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Feedback Centralized/semi-automated economy (auction house)

is this feedback?

CypherWulf

Member
I know that in the current state it is almost impossible to have a functional economy due to the number of players, but I was wondering what the plan for the economy is during and after open beta. I've heard mention that there is no plan for an auction house-style central point of commerce, and if that's true, I hope you're willing to reconsider. If you want an example of how a multiplayer game in functions without one, look at Path of Exile. All commerce is routed through community-created external websites that just end up replacing what should be in-game. Scams and automated/semi-automated attempts to take advantage of new players' lack of information concerning an item's value are rampant. There is no additional real player interaction, just copy and pasted messages sent between players, and in many cases, arbitrage bots become the richest characters in a league. Despite this, the developers refuse to implement any sort of in-game tool on PC, instead, they have re-made some of the community tools as their own, but you're still expected to leave the game, find your item, then return to the game to message the seller, and hope that they're online and willing/able to stop what they're doing in order to complete the sale. The console version does have a very basic item listing/remote trade tool, but the search function is intentionally borderline useless, and it is generally ignored except for certain kinds of items (crafting tools/currencies and unique items).

At a minimum, not having a reliable way to sell reagents or equipment to other players creates a situation where 3/4 of equipment and 8/9 of reagents that drop are completely useless to a given character beyond a few silver per day of vendor value. Nobody is going to want to spend their time spamming /trade or sitting in town trying to hock a 5 silver weapon, they'll vendor it for 1 silver and get back out into the world. The same goes for crafted items. Crafted items are supposed to be functionally unlimited in supply, and available to smooth over gaps in drops and dry spells in the leveling process, but without a tool to enable commerce, they will never be sold, since it's not profitable when you compare the income potential of crafting and selling vs the income potential of getting back out in the world and farming/running dungeons.

I understand the appeal of trying to harken back to the good(?) ole days of trade tunnel /ooc, but that was a product of the times in many ways. When you look at it without the rose-colored glasses, it becomes apparent that it only ever worked because EQ was the only game in town. In the last 25 years, the average gamer age has gone up significantly, more so for MMO players. In 2006, the average MMO player was 27 (source), with about half of players having full-time jobs. Now, the average gamer is 34 years old, owns a house, and has children (source). MMOs existing is not new and novel anymore. The parasocial experience of chatting with strangers is efectively zero these days, and for those that are still interested in it, there are hundreds of other chat services. Requiring two players to meet in chat, then meet in-game simply isn't a reasonable expectation anymore, there needs to be some sort of asynchronous tool.

There's lots of ways to implement it, I (like any gamer) have ideas, but this is your show. You know your game and what would fit best with your vision, but realisticaly speaking, there needs to be something that allows players to engage in trade while offline or doing something else, without leaving the game. Auctions, commodities markets, consignments, in-game posting boards with COD delivery, NPC couriers that can deliver an item from your bank, just something.

TLDR: Economy is one of the hardest things for any multiplayer endeavor, so getting it right is something that takes real intention and planning, and I'm wondering what the plan is.
 
I like the fact that there isnt an auction house! This way people start to hand eachother some needed gear and progress together.
Atm i'm making stuff i cant use so others can make me some weapons/gear, meanwhile i'm handing food and drinks and potions to whoever needs it.
This makes for a warm, friendly community where lvl and "time spent" doesnt matter (as much). E.g. i spent 3 hours doing a questchain with Drindin and the mobs were all grey, all i got was 1% xp BUT i loved doing it, because the lower lvl players (there was 11 lvl difference) were getting nice xp, we were having fun and i was able to explore some more.

Imho it would be a good thing if we all would look at the situation (or all situations in this game) seperate from anything we have ever known and have an open mind for new ways of playing.
The fact that the devs are trying to make a game that (!FINALY!) is something different from all the new MMO's (who seem to be a copy of eachother) is a godsend imho.
We should be very careful not to want thing we are used to, because i am afraid that that might make it into yet another "WOW copy".

I might piss of a few people by suggesting this, but i'm still doing it :p :There have been games where you cant repair gear and gear brakes down, this makes crafting more important and helps the players to group together to get the mats for the gear they want/need. It allso makes dying a bit more meaningful (not that it needs changing, just throwing it out there).

