Feedback talk:User/Rumian/afk trading

From Guild Wars Wiki
Jump to navigationJump to search

There will be a marketplace/auction house in GW2. There isn't too much information about it yet, but I believe it will address all of your concerns. --Arngrim 20:55, 6 August 2011 (UTC)

Though I believe the marketplace will be an awesome feature, it is significant different then what I am proposing. While an auction is very nice for certain (high valuable priced) items, many items (atleast in guildwars 1 and in most other mmo's I've played) have an almost fixed price cause supply/demand doesn't really change (e.g. unid golds in GW are 700g). Going through a full auction process would in my opinion be not needed and too complex.Rumian 09:25, 7 August 2011 (UTC)
Can you explain how the marketplace would be more complex than what you are proposing? Would it help if the marketplace did not allow bidding on common items, and instead common items are sold/bought at a set price? --Arngrim 11:06, 7 August 2011 (UTC)
The marketplace (acording to the limited info bout it) is either a program or a fixed location in the game. If it is a program, it lacks the feel of an rpg. if it is a fixed town, you get another spamadan. beside that the marketplace will be global, letting items change servers. In my opinion it is ok for rare items to leave server, but you should have each server have its own economy and not getting the effect that highly populated worlds are using the resources of lower populated worlds. Besides that though, I think it feels more real to actually open a trading window with a seller. Also the location thing is very important for certain items (like if selling crafting materials, you open your shop in a crafter area. So for high end items a marketplace/auction house is very nice and welcome, but for more common items a store like suggested would be nicer.Rumian 12:22, 7 August 2011 (UTC)
The marketplace could set prices of common items based on server/world and location in the world. For example, a lot of players tend to buy fur from City A. The selling/buying price of fur through the marketplace will be higher if the player is in City A than if the player was in City B. And the price of fur won't necessarily be the same in City A, Server X as it is in City A, Server Y. I feel like most of the things you are suggesting can be achieved by modifying the marketplace. Your suggestion seems to boil down to adding realism via AFK trading / idle merchants. --Arngrim 18:05, 7 August 2011 (UTC)
How about giving players the option to open a trading post/market stall/storefront (call it what you will) and then they hire an NPC to manage it for them.
The player then places into the trading post's inventory those items they wish to sell and sets a price for each one. There could even be an option to add a "haggling" price, range of prices, or lower percentage of the primary selling price so that if the items in invetory aren't selling at the original set price within a certain time frame, the NPC can lower the price in an effort to move the items.
The NPC trader would have to be paid a percentage of each transaction as a fee for manning the market stall. The remainder is then automatically deposited into the player's gold account.
Once all of your items sell, the NPC closes up shop and the market stall disappears.
This frees the player to go do whatever they want; play the game, go get dinner, watch a movie, etc. without tying them or their character up with in-game trading.
Of course, from what I've heard about the marketplace/auction house that will be implemented, the above will already be covered by that mechanic. But - in the spirit of the OP's original suggestion - it gives players a more hands-on feel of being engaged in the trading process. It's still by proxy through an NPC, but it will provide some degree of personal investment in the process rather than an anonymous, non-interactive transaction through an over-arching marketplace/auction house. Guild Wars 3 perhaps 21:10, 14 August 2011 (UTC)