Why Don't We Use The Auction House?
#1
Posted 25 May 2010 - 02:33 PM
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#2
Posted 25 May 2010 - 05:37 PM
For example, the gear from the world dawning bosses is BoE. So far, every kill I have been a part of on any of these which yielded an item that no member of the group needed, it went to the guild bank. These items are the best this game has to offer right now, and would likely sell well in the AH, but we are inclined to help our guildies out.
Same goes for bags, especially considering they are super easy to make in this game. Might as well help the guild out rather than sell them.
Just my thoughts on why the AH is such an underused feature.
#3
Posted 25 May 2010 - 07:09 PM
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#4
Posted 25 May 2010 - 11:52 PM
#5
Posted 26 May 2010 - 04:03 PM
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#6
Posted 03 June 2010 - 03:01 AM
I do put up lowbie gear I find, and a few other things, though. After once on the gear, however, it goes to my salvager.
#8
Posted 03 June 2010 - 07:34 PM
Resources do not really sell.
Pricing items too high to cover costs of re-listing do not really sell.
Pricing too low and paying the AH fee means that you lose money compared to just dumping it at the local vendor. Selling to the vendor is less time consuming as well.
Agree Guild banks are really hurting the AH.
Hard to see much changing for quite a while, even if populations grow.
Edited by MugHug, 03 June 2010 - 07:35 PM.
#9
Posted 05 July 2010 - 12:36 PM
#10
Posted 06 July 2010 - 01:17 AM
However, here are my thoughts on why it isn't used more :
1. Accessibility - as has been pointed out, you don't really make your way to the auction house until level 20ish unless you seek it out earlier intentionally by exploring for it. Adding auctioneers to some of the more major towns and outposts (IE, having one in Greenvale and Frogmuck, but not in little camps like Hedgetent) would help players who, returning from quests, have the choice between dumping unwanted loot on the vendor or trying to do a little better by listing it.
Suggestion : Any town that is worthy of a mailbox is worthy of an auctioneer.
2. Listing Costs - I think one of the big deterrents right now with how things are is that you can loot a green item, and you can sell it to a vendor for say, 5 silver. If its a particularly good green item you can maybe list it for 10 or 15 or even higher but you have to keep in mind that you aren't targetting that many consumers. But you have to pay for the privledge of listing things which 90% of the time will not sell so nobody puts anything on there. They just vendor it, or salvage it.
Suggestion : Eliminate or significantly reduce listing costs to a more nominal fee; alternatively, only charge the fee if the item actually SELLS rather than up front.
2b. Listing times : 12h, 24h, etc. is fine for actual auctions that don't have a buyout price, but I have found that in MMOs 95% of the time if I want something that's on there I'm going to pay the buyout or I'm not, rather than waiting around to see if I win. I would like to see a longer term system; in other games I have seen items listed on the broker or consigner or whatever it is called in that particular game could stay for say, a week. This would allow more players the ability to view the items rather than only those who can look at it in that 12 hour window. Those who go more often obviously get first dibs on it, but having it sit up there a little longer would beef up the auction house's selection and encourage participation.
I'd like to see something like this :
Put item on auction house. You pay nothing or a handful of copper at most.
If item sells, a % of the profits go to the auction house and the remainder is mailed to you.
If after a week's time item has not sold, item is returned to your mailbox.
I'm even okay with, after a week of sitting there and no one's interested, having to pay a service fee to the auction house for holding it based on the item's vendor price so that if its a bust you can still make some money by selling it to an NPC.
3. Salvage - this alone is a big detriment to items being sold as levelling salvage and getting skillups for it has been particularly painful in my experience. I've crushed pretty much every green non-weapon that I've ever had as a drop and the skillups are few and far between despite my constant levelling up. Seems the only way to go is to craft things far above my ability to use and crush them. The point is that 90% of the stuff that I don't need but someone could use, I am crushing for salvaged bits and to level salvaging rather than PAYING for it to probably not sell.
