ArenaNet talk:Guild Wars 2 suggestions/Auction and trading suggestions
So... an auction house? --76.25.197.215 22:23, 27 June 2008 (UTC)
- I see it more as a Xunlai Trading Market :D
ShadowSong 23:09, 11 September 2008 (UTC)
Would be a problem server lag as well seen other games using that system. T rust me it is really annoying noticing your fps goes down to 1fps. auction house sounds better. Aoni
- I got an idea. Have a buying and selling server to avoid lag in normal servers.Yozuk
come on a auction house could help put more money making in the game example would be Final Fantasy 11, they have a auction house in each city and people like it. Gen Winter
Trade Chat
- It would be nice if you could have items you want to sell on display for others to see even when you are not in town(Like if you were in a mission you could still have one or two iteams in trade chat while playing missions at the same time).
- There are a lot of rude people and scammers in Guild Wars trade it would be nice if when someone trades with another player they could be ranked others as a good bad fair trader/buyer. This would make it so others aren't so rude because it would lower their rank and that those whom scam cant will be black mark and wont be able to scam again.
- Having different channels for different items such as having channels for weapons, Runes, Minis ect to help trade be less stressful when trying to read.
- Some sort of Marketplace (no not the one we have in Cantha right now, a live one) would solve all this IMO. (Astrael 00:44, 27 June 2008 (UTC))
- Like this idea. Combine the auction house and Silk Road idea from main page, set aside an area of each major city to be the marketplace, and have stall for each category (Warrior weapons, runes, ranger weapons, collectibles, consumables, pets, etc), each of which would act as a mini auction house specific to that category. WoW auction house felt a bit odd, that three people in an empty room had stack of gear available. I like the image of 'trawling' stalls like a real market.
- Great idea also this would solve the trade chat spamming which i know a bunch of us will appreciate(i KNOW you can turn it off but still...now we wont have to =D --The preceding unsigned comment was added by User:Damien Hellchaser (talk).
- Like this idea. Combine the auction house and Silk Road idea from main page, set aside an area of each major city to be the marketplace, and have stall for each category (Warrior weapons, runes, ranger weapons, collectibles, consumables, pets, etc), each of which would act as a mini auction house specific to that category. WoW auction house felt a bit odd, that three people in an empty room had stack of gear available. I like the image of 'trawling' stalls like a real market.
An auction house would solve it even better, even if it were only available in the Guild Hall. Maybe especially if it were available in the Guild Hall? Also, on the subject, a Guild Bank would be very nice, with a percentage from items bought or sold in the Guild Hall being put into the Guild Bank.
- And what would this guild bank do? Give money to the players of the guild? well then there is the question is it distributed equally at the end of the week? is it first come gets all the money? because if thats the case whats to stop someone from simply joining the guild taking all the money and then leaving to find another guild? however i MIGHT see this work if it is only to to display wealth of a guild. --The preceding unsigned comment was added by User:Damien Hellchaser (talk).
moved from /scratchpad
- → moved from ArenaNet:Guild_Wars_2_suggestions
I think there should be a better trading system - one system I would love to see would be a 'Great Exchange system'. Players could put their items up for sale in a window that every Guild Wars player could see, anywhere in the Guild Wars world. E.g. A player in Lions Arch could view an item from a player anywhere in the game world. There would be two types of this trading, 1: an auction: Players would bid on an item, the highest bidder getting the item (this would have a time limit, e.g 1hr or 24hrs.) 2: A 'quick - trade': Players input the item and the price they want, if someone wants to buy it then they select 'buy' and the item is transfered to their inventory and the money is paid to the sellers Xunlai agent storage account. You cant buy items that you cant afford. This would make it very easy to buy and sell with ease. --The preceding unsigned comment was added by User:144.139.119.60 (talk).
- IMO the grand exchange is flawless, though its small on slots. What we don't need is an action system, people could bid prices way to high, or the seller could make the item expensive. Supply and demand is a time tested thing, it works well. Plus something like the grand exchange will help the economy as it will help get money and items flowing. Dominator Matrix 03:06, 30 July 2008 (UTC)
The "players trading system" that I have seen, liked the most and strongly suggest as the next GW trading system, is the one used in the game Archlord. It is called "The Item Exchange Store". When the Player wants to buy something the game shows him/her a list of all kinds/variations of tradeable items in the game sorted in categories (Armor/Weapons/Materials/Dyes/Weapon Upgrades/Incriptions/Insignias, etc). The "Item Exchange Store" is similar to the way GW Players currently unlock Heroes/Items/Skills with Priest of Balthazar.
