
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    I just spent a couple of hours running through remote traders and outlaw refuges, because I missed the bidding deadline, hoping to find an unclaimed trader. I found none. After two hours with no results, I gave up, and I can't find a full list of traders to check. That is hours wasted simply because there is not a central listing of claimed versus unclaimed traders. Where is the fun here?

    All I want is to try the trading system without being forced into someone else’s guild. Yet the system is locked down so tightly that only about 7 percent of guilds can participate, meaning 93 percent of players are stuck riding the coattails of elite trading guilds just to sell anything. If you do not join another player’s guild and play by their rules, you are shut out of trading entirely.

    That is not accessibility, that is exclusion.

    Every since the implementation of multiple bidding if you find an empty trader something is wrong. Ever since that system went into play I can count the number of open places available post swap on a single hand with 3 digits missing.

    The only other time is right after a new zone drops.

    Meanwhile, in most guilds that can afford traders less than 50% list anything weekly, and probably 25% or more dont list at all.

    The guilds i am in and the one I run are pretty inclusive. Basically you sell enough or spend enough you get in. Decent trader plenty of open spots.

    You can be in 5 guilds. And if all of those trade guilds were full you wouldnt see as much spam in zone chats trying to recruit.
  • DragonRacer
    DragonRacer
    ✭✭✭✭✭
    ✭✭✭
    Furyous wrote: »
    I just spent a couple of hours running through remote traders and outlaw refuges, because I missed the bidding deadline, hoping to find an unclaimed trader. I found none. After two hours with no results, I gave up, and I can't find a full list of traders to check. That is hours wasted simply because there is not a central listing of claimed versus unclaimed traders. Where is the fun here?

    All I want is to try the trading system without being forced into someone else’s guild. Yet the system is locked down so tightly that only about 7 percent of guilds can participate, meaning 93 percent of players are stuck riding the coattails of elite trading guilds just to sell anything. If you do not join another player’s guild and play by their rules, you are shut out of trading entirely.

    That is not accessibility, that is exclusion.

    Umm .. Is it even possible to find an unclaimed trader in such a way considering how many interested guilds there are (at least on PCNA)? Asking for myself (not an interested party, just curious).

    On PS NA, every now and then you can. But mostly there are none open as generally a guild of some type has placed a bid of some kind.
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • frogthroat
    frogthroat
    ✭✭✭✭✭
    Bad idea – This would create more problems than it solves.
    Furyous wrote: »
    There are really two ways to look at this. The fact that players are already using zone chat and guild chat to bypass the current system shows there’s a need for something more accessible. That’s not a sign of convenience, it’s a sign of demand.
    I don't think any guild-based system would ever get rid of zone chat sellers and even a global auction house would probably only make zone chat selling slightly less. There will always be people doing direct bartering.
    Furyous wrote: »
    And there’s nothing wrong with natural selection between systems. If the current guild trader model truly works best, then a global trader will fail. But if the new system fits player needs better, it will succeed.

    There absolutely is when developers require money for their services. You don't just program two competing functions and let the other system become redundant or worse, obsolete. Your stock holders would think you're mad and you will be replaced as a project leader for wasting their money.
  • daim
    daim
    ✭✭✭✭✭
    Bad idea – This would create more problems than it solves.
    In a way it's a good idea but it would also be death of the current system as masses (like myself) wouldn't bother finding a trading guild - and that would probably kill a lot of trading guilds as they wouldn't have enough members anymore.
    ""I am that which grips the heart in fright, hearkens night and silences the light." It was written on my sword, long…long ago." ―Ajunta Pall
    PC|EU
  • lostineternity
    lostineternity
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    Bad idea – This would create more problems than it solves.
    Radiate77 wrote: »
    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.

    It's much worse. Each mmo with auction system has so called auction bots, that 24/7 stand near trader buying everything and then resell but with higher price. Of course they use 3rd party soft.

    And one question, why in the hell you want to make ESO the same game like any other mmo why are you eager to cut of everything unique this game has?
  • DragonRacer
    DragonRacer
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    ✭✭✭
    Radiate77 wrote: »
    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.

    It's much worse. Each mmo with auction system has so called auction bots, that 24/7 stand near trader buying everything and then resell but with higher price. Of course they use 3rd party soft.

    And one question, why in the hell you want to make ESO the same game like any other mmo why are you eager to cut of everything unique this game has?

    And if someone thinks people won't program bots to do just that or that somehow ZOS will become better at preventing them, I'd love to take them on a tour of the farming bots that have constantly plagued consoles for years.

    And before the inevitable "that already happens now" argument - nope, pretty dang sure there are not bots on console immediately buying and flipping goods because, at the very least, we do not have TTC on console. Other add-ons if you're on PS5 (or the XBox equivalent) to help with average price recommendations for listing, but nothing that scans traders and tells you what is located where like PC has. You still have to shop around in the wild like ZOS's original intention here.
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
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