Rockyfour wrote: » Just your standard auction house please. No need to reinvent the wheel!!
Sathrago wrote: » You are mistaken. This is the wheel.
Noaani wrote: » Store fronts are a log roller. Auction Houses are a refined, manufactured wheel. A store front system is actually fine for a game with a basic economy like Ashes currently has. Trading a few basic materials and some finished products is actually fine with a store front system. It is asking players to spend more time on tedium instead of having fun playing the game, but some developers know their games aren't actually all that fun. However, store fronts will not be able to support the kind of economy Intrepid has planned for Ashes. You can't build a castle or node using store front mechanics. The idea of a game with Archeages economy working with a store front system is kind of amusing to think about - the auction house was moving millions of items a week, you can't do that with store fronts.
Ludullu wrote: » I haven't properly played P2 yet, so I haven't seen how player stores look like, but I think we need item-based filters (player-side, not store side) that let you see which stores have the item you want. So, instead of running up to each store, you can just run through the market and see if anyone has the item you want.
Noaani wrote: » Sellers being able to transport materials to a central location and buyers being able to buy it all from that one location is a basic function that Ashes needs to function on a basic level - personal preferences aside.
Ludullu wrote: » I agree that there should be qol additions to the system. I simply disagree that they should come in the form of a centralized point of purchase/sale.
Ludullu wrote: » Noaani wrote: » Sellers being able to transport materials to a central location and buyers being able to buy it all from that one location is a basic function that Ashes needs to function on a basic level - personal preferences aside. I'd be totally fine if bought items went directly to your storage instead of inventory. Hell, we already had the damn UI window for that, it was just not working. And imo markets should be limited in size (depending on the node buildings of course), so you would only "run around a ton" if you were in something like an economic Metro. I fully expect pvp to be turned off in nodes by the end of testing, so I see no damn reason not to let people send their stuff directly to storage. Hell, give us ability to pack crates right there on the spot, if not directly from the purchase. And those crates could go to the caravancery immediately as well. I agree that there should be qol additions to the system. I simply disagree that they should come in the form of a centralized point of purchase/sale. I want to see market scammers in the game. I want people to pay attention to what they're buying and how much they're paying.
Electronn wrote: » I personally hope AoC evolves to implement a global AH.
Laetitian wrote: » Noaani wrote: » Store fronts are a log roller. Auction Houses are a refined, manufactured wheel. A store front system is actually fine for a game with a basic economy like Ashes currently has. Trading a few basic materials and some finished products is actually fine with a store front system. It is asking players to spend more time on tedium instead of having fun playing the game, but some developers know their games aren't actually all that fun. However, store fronts will not be able to support the kind of economy Intrepid has planned for Ashes. You can't build a castle or node using store front mechanics. The idea of a game with Archeages economy working with a store front system is kind of amusing to think about - the auction house was moving millions of items a week, you can't do that with store fronts. You're not encouraged to engage in tedium. You're discouraged to engage in it. You've said yourself that it's off-putting. You're just giving in to your reward-addicted brain telling you to do it anyway because you're entitled to infinite profits; enjoyment be damned. Developers can't create systems that value your time if YOU don't value your time. A big part of "playing the economy game" is realising when you've done what's an efficient use of your time, and choosing to be done with it for the day, instead of continuing to chase profits any way you can. 80-20-rule. Don't spend 80% of your time doing things that only contribute to 20% of your satisfaction; you're playing the system wrong. If the prospect of someone else doing the boring stuff you don't want to do making more profits than you is intolerable to you, that's not something the devs can fix. You're encouraged to engage in alternatives. Trade in wholesale person-to-person or guild-to-guild contracts if you want to avoid the associated tedium and inefficiencies to your time and resources. Don't craft when you don't enjoy it. Do something else. Play the game. Make money through warfare, quests, grinding new characters. While you passively wait for your economic endeavours to take shape. If you need gear, trade for your items with gold or other services. This is what an economy is supposed to do. Make you weigh where to use your time and resources, where to employ your skills and interests best. The only reason this isn't obvious to you is that you're too used to games that reward you for wanting to do it all just so you can say you did it all, so you treat Ashes the same way in spite of the obvious intentional roadblocks. Themepark auctionhouse economies are for ADHD kids. Storefronts are for grown-up ADHD kids with properly adjusted medication.
Noaani wrote: » Laetitian wrote: » Noaani wrote: » Store fronts are a log roller. Auction Houses are a refined, manufactured wheel. A store front system is actually fine for a game with a basic economy like Ashes currently has. Trading a few basic materials and some finished products is actually fine with a store front system. It is asking players to spend more time on tedium instead of having fun playing the game, but some developers know their games aren't actually all that fun. However, store fronts will not be able to support the kind of economy Intrepid has planned for Ashes. You can't build a castle or node using store front mechanics. The idea of a game with Archeages economy working with a store front system is kind of amusing to think about - the auction house was moving millions of items a week, you can't do that with store fronts. You're not encouraged to engage in tedium. You're discouraged to engage in it. You've said yourself that it's off-putting. You're just giving in to your reward-addicted brain telling you to do it anyway because you're entitled to infinite profits; enjoyment be damned. Developers can't create systems that value your time if YOU don't value your time. A big part of "playing the economy game" is realising when you've done what's an efficient use of your time, and choosing to be done with it for the day, instead of continuing to chase profits any way you can. 80-20-rule. Don't spend 80% of your time doing things that only contribute to 20% of your satisfaction; you're playing the system wrong. If the prospect of someone else doing the boring stuff you don't want to do making more profits than you is intolerable to you, that's not something the devs can fix. You're encouraged to engage in alternatives. Trade in wholesale person-to-person or guild-to-guild contracts if you want to avoid the associated tedium and inefficiencies to your time and resources. Don't craft when you don't enjoy it. Do something else. Play the game. Make money through warfare, quests, grinding new characters. While you passively wait for your economic endeavours to take shape. If you need gear, trade for your items with gold or other services. This is what an economy is supposed to do. Make you weigh where to use your time and resources, where to employ your skills and interests best. The only reason this isn't obvious to you is that you're too used to games that reward you for wanting to do it all just so you can say you did it all, so you treat Ashes the same way in spite of the obvious intentional roadblocks. Themepark auctionhouse economies are for ADHD kids. Storefronts are for grown-up ADHD kids with properly adjusted medication. No. In every way. Every word of this is incorrect.
Storefronts are (arguably) for people that want to engage in the economy as a major part of their gameplay.
[Marketplaces/auctionhouses] exist to simply provide a function - one that is key to MMORPG function.
Even then, they force people in to running around performing menial tasks more than actually engaging in the economy.
Intrepid know this, which is why the game will have a proper marketplace in the future. This fact isn't up for debate, it is happening.
For these people, storefronts are literally a barrier to achieving what they want to get out of the economy.
Laetitian wrote: » No, they're not. They exist to create regional supply differences.