So if the Player is looking for an IDS, he/she can go to "Weapons/Swords/IDS" and check if there are any on sale, their prices and the stats of the item. That is very useful when the Player is just "Price Checking".
When the Player wants to sell something, there is a "Sell Button" in their Inventory Window, which opens a new smaller window where the Player can put up to 8-10 items for sale at a time.
It is wise for the Player to Check the "Item Exchange Store" if he/she really want to have a chance to sell something. Players can use these few extra slots as storage if they set their price very very high ;). Players can check that same window if the item is sold, and collect the gold from it or remove it if it goes unsold for a long time. Using that trading system, it is the "sellers" that usually have to make the best offers if they want to sell something while the "buyers" have the opportunity to check a very long list of items sold and find the best item at the best price. Adanizyb 10:46, 3 August 2008 (UTC)
might actually work do to the fact that i always run around to look for a certian sword and a auction house might help. --Gen WinterGen winter 23:58, 6 August 2008 (UTC)
PLEASE put markets into the game, trading is boring and not why I play, so I end up selling or destroying items worth several platinum because I don't want to stand around. I think trade channels have a place, but for a fee - being able to dump items for sale, then getting the cash later would be GREAT. - Swift
Adding a Auction house would be great, pay a fee, place the item, come back after hunting char and pick up your money. -Chuey
- I think they added party search because they noticed they screwed up at that part. ---Chaos- 20:28, 3 January 2009 (UTC)
In-game Auctions would make third party provided GW auction houses obsolete
I strongly object against an in game auctioning system as there already exist third party auction houses like for example www.gwah.de and more could be created for the gw2 game when it will be released.
See for example the Age of Conan in game trading system. It is actually a pain in the ass to use and renders itself, at least in my opinion, rather useless. I want to have the full flexibility and power of a web based search including use of the standard services being available like for example email etc.
Just my two cents -- Bone Splinterer
- I thought the point of these suggestions was to make 3rd party auction/trade sites unnecessary. Most players don't benefit from having 3rd party auction sites, and while email is a nice means to communicate with people who can't reply immediately, it's not an advantage besides out of game access. In fact, if there was an integrated auction, which allowed global/regional trade from outposts or the like, it would be better. Currently, you have to look at the auctions on a website, and then, you can only switch between the game and an auction by having GW windowed, or alt-tabbing and minimizing the game, either way, you cannot pay attention to much- if anything- going on in the game when looking at an auction. Nor is having the ability to email seller/buyers a great advantage, even if questions and such are able to be resolved, you both still have to be on at the same time to enact the trade itself.
While you may be right that some trade systems are awkward or inefficient, providing reasons as to why they are would provide some feedback on what you think a trade system should not do, since not everyone has played Age of Conan. And remember that these 3rd party sites have auctions because the current system doesn't meet the needs and desires of the trading community. It seems that other games have made an effective trade and auction system, and there's no reason Anet shouldn't be able to do the same. 75.146.48.190 22:39, 14 August 2008 (UTC)
Auction House/International Trading Station
What is meant by a "set economy"? Also, I have removed "ANet may want to find a new way to trade things", as similar arguments could be used against any suggestion. -- Gordon Ecker 01:02, 15 August 2008 (UTC)
- I've removed the set economy criticism for now. -- Gordon Ecker 02:12, 19 August 2008 (UTC)
I would support either an auction house accessible from the town capitals of the game. Or an area much like the temple of Balthazar where players can set up stalls (in organized lines, mind you) to sell their wares. The endless flow of trade chat makes it so hard to find an item you are looking for. Malchior Devenholm 14:15, 19 August 2008 (UTC)
- I agree that there should be a sort of outpost, maybe within major cities, that would be used for trading (either through stalls or auctions or both). An interface could also be added for use in these trading outposts to help find wares more easily. This could simplify the trading of items and remove spam or lag issues from the main town. 24.195.142.114 23:08, 13 September 2008 (UTC)
Trading Stalls
The stalls idea is in other games, I personally like the idea because it means I can set my stall up with items for sale, make a set price, and go to bed, or afk, when I come back I usually had a good chuck of change in inventory. Although the fact that some players that use a shared computer and have a limited time to this, may mean sitting there and waiting for a buyer, pretty much how the trading system is now (in GW1)is undeniable, but it would eliminate the constant spam and collaboration of many many sellers all trying to sell at once in trade chat. It also helps eliminate the "scamming" risk, and also would eliminate the countless number of people that ask for offers, or make offers, and get no response because the person does not know how much the items worth. The Stalls trading is also a good idea because you can sell more then a few things at a time and if somebody does not know exactly what stats something is that they are buying they can view it at the Stall.
