Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
In a game where crafting and the economy is supposed to be important, and access to items is supposed to be limited, do you have any specific opinions on how the Markets should work? Any experience from prior games would also help the discussion.
Ashes of Creation intends to start with primarily local markets, and require Nodes (and specific types of Nodes, too) to develop to the point where we get powerful regional markets.
Personally I've played games like this before, FF11 started with Markets being regional, and BDO was like this 'sorta', but as usual, I suggest not going too far into trying to understand things BDO did. It worked at the time. SW:TOR had very similar implementation for a while too, but theirs was also not quite 'quick explain' so I'll leave that to fans of that game.
As the FF11 playerbase matured and the game expanded, the Auction Houses were consolidated, because the specific form of travel and trade involved was no longer a positive game loop. Basically, it stopped being an adventure. As far as I know, this is the primary reason it was changed, since if it wasn't, then obviously those who 'seek convenience' gravitate toward one market.
Games with much more defined hubs can manage with just Player Stalls, as long as the area where people gather to sell things is easy to understand for newer players, but this is somewhat less convenient than an auction house and easier to abuse.
TL's upcoming method goes even further and makes the Auction House beyond 'server wide', incorporating all the (for example) US East Servers into one Auction House even though players cannot easily swap servers. Presumably this is to improve interaction between fans of the game within a geographical region, and to help spread out megaguilds due to their current guild-relationship implementation (which theoretically clamps guild relationships to aliances of about 4x70). But, on the other hand, they (maybe Amazon's 'fault') intend to lock AH participation to level 40 or higher.
ArcheAge's handling of this is similar to the 'usual' from later FF11 and BDO, but you need to have specific statuses/licenses to sell things.
Ashes of Creation has various economic reasons to limit either the availability of goods through Auction Houses, or availability of specific items from different POI in the open world (I'm not arguing against having both, I'm simply saying it's not necessary to have both with the currently known design). So, for a single question:
Would you prefer larger regional access to Auction Houses (like, a whole nation or two) and stricter itemization, or the opposite?