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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
| View Poll Results: Best trade system? | |||
| Player controlled (no systems just /auc. like EQ orig) |
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13 | 38.24% |
| Bazaar (Player's as AFK merchants, like NPC Merchants) |
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10 | 29.41% |
| Auction House (WoW Style) |
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5 | 14.71% |
| Other (explain) |
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6 | 17.65% |
| Voters: 34. You may not vote on this poll | |||
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#4 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 31
Rep Power: 1
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Ideally fully player controlled would be nice, but virtually no one wants to divert significant amounts of time finding a buyer for every item. Player owned npc's that sell items placed on them by their owner for the amount set by the player would be a nice compromise between fully player driven and auction house.
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- Vae Victis Last edited by Nevvier : 21st April 2008 at 23:34. |
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#5 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Finland
Age: 30
Posts: 62
Rep Power: 1
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I have to agree with the previous poster. What if there is no crafter/merchant online where and when you want to buy stuff? Most people can't be online all the time.
I think it would be good if a crafter/merchant can hire a stationary NPC where they can place their wares for sale. Of course they have to pay a salary to the NPC. Maybe someone could have a trade empire with shops in many different towns, and has to travel between the towns constantly restocking the merchants. I think I'd like that. (Of course I'd rob him on route |
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#6 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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Player owned NPC's that act as perminant merchants are best. I don't have alot of patience, and often I end up poor in MMO's because I refuse to sit in town and scream "Selling Apples" all day long, and I don't want to leave the computer running over night so I can "AFK Sell".
Tie in the NPC merchant so even if the actual player is outside of town doing something else; the potential buyer can still talk to the owner PC. A combination of both worlds seems best... |
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#7 (permalink) |
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Member
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IMO, you lose all player interaction with NPC Player merchants,
Alot of people love that part of a MMORPG, trading interaction is a must for me, if you have experienced it yourself, you would know why.. Going to a merchant afk player, clicking buy, then leaving, it's so dry, you get no fealing of player interaction at all. Player Interaction System: Pros, - You are trading with players face to face. - Traders scattered around a trade area = less lag. - Players seen sitting, standing, singing, dancing, really interacting with eachother, "wasting.." time in the trade areas. Cons, - More time wasted in the trading area. Player AFK NPC merchants: Pros, - You can go afk while your not playing the game and sell your items, more time spent playing the game. Cons, - Absolutely no player interaction. No talking, no auctioning, just a bunch of people sitting around with huge sentences above their names. - Servers overloaded with afk'ers lagging the server in one spot. I'm not going to say you guys are wrong, But the pros outweigh the con in the Player Interaction system.. Not to mension you tie yourself down to another system that forces you to keep your computer on when you are afk so you can trade. Seeing a bunch of people sitting, afk, selling is nothing compared to seeing a flowing trading area where people are talking, setting up their trading areas, walking around.. I guess you have to experience it to have any idea what i'm talking about. But personally, I don't want another MMO that is made for casual players, again.. Casual players can play for 2 hours, then get off.. Systems that force afk make no sence. |
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#8 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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I have experienced plenty of "AFK Selling", face to face selling and all other types of selling out there. As I said, I am not a patient person, most of the time I will just dump my stuff to an NPC merchant, because I simply cannot sit in one area screaming the same thing over and over again, it depresses me; I would rather be somewhere far away from the city blasting ghouls n goblins, but I need the gold; so I grudgengly sit and sell...
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#10 (permalink) |
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Junior Member
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I enjoy the system EQ2 has. I read that Runescape also has a similiar system. They have one "grand" merchant where you can deposit items and set a price on them and go off doing whatever you like.
Of course not everyone likes this
Is this what the WoW auction house is?
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#11 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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Thats pretty much the WoW auction house; the idea in istelf is not a bad one, but I found it is very easy to exploit it, and very easy to inflate prices... In the late game, when I had nothing to do; I would buy all of the crafting materials in the Auction house, and then sell them back at higher prices, I made thousands of gold that way...
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#12 (permalink) |
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Member
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Sometimes it's not a good thing when things are made easy, and it doesnt always mean it is better just because it's more convinient,
Like you said,
Some games like WoW still allow that system to be used, but only the clueless still use it because the Auction house is so much easier and, "better." I'm a firm believer that older was better, I don't think a better more effeciant and easier system makes a game more exciting at all, just makes it easier. MMORPG games should not be made for casual players, even a little. IMO. |
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#13 (permalink) | |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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Well like the real economy; the models we use for the virtual economy also has to evolve. Sure face to face trading is more "Human" and allows for interaction, but it is not efficient. The WoW marketplace would regulate itself; people would simply not buy items that were too expensive. So you either had to monopolize the entire market for the said item, and force your prive; or you lowered your price to stay competative.