This is a good way to eliminate many trading problems and would be a good improvement to what we have at the moment, and is one thing I personally hope gets added into Guild Wars 2.
The Ever Opinionated: Slayer. P.S. Thanks ANET, for listening to the player's opinions and suggestions that make a game fun and enjoyable to play. --The preceding unsigned comment was added by User:71.207.29.26 (talk).
unified
- with the concept of having to run around to get to traders in mind, why not have a Merchant district, where basically all the traders are, you could have 2 in each town if need be (one on each side i mean)... ~PheNaxKian
Talk 14:03, 11 July 2008 (UTC)
- Would that be the same as it is now? You'd have to move all the way to the traders anyway. Well, it wouldn't be so bad if storage was included in those "districts" I guess. KazDoran 11:21, 12 July 2008 (UTC)
- Well your saying that traders are all over the place, i'm saying have all traders in one area, but with you spawning in random locations you'd probably have 2 areas with all traders so you don't have to go all the way over town (and yes you'd probably have storage there as well)~PheNaxKian
Talk 20:11, 14 July 2008 (UTC)
- My Suggestion would be, stop being lazy and run from merchant to merchant :P, but seriously, how do you expect them to fill a town if all merchants will be merged in 1? --Mage
Montu 20:18, 14 July 2008 (UTC)
- That's the thing, they wouldn't have only one of those merchants, they could have several scattered throughout the cities just like now, but they could all have everything. I see your point though. *mumbles and runs to another trader* ;) KazDoran 12:26, 15 July 2008 (UTC)
- Maybe with that in mind merchants compete with one another, or would that just lead to 'shopping around' and wreck the idea? --Elijah 17:51, 21 July 2008 (UTC)
- That's the thing, they wouldn't have only one of those merchants, they could have several scattered throughout the cities just like now, but they could all have everything. I see your point though. *mumbles and runs to another trader* ;) KazDoran 12:26, 15 July 2008 (UTC)
- My Suggestion would be, stop being lazy and run from merchant to merchant :P, but seriously, how do you expect them to fill a town if all merchants will be merged in 1? --Mage
- Well your saying that traders are all over the place, i'm saying have all traders in one area, but with you spawning in random locations you'd probably have 2 areas with all traders so you don't have to go all the way over town (and yes you'd probably have storage there as well)~PheNaxKian
- Would that be the same as it is now? You'd have to move all the way to the traders anyway. Well, it wouldn't be so bad if storage was included in those "districts" I guess. KazDoran 11:21, 12 July 2008 (UTC)
I think having multiple traders is a good way to spread the people in a town so that they are not all cluttered around a few objects, eg. a single merchant. Also, this way the game seems more realistic in that different traders specialize in different goods. Here is another idea for those people who just want to sell items and not have to travel to specific towns/areas just to sell them. Why not introduce a universal spell that converts any item to an amount of gold equal to what you would get from a merchant anyway. This would greatly speed-up gameplay and help people stay focused on whatever they are doing, eg. storyline/quest, instead of making a trip to the merchant every time you need to sell items for gold. If the player thinks that he can get more than what the merchant is offering, then he can place the item in an Auction House. Sacred 07:58, 25 July 2008 (UTC)
Town Specific Auction Houses
The idea of having Auction houses that are linked to all others throughout the world makes it into a 'global' economy where someone from the beginning of the game can buy a weapon/item from the end and not have to work for it at all. I suggest that just like now in GW1 where there are certain outposts and districts where trading is more prevalent, that there be auction houses that only sell stuff from people who have been to that specific auction house. thus if you want a high level item from a certain area, you might have to travel to a far flung outpost near where that item was found, to find someone selling it. This way there can be more variability in the market rather than having everything linking together and people demanding certain things at certain prices because they see it there at one price, and then want the same. In real life, commodities cost more or less in different areas, due to the amount of resources used obtaining them and transporting them to where they are sold. So rather than having things reach a set price (ex: perfect Chaos axes are 80k... and thats final) keep market variability :D -Vownix --The preceding unsigned comment was added by User:76.66.37.202 (talk).
- Unworkable. You haven't considered that people can move freely later on, when they have completed more of the game. That's actually one of the few known things about GW2. Backsword 01:51, 25 August 2008 (UTC)
- This would be possible if, and only if items would have a level requirement depending on the damage at stats of the weapon or item. An example would be that max dmg weapons would only be able to be bought by lvl 17+ , greens bought by lvl 20's, ect. However, the lower lvl's can still obtain max lvl weapons and greens if they find them. This would only apply to buying things in the auction house, not finding them in the world. --The preceding unsigned comment was added by User:Timetwister22 (talk).