Suggestion : To Sell or to Crush is usually decided at least for me by how much money I think I can get from selling the item as opposed to what I can craft out of the salvaged bits I'll get from it and how much I can sell that for. Eliminating/reducing listing fees would encourage items to be auctioned rather than salvaged unless the salvager is specifically trying to get specific salvage mats. 90% of what I salvage gets tossed in the bank for 'just in case' as it is, I don't need it, but that's where most of the stuff that I would auction is going.
4. Vendor Prices - Most weapons that I loot at lvl 30ish sell for 50s or more, even greens. Armor and jewelry not so much. But I could haul the things around in my inventory and go PAY to list them on the auction house or I could just vendor them for instant cash probably as much as I'd get from auctioning it anyway and its guaranteed.
Suggestion : I like vendor prices where they are, the only improvement I could see here is that you could get additional money for vendoring 'bound' equipment as opposed to unbound, therefore encouraging you to pass the items on rather than taking them out of circulation.
5. Crafting - the interdependency of crafting and the inability of players to be self sufficient in it creates a desire to purchase raw materials from other members of the community. The problem is that I and many others have circumvented this restriction by creating characters for each craft for the simple reason that some of their reagents are necessary and finding sellers is not really easy to do at the moment, partially due to the population but more because everything has a use. People wouldn't be picking the stuff up if they didn't need it, except for the rare few who have no interest in crafting, but most of those will give things to their guild or have items crafted with it. Because of this crafting dynamic finding materials on the auction house doesn't really happen. In the couple of weeks I've been monitoring the auction house I've seen 4 moonstones listed and that was it as far as materials.
Suggestion : This one's tricky without completely revamping how crafting works which I am not suggesting. One thing I have seen in other games is having a vendor who sells basic crafting materials at ridiculous prices (which can be helpful for crafters who need ONE MORE COPPER ORE); but likewise it encourages players to sell their resources at slightly less than what the vendor does (undercutting). I think part of the problem is no one is sure what to charge and/or what people will pay, and you're paying a listing fee besides; far better to create a crafting alt and turn the goods into sellable items or pass them on to others who can.
Additionally, the ability to 'request' things on the auction interface (making it more of a 'market house') has had a lot of success in other games.
Example :
I put a listing on the auction house saying that I'm buying 100 copper ore for
1g.
Now a player can click this and sell it to me instantly.
Also, players can browse this and see what items are in demand to get a better idea of what is marketable and what isn't. Right now there isn't enough traffic to really determine this.

Anzha(50 Mystic), Anezaki (50 Ranger, Anri (50 Magus)
#12
Posted 20 July 2010 - 02:48 PM
Personally I have sold a handful of items and I'm sure some others have had similar success so at least the economy is moving slightly.
For those that are on Adrios/Asharr I will be paying 40 gold for each stack of 100 Kazanite ores (COD or message me in game) or part of (i.e if you only have 10 I will pay 4 gold). This will also be done with iron which can be transmuted, however, because of the cost of transmuting and the time involved I can only offer 40 gold per 300 stack of iron or part of, i.e. 13 silver per ore
Kazanite = 40 silver per ore
Iron = 13 Silver per ore
*pokes economy with a stick*
Feel free to turn them into bars if you need/want the skill ups.
COD or message Scoffer / Zatar
Edited by Scoffer, 20 July 2010 - 03:53 PM.

Was not my fault!
#15
Posted 16 February 2011 - 10:13 AM
What do factions currently do, aside of determining your starting location, where you have to spend the first 30 level and prevent people from interacting with each other ...
Nothing. You can freely roam anyone's lands/dungeons and even main cities if your mount is fast enough to get you out of guards aggro range, from 30 onwards even the leveling spots are the same (as if they had to rush it to release and there wasnt enough time left to create two distinguished leveling paths ... the world map is large enough there's less than 30% used of it i'd guess ... ). You even have to allow people from other faction to "attack" you ...
