The trade channel spam is a pain. And NPC Vendors pay next to nothing for mats, what if someone or a guild organized a something were a player sets up shop in the town square or other fixed location and buys and sells mats at a set price. Obviously there would be a mark up as the vendor needs a cut, but I would have no problem selling mats less than market value for the convenience. It would also be nice because you would not need to horde stuff because you know exactly where to buy and about what it will cost. Crafted items I don't think would work because some items have less of a market than others and keeping track of it all would suck, but the trade channel would be a lot easier to use if we got rid of the mat traffic. To keep it simple pay out fixed prices based on tier. All Shards and tier one buy for 25 sell for 30 tier two buy for 80 sell for 100 tier 3 buy for 450 sell for 500 etc. I obviously need input on prices, and with a few crowns and some time one might have some fun playing as a merchant. Of course this would only work if people bought from the vendor as well. Any thoughts on this?
Player run Vendor
Another problem is that demand is constantly and wildly fluctuating. Trying to lock-in a price and buy everything at that price would just be setting yourself up to take massive losses.
If the problem is spam, a better idea would be to have separate channels for each commodity.
Something like
Channel 2 = Recipes
Channel 3 = Mats
Channel 4 = Crafted Items
or just an auction house
Ferball wrote:
"The trade channel spam is a pain. And NPC Vendors pay next to nothing for mats, what if someone or a guild organized a something were a player sets up shop in the town square or other fixed location and buys and sells mats at a set price. Obviously there would be a mark up as the vendor needs a cut, but I would have no problem selling mats less than market value for the convenience. It would also be nice because you would not need to horde stuff because you know exactly where to buy and about what it will cost. Crafted items I don't think would work because some items have less of a market than others and keeping track of it all would suck, but the trade channel would be a lot easier to use if we got rid of the mat traffic. To keep it simple pay out fixed prices based on tier. All Shards and tier one buy for 25 sell for 30 tier two buy for 80 sell for 100 tier 3 buy for 450 sell for 500 etc. I obviously need input on prices, and with a few crowns and some time one might have some fun playing as a merchant. Of course this would only work if people bought from the vendor as well. Any thoughts on this?"
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Surely you should post this in the Suggestions thread?
It's not really a suggestion for the game though, more a suggestion for an enterprising guild. An auction house has already been a massively requested/suggested feature, but this is a suggestion to other players not to the devs.
I would like to be able to set up my own shop like in Ragnarok online.
A few things.
1. The auction house, when implemented, would make this useless.
2. As said above, who gets to be the vendor? And even if a guild takes on the task then you need somebody in the guild in probably Haven 1 or 2 at all times to run the "shop". It's rather boring to just play shop vendor when you know you can be down in the gates having fun.
3. What about a couple material traders? You could do it as 0-4* mats, and a rare mat trader that does 5*s. Prices could be set at a certain price and set to fluctuate depending on supply and demand. It is done in Guild Wars. You still have people selling items, above the trader's buy price, but below their sell price. (for example you sell a swordstone at 300. 100 higher then the trader's buy price, but 100 lower then the trader's sell price). It would be much easier to sell/buy quick if your not worried about losing a little extra, and the auction house wouldn't make it useless.
~Gwen
Is there any time frame on an auction house? Or has it even been confirmed that there will be one?
I am tempted to try this myself. I don't see the problem in buying mats, I see the problem in selling them. Maybe I'll set up shop tonight and see how it goes, most that can happen is I lose all my money. But it is just a game right?
Well the obvious thought is: who gets to be the vendor and make that profit?
Wouldn't the next logical step be multiple people playing vendor and undercutting prices?
Then eventually a market would stabalize.
Except certain materials are harder/easier to get based on what dungeons are currently in cycle so prices would fluctuate.
So, no, I don't think this would work.