- Nothing would prevent a player from buying an item with their high level character and then transferring it to a low level character. And if a player wanted to buy an item for one of their high level characters but they're currently logged in with a low level character, they'd need to switch characters before buying it. -- Gordon Ecker 23:08, 13 September 2008 (UTC)
- But the game can be designed in such a way that an item is only equipable if the level requirement of the item is met.-- Kali The Devourer 16:48, 18 September 2008 (UTC)
- And if they added a level requirement for equipping items, having a level requirement to buy them would be an even more pointless inconvenience. -- Gordon Ecker 22:41, 18 September 2008 (UTC)
- But the game can be designed in such a way that an item is only equipable if the level requirement of the item is met.-- Kali The Devourer 16:48, 18 September 2008 (UTC)
- Nothing would prevent a player from buying an item with their high level character and then transferring it to a low level character. And if a player wanted to buy an item for one of their high level characters but they're currently logged in with a low level character, they'd need to switch characters before buying it. -- Gordon Ecker 23:08, 13 September 2008 (UTC)
- This would be possible if, and only if items would have a level requirement depending on the damage at stats of the weapon or item. An example would be that max dmg weapons would only be able to be bought by lvl 17+ , greens bought by lvl 20's, ect. However, the lower lvl's can still obtain max lvl weapons and greens if they find them. This would only apply to buying things in the auction house, not finding them in the world. --The preceding unsigned comment was added by User:Timetwister22 (talk).
Trading House
Let me preface this by saying this idea is not meant in any manner to replace the trade chat, but rather to augment it and lighten the verbal spam in chat. If each guild had access to the Trading House (another amenity purchased as the guild halls purchase everything), more people would be able to sell their items and enjoy the game at the same time. Finally, the name I use of "Trading House" is just to give an overview. I do like the idea of tying it in with the Xunlai. Here are the basics of what I propose.
An NPC, called a Trader for purposes of explanation, would accept items for sale at a price the player would set. These items would then be listed with all Traders for other players to view and purchase should they so wish. The monies from the sale would be held until the seller checked with a Trader, at which point they could then pick up the funds from the sale, adjust the price if their items are not selling, or remove the items for sale altogether.
1. Items for sale are no longer in the seller’s inventory or storage. Rather, they are held with the Trader for immediate dispersal should someone purchase the item at the listed price. The seller would not have to be online at the time of purchase and basically has a 24/7 ad up to sell the item, freeing them up for more interaction.
2. I would propose a maximum of 10 items per player account – across all characters. This will keep the load down to a minimum and increase the ability of sellers to merchant items and still play. It would also help with the lag and bot issues that have been mentioned.
3. Items could be up for sale across ALL areas(for instance, it in GW the items could be viewed in Prophecies, Factions, Nightfall & Eye of the North). This makes it easier for sellers to reach their target audience and for buyers to find what they want at a reasonable price, without either having to jump from town to town, district to district and game to game. It will also allow for easier price checks for both sellers and buyers and immediately weed out those overcharging.
4. Since there would be a limit of 10 items per account (an item could be a full stack of feathers, a sword, inscriptions, etc. – anything that would take up one slot in an inventory or storage), the likelihood of people using it as extra storage would be lowered significantly. Likewise the bots and lag would be reduced because most folks are going to stop at just purchasing one game.
5. The Sale list would be separated by item type in a tree-type menu for perusal – for instance: Runes, with subcategories for each rune in the game; Insignias in the same manner; Weaponry, with subcategories for one-handed, two-handed and off hand items; Consumables; Materials; Rare Materials, etc. – all with the appropriate sub-menus to make finding and/or listing what you want much faster and easier. Once you got to the exact item type, you would see a list of items, price, and seller character from which to choose.
This is a broad overview with enough detail to give you a clear idea of how it might work for your perusal. I have the above idea worked out completely and would be more than willing to answer detailed questions. Respectfully, Kyly 00:47, 29 October 2008 (UTC)
- What you describe is more or less used at least in Archlord and Tabula Rasa and it is very nice and easy to use and I would really like to see it implemented in GW2. Adanizyb 21:13, 4 December 2008 (UTC)
- Just wanted to say i love this idea. i currently am swamped with rare items, but i don't want to take hours of standing around in town trying to find a buyer. And then when i find a buyer, they usually say something like "just looking," or after offering *ME* a price, saying "no thanks, that's too high." A world trade system would greatly assist this and could be catagorized by something as easy as (Sword) (Axe) (Hammer) (Staff) (Dye) etc...--72.189.85.14 03:31, 31 January 2009 (UTC)