To me that sounds very much similar to the way the modern day economy works. Companies selling their products don't know their customers personaly, and the only way you know them, is through carefully crafted "PR Personalities". In the modern day economy, the only true way a consumer can send a message, is by "Voting with his dollar", if you don't like something, don't buy it; the market is designed to adjust... Also this article deals with politics; and ingame politics, but the model represinted in that article can be easily applied to the mass market as well... *Casting* LvL 99 Spell: Great Wall of Text Quote:
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#14 (permalink) |
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Member
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WoW and Lineage 2 both have a Monopoly right now, farmers completely own an item and then leave it in their banks for weeks sometimes months untill that item is almost exstinct, and as long as they keep those spawns camped, keep getting those items, they can sell that item for whatever the hell they want.. even if it's something a level 40 could get.
I didnt even open that box yet, but if you want me to I will.. The ONLY way for Bots/Farmers to make a profit in this game, is if the system is set up as a non-face-to-face kind of trade system. A face to face system completely gets rid of Farmers, for good, the only thing left is bots, and in a FPS game like this, I doubt there will even be those. These are games, games don't need to evolve like real life, that's why we are playing fantasy games, they can stay as old as we want them to. I didnt read the article yet, I will tommorow, im in a rush to get off. |
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#15 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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That point is null here. Open PvP; have a bunch of farmers camping a spawn? or a mine? Kill them... Claim the area as your own; make a guild to regulate areas from farmers. Take the power into your own hands; it is possible, take the liberty placed upon you.
The system doesn't allow them to do that, it is the basic gathering mechanic that will do this. Modify the harvesting mechanic, introduce possobilities of loosing everything you have gathered, and you reduce farmers. And the moment gold farmers have to consider defending their farming spots from other players, they have lost, they are playing the game, they are part of it's politics. The only way to win against farmers is to make them stop farming, and forcing them to play the game, that means putting down the plough and taking up the sword. In order for video games to mature as a medium; at some point it has to stop being "Just a game" and provide new patterns to explore. That is why I am looking foward to this game, because it offers something beyong simply a "Game", with the new evolved rule set, it creates new patterns to be observed and studied. Each game has it's own ebb and flow, and to me, it is very interesting to disect that... Last edited by Shinzon : 22nd April 2008 at 06:56. |
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#16 (permalink) |
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Member
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It isnt Null at all, you seem to think this game is going to be all about PvP, But it won't just be about PvP, there will be an economy, a huge one, one that needs Armor, Weapons, Spells and Money. Farmers are people that get payed in real life to go out and loot items and armor and sell them for ingame money, this game will have a profit for that, no matter what the devs do to stop that.. Specially with a non-player interaction trade system.
You basicly want them to make 20 systems so that it will be possible for you to be able to go to bed at night and keep your lame afk bot up so people will buy your items, and that in the end is what we were talking about, I don't really honestly know what else you are rambling on about.. Because I'm talking about a game system that does not need to be in teh game.. This has nothing to do with this being a game or something more then a game, the fact is, that this is a game, a game that I want to enjoy, and the things I enjoy are player interaction trade systems and good pvp, I don't care about going to bed and knowing that my items are being traded for me so I dont have to do it myself. Lets get this strait though, dont be coy, dont be nieve, there will be farmers in this game, there will be people that try to destroy this game with a monopoly for their own profit, now if you want to go down that road, lets weigh the pros and cons of my system over your system and a player interaction ALSO comes out on top on that list. You have a player interaction system, where people have to either trade face to face or for example /auc wts, Farmers don't survive in that kind of atmosphere.. Now what system did the devs have to impliment for this to be possible? absolutely none, the ONLY downfall to this system is you may actually have to work to sell your items.. sad, I know. Now, we take your system and the possibilities for farmers is endless, they can monopolize the entire server by selling their wares on multiple accounts, they can set up merchants everywhere with prices 20-50% lower then everyone else, who wouldnt buy off them.. And to stop this from happending the devs will have to impliment a bunch of different systems to stop this from happending, there are about 20 systems they will have to impliment JUST so you can be lazy and have your auctioneer up at night. First, they have to get rid of the possibility that there can be items farmed to the point that people cant, "camp," them alone, making only them able to get that item, Farmers are ruthless, they will spend days and days trading people off on one account just to make sure ONLY they get that type of item, so they can go out and sell it because there simply is no one else with that item anymore. Second, they will need to get rid of the possibility that there will be any profit from this type of act bye players, which leads into another 10 different systems they got to put into the game..... So on and so on.. you get my point. Why do this when 1 system can make all these things completely impossible. Everyone knows what a farmer looks like when you trade with them. Farmer: Buy sword now? pz? buy sword? Shawk: Um.. are you a farmer.. Farmer: No, sword, now buy? cheap.. Shawk: Uh... No thanks... Then you got their lame attempt at /auc.. /Auc SELL SWORD LOW PRICE><<<< OFFER!! /Auc SELL SWORD LOW PRICE><<<< OFFER!! /Auc SELL SWORD LOW PRICE><<<< OFFER!! /BAN! But think about it in the long run, make up your own list of pros and cons of your system and mine, and if you don't have a biast opinion, you will know that a Player Interaction Trade system comes on top of every category EXCEPT the lazy category. As for this being an, "old," ruleset, sure, it's but it's better then an Overdone ruleset that has flaws comming out of its every god damn hole. If you want to NULL anything, Null your opinion because Player Interaction > Anything that forces a player to play a certain way, and my system doesnt force you to do anything but log off when you go to bed instead. Last edited by Shawk : 22nd April 2008 at 08:46. |
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#19 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Canada
Posts: 131
Rep Power: 1
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The economy as a whole can proceed as long as there are struggle between the local sellers. This can be encouraged by the introduction of different local monetary systems and resources. The forces of curiosity and the non-stop demanding for new and/or better product will drive people to keep trading. Thus, it push the social economy forward.
