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What the community can do to improve trading and economy (speculation)


Started by bwadark
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So what do we know that isn't protected by NDA.

You have a trading system interior to guilds.
You can be in 5 guilds (account bound)
Guild store's open to public if controlling keep.
Guild store's open to public if controlling smaller resources like farms and mines.

What is speculated / unconfirmed by myself.

Face to face trading with players you meet.
Trade channel for all your trading needs.
Cash on Delivery mail system.



So our community and economy isn't handed to us on a plate. Why does this excite me? Allow me to explain.

Everyone can make money in this form of economy, it's actually not that difficult, should you put the time and effort into it. The easiest way would be to pick a crafting skill and start as early as possible to get good at it. I can imagine a lot of people will be turned off by the idea of having to grind for the required materials and it being difficult to get enough supply from just buying it. Which is a good thing. Since if you get good in one crafting skill you can sell those goods to make money then put that money to speed through a 2nd crafting skill to make more money and this continues. Eventually loads of people do this and then everyone can make anything they need and us crafter's lose our jobs.

Another way to make money and assist in the economy is to fill those guild slots. Be in 5 guilds as soon as possible. I'm certain that guilds will be made purely for the guild store (I know I'm making one, patent pending) This gives you 5 trading posts and perhaps you are the only one with access to all 5. This means you can buy and sell between these 5 guilds. Speculating that there won't be a fee due to the guild aspect of this. It becomes easy if not risky as well.

Selling you're goods manually. With the lack of a global trade network plenty of people will lack guilds or the number of guilds. You can see what is in your store house at the current prices. add 10 gold to that price then advertise selling X for Y+10. Someone bites, you buy the item then trade with them. instant money, risk free. (unless they back down)

Become a merchant. For those who love the chink of coins and have the time and patience you can play the vendor. Simply get comfortable with a nice hot chocolate and your favourite TV show. Then advertise the rare items you've acquired and there prices. This can take time, lots of time and you might not get lucky. But this is what you do, so exploit those who are looking for quick sales. Haggle everything someone else wants to sell for half their asking price. Chances are this person will give up with the lack of interest it's getting, and sell to you. You will become known after time as being a hoarder of rare items, eventually getting to a point where people ask you for items.

Gaining control of keeps may be difficult, if you want to hold one for a few hours to sell your goods. The safety of the walls inside a keep certainly make people feel better browsing. Though why not open up shop at a farm, if it's possible. Drop down all the prices in your guild store and go crazy. SALE SALE SALE. The bargain hunters will come and while your stores are being emptied for your quick buck, the farm is being heavily defended at the same time.

I will repeat, become a crafter of at least one craft skill. The difficulty of crafting is increased if a healthy supply of materials isn't readily available. This will cause, what I believe to be the majority of people, to not bother doing it while levelling up. having a max skill in crafting with many/all unlocks will help you get into guilds, especially high end ones that would want you to make gear for their store / guildies. The business plan of 'I can make X, Y and Z for mats + tip' is returned and is an excellent way of making a guaranteed profit for the effort placed into your skill. If you're going to vendor items made due to grinding, advertise their sale at vendor price or offer it for free to get your name out there and get some potential loyal customers. I remember back in the days of WoW, I was an alchemist, I used to brew a batch of potions and offer a potion free to anyone. I would then mail it to them with a message saying 'made to order for the low price of' cheaper than whatever it was on AH and people did that.

This is of course speculation and economic theory crafting. Please do not treat this guide as a cheat sheet to make money as all business is a risk. I just wanted to highlight the multitude of possibilities this system allows and hope anyone who is turned off by the idea can now understand that it is actually better.

Feedback, additional comments or suggestions and of course criticism is fully welcome!
This post was last modified: January 15th 2014, 03:05 PM by bwadark
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BryanGTR
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Don't remember where exactly, but I think in the same article where they discussed guild stores being open to outside players, ZoS confirmed resource structures could host guild stores as well.

Also player to player trading is practically a gimme. I've literally never played any MMORPG where you could not trade, and I've played quite a few. This is one of those things where you can safely say it IS in the game until stated otherwise, rather than not confirmed until expressly stated.


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Post #134086
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Guild Wars 2 does not have a face to face trade feature nor does it offer a cash on delivery service. The trading is exclusive to the Trading Post.
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Thank you for this informative thread. I generally am very committed to crafting aspects in games and the TESO landscape (moulded on the Morrowind template) lends very well to this aspect of mmorpg-ing.

I also like your point that having mastered one crafting tree there will be the knock on effect of speeding up development in the other trees available.

Certainly having crafting knowledge will give you a better understanding of the true value of craft items - particularly the rarest - and I have often been able to aquire vast wealth from crafting and the knowledge of the game this brings.

I am not bothered if there is an auction option or not. But I likes the sound of the guilds playing an important role in trade. Cheers for head's up.
This post was last modified: January 15th 2014, 03:48 PM by Yax Te Saxhleel


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Trading aspects do not sound good so far.


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(January 15th 2014, 08:32 PM)LordSteel Wrote: Trading aspects do not sound good so far.

In which respect?

(January 15th 2014, 03:48 PM)Yax Te Saxhleel Wrote: Thank you for this informative thread. I generally am very committed to crafting aspects in games and the TESO landscape (moulded on the Morrowind template) lends very well to this aspect of mmorpg-ing.

I also like your point that having mastered one crafting tree there will be the knock on effect of speeding up development in the other trees available.

Certainly having crafting knowledge will give you a better understanding of the true value of craft items - particularly the rarest - and I have often been able to aquire vast wealth from crafting and the knowledge of the game this brings.

I am not bothered if there is an auction option or not. But I likes the sound of the guilds playing an important role in trade. Cheers for head's up.

Wow! Green! =). Thank you for the compliment. The knock on effect would only be possible should the resource's needed for crafting are readily available for purchase. Which is totally dependant on many things. How many guilds you are in and which guilds have control of keeps.
This post was last modified: January 15th 2014, 11:13 PM by bwadark
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I like the trading system of the game, to me it brings back a more personal feel for things.
I hope for situations where for example a guild known for trading lots of useful items cheap, who perhaps due to being a gathering/crafting guild do not have the strength in numbers or skill to take hold of a keep, would get assistance from assorted members of their alliance in order to gain quick and easy access to their goods.

I also like the idea of people who put time and effort into crafting can develop a name for themselves, in which people can contact them in regards to getting things made. Its all well and good to have top tier PvE/PvPers known for their accomplishments, but I would love to see the same sort of acknowledgement for other aspects of the game.


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I would love if they do not put in a auction system, as Avidus said above, it brings back a more personal feel for things.

Owning vendors in Ultima Online was fun, something about it. Having vendors makes the game feel more sandbox. Fast traveling is fine, you haft to have it in a mmo, their has been fast travel since the very early years of UO. A mage could just gate you somewhere if they had a marked rune or you could recall at a rune library.

However, having to go to a keep or a controlled farm to purchase items off a vendor makes open world pvp much better. MMO's are too easy and mainstream now days, but competitive, WoW has competitive PvP, but the immersion and world pvp lacks. Nothing more rewarding then killing another player and looting all their items outside of town. I can't expect this kind of sandbox anymore out of a AAA mmo, but TESO has massive world pvp potential.


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