Since the game is focussed on grouping up and (devs correct me if i'm wrong) forming a close community i dont think there is a need for someone to place stuff on an auction house for stupid prices if everyone helps eachother. But he, it might just be the little hippie in me. :)
 
I already said this and I know it might be a time related issue on the dev side, but no tools for trade is a fail from the start. There’s a need for either a auction house/player shop/message board…..whatever it’s suits the team. But player to player trade is not gonna work with today standard imo.
 
This is certainly something we want to do. But as Xavure mentioned it comes down to a lack of engineering time. This is something that will likely shoot up the priority list after launch.
 
We should be very careful not to want thing we are used to, because i am afraid that that might make it into yet another "WOW copy".
Totally agree. I don't want a WoW copy, and I don't think anyone here does, but like I said in the OP, not having in-game tools will (at best) push the players to create tools that the devs don't control, or (frankly more likely) just make trade too much of a hassle for anyone to be willing to deal with on any sort of scale.

If nothing else, I think a vendor that would allow trading [X] reagents of one class for [Y] reagent of another (presumably your) class of the same tier, and/or [X] reagents of one tier to [Y] of the next higher tier would go a long way toward making off-class reagent drops not feel so useless. Not having seen the code, I have no idea how much engineering time it would take to implement something like this, but I feel like it could be handled by the quest system, since it has the capability of exchanging item(s) for rewards, if the vendor system isn't set up to elegantly handle bartering with items instead of currency.

A consignment shop would probably be enough to mitigate or eliminate the issue without going full bore into an auction house. if players could put items into the shop, set their price, and pick up the proceeds (less a fee) next time they log in if it sold. Maybe have a few different shops in the city focusing on different types of items (weapons, armor, food, etc) to make finding what you're looking for a little easier. A cap on simultaneous active consignments could also be implemented to prevent one player from monopolizing the entire supply of any particular item if necessary.

What I think would be really neat is a commodities market where an NPC buys and sells reagents with prices that fluctuate with how many of each reagents they have in stock. That could create an incentive for higher-leveled players to target-farm reagents of lower levels if the price for those reagents gets high enough, as well as enabling speculation and other economy-based alternative game experiences. If multiple vendors in different locations had individual inventories, there might even be situations where arbitrage becomes profitable if a player is willing to seek out those opportunities. This would improve the availability of reagents at all levels as well as creating gameplay options for players in ways that aren't often included in MMOs.

This is certainly something we want to do. But as Xavure mentioned it comes down to a lack of engineering time. This is something that will likely shoot up the priority list after launch.
Any solution is going to take engineering time, but I think that this is a problem that will begin to show itself as soon as we move into open beta and population starts to rise, and not having something on the roadmap to solve it before it starts to cause issues kinda scares me.
 
I just hope the lack of a player trading system doesn't cause the global channels or zone channels to be full of spam. WTS/WTB stuff...oh and the famous Gold Sellers..
 
@CypherWulf - Great post and great supporting articles. I would love a trading board or auction house, too. It's not something I think simply must exist, immediately, but I think it's one of those components that's worth the time to develop as it offers some enrichment and often serves as a basis for another sphere of play: commerce.

People find a way, don't they? In Asheron's Call there was never a true auction house, but there was a dungeon (everyone called it "The Subway"). Almost all players used it to get around the world. After a couple twists and turns, and a long drop down, there were lots of portals to be found. It was a busy place. So, naturally, players started running their own trade bots at the start of that dungeon. Eventually, the AC team just made a /marketplace command that would transport players to an area with a series of market stalls where players could place their trade bots. Before either of those options existed, most people just used chat and/or hung around the NPC vendors (items sold to vendor NPCs would show up in the vendor's inventory for resale). Those were good times - but that said, they never implemented an action house! I much prefer WoW's auction house strategy. Copy its functionality, who cares? It's modern, it works, it doesn't drop immersion, and its a great gameplay mechanic.

Now, I say that, but this crowd - especially based on how I've been treated - seems like the type to just need an open chest that all players can add/remove items from (like give a penny, take a penny). Probably not the right solution, no, but I don't think much more than that would be needed. Perhaps a small auction stand, operated by an NPC, nothing too complicated. If your item sells, you get the cash. After some time, it goes up for free. After that, if it's not claimed, it gets thrown in the fire (or it vanishes under the premise that it was broken down to support the town/outpost/crafters/etc.).