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#20 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 987
Rep Power: 3
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I have never "AFK" sold, most of the time, I sit infront of the screen, and I chat to friends that are ingame. Many MMO's I have played offer a chat screen within the "Store" window, and I would often talk to them. So please don't accuse me of anything, I didn't accuse you of anything.
"Bot" Selling (This means that a player sets an NPC store where they want, throw in an option to chat to the owner through the bot, and you don't tie down the player to anything, but still give the option of interaction). Sure this might give a boost to famrers, but it also liberates regular players. "Chat" Selling implies that you are stuck in one area and don't do anything but "Interact" with players. Call it a personal prefrence, but I don't want to waste my time talking to people about their items, I want brutal efficency where I can quickly look at what they are selling, and quickly decide. If I think their price is unreasonalbe, I will simply walk away. But granted, there have been times where the item is priced unreasonably, but I needed it; what I would do, is exactly what you want; haggle and talk with the player, usualy it works, but it is delayed, the said player didn't have to be there. That is also the only thing I liked about WoW's auction house, brutal efficency. Neither of the systems is bullet proof against farmers. If they want to monopolize and item, they will do so, regardless of system. You are chatting to make a sale at the end of the day, and they want every single item to infalte the price, they will buy it from you regardless of what system is used to distribute those items. By simply changing the style of trade you do not suddenly get rid of farmers. You have to look deeply at how to get rid of farmers. Though it is entierly possibile that farmers cannot be gotten rid of; real money aside, they are nothing but an extreamly efficient guild, but because they can do this 24/7 as a job, they will always have an advantage over regular players, because we play the game to have fun, not to churn profit. So in essense, you have to make a style of play where consecutive hours logged in, don't really matter much, but then that would be against the whole MMO thing. Farmers aren't just as simple as changing the trade system. Also; let's define exactly what we mean by each system, I will write down my interpritation: "Store Selling" - Sold items are displayed in a "Store" window, with price and item statistics displayed for anyone interested. I have seen MMO's add a chat window as well to this, so you can talk to the seller, and if you want; haggle the price; though most of the time the seller will be AFK, and you will have to get a hold of him later in order to haggle the price, if someone else didn't buy the item already. This type of selling can be either be done through the actual Toon, or through an "NPC" merchant that you have to pay a royalty or something to that effect to. The extreme of this system is WoW's auction house, impersonal, but brutaly efficient. Haggle System - No "Store" mechanics of any kind, the only way to initiate a sell is to endlessly spam what ever form of a chat system there is, and the only way to trade is to actualy initiate a private trade window with the said party. Would give rise to multiple RP behaviours, and more player interaction as the two parties have to communicate through chat only. Highly inefficient, and would end up clogging what ever local chat there is with trade messages... Did I interprit both correct? |
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#21 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Greece
Age: 30
Posts: 73
Rep Power: 1
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No matter how much you enjoy interaction, especially when there is bargaining involved, and no matter how hardcore player you are, if that is the only way to sell stuff, then you will be very soon, bored to hell. Try being rational. I mean think about it, philosophy is nice, but there should be some automization on the whole process as well.
And it could still be fun and innovating. It's the way you make it. For example through NPCs. There could be NPCs that actually... buy you items and sell them for them selfs, so you instantly get money, and players buy second handed items cheaper from those NPCs. Or if you are a devoted crafted, you could have your own shop, and this time it is you who hires the NPCs and you who gets the extra money from selling items. But you have to pay those NPCs. Also there could even be NPCs to hire, in big cities, that go around shouting for your new products and offers... And on top of that, there is nothing stopping the actuall players to seek out a crafter with a nice shop and try to make a deal with him, providing him what he needs with a fixed price. Not so much player interaction, but sounds nice at least to me. It is the way you dress something. Anyhow companies go for the casual gamers, so they should have some functionality at least in things like selling, auctioning stuff. Last edited by Anemos : 22nd April 2008 at 22:56. |
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