If there's multiple factions which can't interact with each other as they are in this game, they should be hostile towards each other, why else can't they PM/Mail/Trade/Party with each other ? And the currently existing "Enable PVP" should enable PvP within the own faction. It should allow fellow Kujix to kill other Kujix and not enable Kujix to kill Asharr ...
Edited by chukk, 16 February 2011 - 10:15 AM.
#16
Posted 16 February 2011 - 06:57 PM
#17
Posted 16 February 2011 - 08:05 PM
They're "green" to each other .. which implies friendly ... not yellow, like neutral mobs ... or orange which is closer to aggro than yellow (Wetmanes!), no they're green ... friendly like all the other peeps from the own faction.
Why not add a PvP protection buff to people who've been killed ?
Turn everyone red to each other, but if you get killed (your opponent has attacked you first) you'll be added a buff that prevents people from the other faction from killing you again for ... 10 minutes (could be extended upon multiple deaths within a short timeframe, like if he gets killed again within 15 minutes the buff lasts 20 minutes .. and then simply double the timeframes again).
It would also give people an opportunity to buff up again after they died in real PvP without being spawn camped on the rez shrines or their corpses ... if you wanna engage in PvP straight away again, simply remove that buff from yourself and your ffa again, if you don't wanted to PvP ... recall out while you can't be attacked by other people.
Also, since all maps are available to be roamed by everyone, there should be a lowbie protection which prevents people from attacking player which are ~10 level lower or higher than they themselves (to prevent bored 50's from camping the starting areas, towns or whatever else you can think off).
Edited by chukk, 16 February 2011 - 08:07 PM.
#19
Posted 16 February 2011 - 10:49 PM
They're "green" to each other .. which implies friendly ... not yellow, like neutral mobs ... or orange which is closer to aggro than yellow (Wetmanes!), no they're green ... friendly like all the other peeps from the own faction.
I agree that the green is a bit misleading, so we're looking into that. As for the PvP flagging, Neb explained things pretty well above. Should we open a dedicated PvP server and things change to a free-for-all style we'd definitely need to rethink how the flagging/reflagging works. As it is, players who don't wish to participate in PvP are not forced and those that do are auto-flagged with the Towers or can simply set their flag and move on.
Spawn camping hasn't been a large issue yet due to people opting to spawn at the death stone, using PvP Tribute items to come back to life, spawning at the edge of their corpse radius or players simply not spawn camping. We're keeping a close eye on it, though. We don't want to limit PvP in the method you suggested as that would be a huge hindrance to Tower/Keep play, but it's something we will definitely address should the need arise.
#20
Posted 17 February 2011 - 12:58 AM
I agree that the green is a bit misleading, so we're looking into that. As for the PvP flagging, Neb explained things pretty well above. Should we open a dedicated PvP server and things change to a free-for-all style we'd definitely need to rethink how the flagging/reflagging works. As it is, players who don't wish to participate in PvP are not forced and those that do are auto-flagged with the Towers or can simply set their flag and move on.
Spawn camping hasn't been a large issue yet due to people opting to spawn at the death stone, using PvP Tribute items to come back to life, spawning at the edge of their corpse radius or players simply not spawn camping. We're keeping a close eye on it, though. We don't want to limit PvP in the method you suggested as that would be a huge hindrance to Tower/Keep play, but it's something we will definitely address should the need arise.
Why not use the dungeon portal system- port into an area thats pvp based. pve ppl stay happy and pvp people get their fill ?
Although the way to get pve people out from under their shell is to offer a dungeon thats unlocks after so many towers or keeps are tanken. Inside that dungeon have better loot than the traditional game. This way they want something done for better loot, participation is the key. Make the renown worth more than 6 points for a kill. People wont stay long for that little points on a low populated game.
Edited by Kinslayer, 17 February 2011 - 01:00 AM.
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