@Sprout - I'll admit that there's nostalgia behind trade/global chat and meeting up at specific spots, but nostalgia alone doesn't always work well enough to set the hook. Also, as an aside, if crafted items wear down and permanently break, without the option to repair, I'm out. I would agree that it's more realistic for some types of items, but I honestly find that system very frustrating and unrewarding for gameplay. A skilled crafter can keep anything going - a master can repair (or remake) anything! Asheron's Call 2 implemented (after several major overhauls) crafted items that irreparably broke and I remember feeling extremely discouraged.
 
A suggestion could be (I personally always hated the idea where someone bought up the entire marked of something on the "auction house" just to sell it all even more expensive) maybe have a trader (NPC) that will take in your stuff and sell it at a price depending how many are sold and if crafted items then maybe comparable to what the mats cost, but always with a max price so that if at any point only one item is for sale the price will not just jump to 10 times a "normal price. And maybe make it so it's a random persons persons item that is sold so it's not just the same person selling the first 100 items because he put them up first. Yea and maybe put a max number of items that you can put up for sale. That way you can help control the economy, people can earn more then the they can get from deconstruction but the prices don't become ridiculous, but also probably keep 3 party's from buying/selling stuff outside the game or even "real money trading" stuff.

Again this is only an idea, and not saying it's a perfect solution, but could maybe help with ideas on how to build something.

Btw I just want to take the opportunity to say I love how involved it at least looks like the dev team is in all the discussions and brainstorms there is both on the forum and on discord. Thanks a lot truly.
 
What I think would be really neat is a commodities market where an NPC buys and sells reagents with prices that fluctuate with how many of each reagents they have in stock. That could create an incentive for higher-leveled players to target-farm reagents of lower levels if the price for those reagents gets high enough, as well as enabling speculation and other economy-based alternative game experiences.
This sounds difficult to program, but would be very interresting to see how players would work with it :)
 
Perhaps a small auction stand, operated by an NPC, nothing too complicated. If your item sells, you get the cash. After some time, it goes up for free. After that, if it's not claimed, it gets thrown in the fire (or it vanishes under the premise that it was broken down to support the town/outpost/crafters/etc.).
Exactly what I was envisioning with the consignment vendors.

Now, I say that, but this crowd - especially based on how I've been treated - seems like the type to just need an open chest that all players can add/remove items from (like give a penny, take a penny). Probably not the right solution, no, but I don't think much more than that would be needed.
That's a fine solution for a small community, but once you get past a few hundred players, the layer of trust breaks down.

This sounds difficult to program, but would be very interresting to see how players would work with it :)
Yes and no. For the price, you just keep a number for the NPC's current stock, and do math based on that number, the maximum and minimum you want it to cost (such as a clamped logarithmic function), and maybe a little random variance. The hard part is updating the server with that new price. I've done something similar with a private FFXI server I ran for a while, for that it just needed some SQL database updates from the python script that managed the prices and updated them every hour.

But I don't know the framework behind the vendor system for EA, so I can't speculate on what would be required here.
 
I might be able to whip up some sort of "commodities" merchant without too much effort. Rough idea would be that the merchant's inventory gets stored in the DB with a specific # of each item. Then the base cost to purchase gets multiplied by some value based on how many are "in stock" - above a certain threshold and the price is decreased, while below a certain threshold the price goes up. The purchase price could also be modified in a similar manner. But this whole thing would likely only work for stackable items such as consumables, reagents, etc. as to avoid any issues with different durabilities etc. I'll keep thinking about it and see what kind of interesting things I can come up with.

This wouldn't act as a direct auction-house type mechanic, but it would allow for the players to influence the market in some fashion outside of person to person trading.
 
I might be able to whip up some sort of "commodities" merchant without too much effort. Rough idea would be that the merchant's inventory gets stored in the DB with a specific # of each item. Then the base cost to purchase gets multiplied by some value based on how many are "in stock" - above a certain threshold and the price is decreased, while below a certain threshold the price goes up. The purchase price could also be modified in a similar manner. But this whole thing would likely only work for stackable items such as consumables, reagents, etc. as to avoid any issues with different durabilities etc. I'll keep thinking about it and see what kind of interesting things I can come up with.

This wouldn't act as a direct auction-house type mechanic, but it would allow for the players to influence the market in some fashion outside of person to person trading.
Really like the idea!
 
I might be able to whip up some sort of "commodities" merchant without too much effort. Rough idea would be that the merchant's inventory gets stored in the DB with a specific # of each item.
Perfect starting off point, IMO.

Then the base cost to purchase gets multiplied by some value based on how many are "in stock" - above a certain threshold and the price is decreased, while below a certain threshold the price goes up. The purchase price could also be modified in a similar manner.
Personally, at least to start, I would be fine with a vendor that purchased from players at a flat multiplier of .9 and sale price multiplier of 1.1 (10% each way).

