Warth wrote: » I wholeheartedly disagree. Non-Refundable Listing Fees serve important functions in market/economy driven MMOs next to the typical gold sink. Just to name a few of them: It reduces constant undercutting and other idiotic market behaviors. It creates a bigger degree of price stability. It rewards those, that actually spend the time understanding the market, prices and products. It effectively prevents people from listing everything they find without looking at the market beforehand. It embodies the very risk vs. reward concept that's at the very center of the AoC Design Philosophy. It encourages people to use alternative selling channels rather than relying on the most convenient one. AoC provides ample opportunity to sell items outside of the market place (Stalls, Community Knit P2P Trading through Bulletin Boards and Personal Shops) Listing Fees are used to counterbalance the reduced up-front cost and the convenience of market places as seen in the following table: https://de.ashesofcreation.wiki/Economy#Buying_and_selling If you want to avoid Listing Fees, there are plenty of viable options. That's the entire premise of P2P-Trading System.
Warth wrote: » It rewards those, that actually spend the time understanding the market, prices and products.
NiKr wrote: » While I do see your point and might even agree with it, I'd say that the chat spam issue could be resolved by some chat filter options. L2 had a nice system where you'd just not see the spam that people would shout in the trading channel (chat channels are obviously needed too) And you could change these filters for each chat channel too.
PenguinPaladin wrote: » You could even potentially make a social aspect of it... when selling a rare or more selectivly sold item, maybe hit up the taverns around town and let them know you're selling something cool. Maybe even put it on a notice board in said taverns, instead of hoping the node market system sells it for you.
Sebas613 wrote: » PenguinPaladin wrote: » You could even potentially make a social aspect of it... when selling a rare or more selectivly sold item, maybe hit up the taverns around town and let them know you're selling something cool. Maybe even put it on a notice board in said taverns, instead of hoping the node market system sells it for you. Some people may like that, some people don't. If you have to spend three weeks to sell a rare item in a supposedly popular server to get the price its actually worth, it gets tiring fast. Personally, I liked trading in W2 Fally/Varrock in runescape way back before there was a centralized exchange there. But other people prefer other aspects of the game and dont want to spend a lot of time selling their loot. Deposit-based stuff being taxed at a reasonable rate would still incentivize other offered options, but just reduce frustrations with those who keep on listing something until it eventually gets sold, but lose a lot of the value of their loot to do so.
Sebas613 wrote: » Fair, but people might still send chat spam in global regardless of it being a trade thing. Likely at lower interval speeds, but it still happens.
NiKr wrote: » Sebas613 wrote: » Fair, but people might still send chat spam in global regardless of it being a trade thing. Likely at lower interval speeds, but it still happens. Global chat would still be part of the filters. Also, there might not even be a global chat (and I sure as hell hope there isn't). And as the right screen shot in my post shows, you can also just filter out particular words (i.e. wts, wtb, wtt, etc), so even if there is a global chat - you can still tune out any and all potential spamming. And as the final defense against such spam, GMs could enforce the "trade posts only for trade chat" rule, if there is a global chat after all. Or maybe there could be some simple chat bot that redirects any trade messages from global to trade. In other words, there's definitely ways of avoiding trade spam. And as others said, there might be some other issues in your suggestion. Also, afaik Intrepid employed an economist to build out their economy system and trading might be included in that, so if the current design remains - it'd mean that a professional economist said "yeah, that's good design".
PenguinPaladin wrote: » Now im thinking if there could be some automated stall chat function? Like just when you enter an area around a player stall it pops a message to you about its inventory. Maybe even give it a cooldown so passing the same stall several times doesnt spam you
NiKr wrote: » In other words, there's definitely ways of avoiding trade spam. And as others said, there might be some other issues in your suggestion. Also, afaik Intrepid employed an economist to build out their economy system and trading might be included in that, so if the current design remains - it'd mean that a professional economist said "yeah, that's good design".
Azherae wrote: » Oho, there was good news on that front that I missed? (Last time I checked they were still looking for Senior Economy Designer)
Taleof2Cities wrote: » After combat, it might be the second toughest programming task in the game.
Taleof2Cities wrote: » @Warth has it summarized pretty well. I'll add another reason why listing fees should be enabled ---> It's a valuable gold sink. Without currency sinks in the game, you start getting inflation and prices start going sky-high. Even in Ashes ... where the Auction House is limited to certain nodes. Side Note: Intrepid is still looking for the economy lead designer for Ashes (in their careers section). After combat, it might be the second toughest programming task in the game.
BaSkA13 wrote: » Taleof2Cities wrote: » After combat, it might be the second toughest programming task in the game. Programming is not the hard part, that's pretty easy to do. Designing it is the hard part, and given most people who think they understand Economics are Keynesians, we're probably doomed.