So in the Journeys topic we started discussing the trading system which I think should have its own topic.
Let's see your ideas about the trading, market, auction house etc. Tell us what you like the most and what you dislike.
I'll start with an idea for having a market in the main cities where you go with your character, let's say before you log off and put up a stall with the items you want to sell, put an info above your head with what is it you're selling and log off, leaving your character there selling, when you come back online you sold everything and got the gold. This was originally introduced in Silkroad which was a totally cool game but unfortunately is dead now.
Last edited: 2021-08-26 12:37:01I REALLY love how the market system works on Guild Wars 2. First of all, you can buy and sell anywhere ("mail pigeons" appear doing the work of sending your items/money away), you just have to open the market interface and do your thing. If you're buying, the items are sent to your "inbox", but you can only retrieve them on an NPC that is available in big cities and some settlements. If you're selling, your money will be available to retrieve the same way. (Oh, did I mention money is shared with all your toons in the same account?).
Then, the market is perfect, imho. When you're trying to buy something, they'll always allow you to buy from the cheapest seller first (and you don't need to buy all the stack of items, you can buy some if you need to). You can also place a buying offer, set your price, and wait for people to sell it to you.
When you're trying to sell something, they'll always allow you to sell it to whom is buying for the highest price first. You can also place a selling offer, set your price, and wait for people to sell it to you.
Marketing is a serious business in GW2 and it's also fast and convenient.
I REALLY love how the market system works on Guild Wars 2. First of all, you can buy and sell anywhere ("mail pigeons" appear doing the work of sending your items/money away), you just have to open the market interface and do your thing. If you're buying, the items are sent to your "inbox", but you can only retrieve them on an NPC that is available in big cities and some settlements. If you're selling, your money will be available to retrieve the same way. (Oh, did I mention money is shared with all your toons in the same account?).
Then, the market is perfect, imho. When you're trying to buy something, they'll always allow you to buy from the cheapest seller first (and you don't need to buy all the stack of items, you can buy some if you need to). You can also place a buying offer, set your price, and wait for people to sell it to you.
When you're trying to sell something, they'll always allow you to sell it to whom is buying for the highest price first. You can also place a selling offer, set your price, and wait for people to sell it to you.
Marketing is a serious business in GW2 and it's also fast and convenient.
I fully agree. The trading system in GW2 is great, especially the marketplace/auction house. The only thing you need to consider is if there will be bind of equip, bind of pickup, soulbound items ect. I personally would like to be able to trade everything and I mean absolutely everything.
I fully agree. The trading system in GW2 is great, especially the marketplace/auction house. The only thing you need to consider is if there will be bind of equip, bind of pickup, soulbound items ect. I personally would like to be able to trade everything and I mean absolutely everything.
I fully support the above-mentioned!
In the
marketplace/ trading post we need to be able to make bids and offers (similar
to GW2); you should also be able to mail items and freely trade with players (unlike
in BDO). The stall system would be great (if it could somehow work offline),
like it was in Silkroad back in the day. Deriving from the 2 games I am currently
investing my time into – GW2 and Black Desert online, all I can say is that
Guild wars 2 is doing it better. But again it comes down to whether we can
trade everything (depending on the binding of items), or with some
restrictions, i.e. trade/sell before you bind an item to you character/account,
or will the binded items be account wide or per character. Functionalities such
as instant buy and bidding in my opinion are a must have.
I love the idea of player stalls it adds much more player interaction and price fluctuation than auction houses. The idea of having bids on stalls for certain items is interesting but I don't think it's really necessary as we've done well with just a chat box inside the stall in other mmos where you can leave your bids along with CoD mailboxes for the winner. Doing it this way causes more player interaction than purely automating everything which to me makes mmos feel more immersive and not just singleplayer RPGs with other players running around.
Also having certain item that you can get in a dungeon or raid that allows to leave your stall open for X amount of time while you're still playing would be nice.