But this whole thing would likely only work for stackable items such as consumables, reagents, etc. as to avoid any issues with different durabilities etc.
I think that if it’s the easiest to develop then it’s the right place to start. Perhaps weapons and armor that aren’t repaired should just be refused, that way your code doesn’t have to worry about durability, ever.

Alternately, to go “extra, if an item isn’t repaired then it is automatically repaired when a player sells the item BUT at a discount of the vendor and the actual repair cost. As an example, a sword value might be 1 silver when being sold to the vendor. The vendor first multiplies it by .9 before buying it, so it’s 90 copper. Then repair costs are 15c, so the player gets 75c as the final price. To discourage selling unrepaired items, the vendor’s auto-repair cost could have a multiplier of 1.5.

At that point, if weapons and armor are included in the vendor’s inventory then perhaps they ONLY stack in the vendor’s inventory.

I'll keep thinking about it and see what kind of interesting things I can come up with.
Awesome, thanks for considering it - obviously not at the cost of req’d launch polish and content.

This wouldn't act as a direct auction-house type mechanic, but it would allow for the players to influence the market in some fashion outside of person to person trading.
True, if you had a dynamic pricing system based on # available.Again, might be easier to get out the door by just having the vendor buy/sell using values, holding a limited stock (like you noted).

As time progresses, implementing different filters for reagents, weapons, armor - and values based on available quantity of each (maybe even over time, like a statistical method) might come in handy, too. Having those details might even provide some meta around you how often items drop, are purchased, are sold, etc… and if that needs to be adjusted (because the weapons doesn’t drop enough, is considered useless, etc.).
 
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I might be able to whip up some sort of "commodities" merchant without too much effort. Rough idea would be that the merchant's inventory gets stored in the DB with a specific # of each item. Then the base cost to purchase gets multiplied by some value based on how many are "in stock" - above a certain threshold and the price is decreased, while below a certain threshold the price goes up. The purchase price could also be modified in a similar manner. But this whole thing would likely only work for stackable items such as consumables, reagents, etc. as to avoid any issues with different durabilities etc. I'll keep thinking about it and see what kind of interesting things I can come up with.

This wouldn't act as a direct auction-house type mechanic, but it would allow for the players to influence the market in some fashion outside of person to person trading.
Thank you! That's a wonderful start. The only downside I see to doing stackable items only is that it does give Provisioner a market that is unavailable to other crafting skills. As others have mentioned, simply having the vendor refuse any damaged items or charge for repairing damaged items would be a way to allow all crafting skills access to the commodities market. I think the vendor should also refuse to buy any non-crafted weapon or armor (dropped items), as well as flux imbued crafted items to retain the individuality of those items.

Basically the commodities would be:
- Stackable/consumable items (that aren't sold by NPC vendors elsewhere)
- harvested/processed crafting materials
- base/unimbued crafted equipment (items sold and value based on lowest possible durability recipe)

This gives a character access to a reasonable baseline of equipment and supplies for their class and level, regardless of the drops that they have received in leveling, while still keeping the value of crafting yourself or knowing a crafter to make higher quality items, as well as the uniqueness of quest and dropped items. This also gives a monetary value to items created during the craft leveling process, since they can't be sold to vendors, and salvaging doesn't currently work.
 
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I might be able to whip up some sort of "commodities" merchant without too much effort. Rough idea would be that the merchant's inventory gets stored in the DB with a specific # of each item. Then the base cost to purchase gets multiplied by some value based on how many are "in stock" - above a certain threshold and the price is decreased, while below a certain threshold the price goes up. The purchase price could also be modified in a similar manner. But this whole thing would likely only work for stackable items such as consumables, reagents, etc. as to avoid any issues with different durabilities etc. I'll keep thinking about it and see what kind of interesting things I can come up with.

This wouldn't act as a direct auction-house type mechanic, but it would allow for the players to influence the market in some fashion outside of person to person trading.
An in game marketplace with specialized merchants sounds ideal, and likely would be relatively easy to code. I think one could use the 'gathering' loot table or crafting recipes database entries as a reference point of what the merchant would purchase from or sell to a player. If rare recipes were added to the game, then those might go to a 'rare goods' merchant? Just a thought. If the goal is to attract more players and get them interacting with one another, nothing does that like good commerce.
 
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