I personally like the idea of an auction house or a stall system, both have pros and cons, there is also a hybrid system similar to ESO where guilds or large groups are able to bid on NPC traders stationed around the world and give their shop a good location and have it stand out. This can help push to create dedicated Trading Guilds and will likely force a regular fee to join these but in my opinion would force trading to be more specialized which can be good or bad depending on the overall game direction planned.
I think the Auction House is the best straightforward option, it's familiar, can accomplish what's needed and is very accessible. I don't think more than one system would be needed.
I like the idea of all items being tradeable but idk about ALL items being able to be sold auction house level. Say there is a set of items that you have to go to "Dungeon C" to acquire, late in the game if this set becomes saturated then no one will have a reason to go to Dungeon C if they can just buy it, as the value will lower over time. Items and economy can help steer players around the world to keep areas from dying.
I personally like the idea of an auction house or a stall system, both have pros and cons, there is also a hybrid system similar to ESO where guilds or large groups are able to bid on NPC traders stationed around the world and give their shop a good location and have it stand out. This can help push to create dedicated Trading Guilds and will likely force a regular fee to join these but in my opinion would force trading to be more specialized which can be good or bad depending on the overall game direction planned.
I think the Auction House is the best straightforward option, it's familiar, can accomplish what's needed and is very accessible. I don't think more than one system would be needed.
I like the idea of all items being tradeable but idk about ALL items being able to be sold auction house level. Say there is a set of items that you have to go to "Dungeon C" to acquire, late in the game if this set becomes saturated then no one will have a reason to go to Dungeon C if they can just buy it, as the value will lower over time. Items and economy can help steer players around the world to keep areas from dying.
I feel like you could have powerful dungeon tier items be BoE if they're 1. Craftable using a rare recipe with X amount of crafts per scroll 2. Uses materials received from the dungeon itself or by scrapping dungeon BoPs and BoEs.
If the game could have a crafting system that allows you to "borrow" other player's blacksmithing level to craft Bind on Pickup items, you could even have people craft replacement items that are either equal or maybe even slightly better than the dungeon equivalent to cover for their bad RNG as long as they've still gotten some of the material drops/scrappable items from the dungeon.
I feel like you could have powerful dungeon tier items be BoE if they're 1. Craftable using a rare recipe with X amount of crafts per scroll 2. Uses materials received from the dungeon itself or by scrapping dungeon BoPs and BoEs.
If the game could have a crafting system that allows you to "borrow" other player's blacksmithing level to craft Bind on Pickup items, you could even have people craft replacement items that are either equal or maybe even slightly better than the dungeon equivalent to cover for their bad RNG as long as they've still gotten some of the material drops/scrappable items from the dungeon.
Well, I don't think every item will be able to be sold on AH/stalls because as Nexu said, they won't have a reason to go to Dungeons and grind them, they'll just buy it.
I agree about the AH, everyone knows how it works and there isn't much we can do to improve it, and it's the "safe" option to go :)
Stalls, on the other hand, I think are awesome, first because of the player interaction and the feeling you are "really" shopping, and second, just imagine how everything will look like the famous Grand Bazaar in Istanbul :D All those people and colors.
There is a possibility to make a hybrid with both, but I personally don't think it will work very well, because the people will go mainly to the AH and the players with stalls will be ignored.
EDIT: As for the profession "borrowing", yeah we have some ideas about that, the next Dev Discussion maybe we'll look into the professions ;)
Last edited: 2021-01-20 06:24:44I think AH is the better option. Stalls/vendors is also an option but I think this will require a lot of space, the area will become overcrowded and there will be a lot of spam on the screen.
Regarding items which can be traded, maybe it will be good if not all items can be traded so people will be much interested in going to dungeons. On the other hand, what will you do if you have items which you cannot sell and you don't need? Also, some items may require a lot of time grinding in dungeons and yet you are not guaranteed that you'll get them - maybe the particular items are not in the loot of your raid or you lose the roll for them etc.
AH and free trade