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#61 |
Join Date: Nov 2004
Posts: 12
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agree with vurin , put in a bazaar or something like it please.
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#62 |
Join Date: Nov 2004
Posts: 48
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_________________________________________ Level 27 Bruiser, Dark Elf (friendly, but tries to look mean) Level 26 Alchemist (Bah, who needs facial hair!) |
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#63 |
Loremaster
Join Date: Nov 2004
Posts: 94
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![]() That is terrible to hear someone say. You would imply that these players have no right to sell their goods, because they chose to adventure, or tradeskill. They did not give up their right to sell goods, just because they would not use the AFK online model for being a merchant. Indeed, these players have been long overdue an opportunity to have a chance to sell the goods they have managed to earn, through efforts every bit as legitimate as anyone already selling. You might as well call the market flooded now, simply because you don't like to see so many people selling a few items. The nature of this economy relies on competition, to buy OR sell. Calling it flooding is a highly missleading action. So long as the overnight sales cannot meet the prime time demand, the economy is a joke of circumstance. And no, it is highly unlikely they will allow more than one character to sell at a time on an account. Parallel sales like that could be used by everyone, and would be nearly pointless to enable. You would simply see sales mules appear to fill up slots as they were needed, and would be a coding effort exponentially more complicated. Multiple account sales is already in existance, and is already a significant advantage to both Sony, (extra account fees), and the players who use it, (dedicated sales mules let them play any character, and still keep selling). Neither would benefit.
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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, Who am I to be brilliant, gorgeous, talented, fabulous? Actually, who are you not to be? --------Nelson Mandela (orig. quote Marianne Williamson) |
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#64 |
Join Date: Nov 2004
Posts: 48
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Take off the blinders, please................ Most people that "only" quest/adventure, by their choice, do use the market to sell what they loot, and they must be doing it when they are online. Now, give those people the option to sell 40-56 items at any time, 24/7, whether they are playing or not, and guess what? They will be selling as much as often as they can......................... when they normally wouldn't have been, by choice. Fixing it for those on dialup and such, would, in a way be creating a huge problem of a deflated market, unless it is done in a limited way. I hope you can understand that, as I can not explain it in any easier terms.
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_________________________________________ Level 27 Bruiser, Dark Elf (friendly, but tries to look mean) Level 26 Alchemist (Bah, who needs facial hair!) |
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#65 |
Loremaster
Join Date: Dec 2004
Posts: 3
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![]() It seems to me that if the reason for on-line selling is simply to limit the number of items on the market that the answer would be to limit the amount of time items could be sold whether online or offline. In other words, list your items for sell, you have two hours (hypothetically) to sell them, pick your time slot, set your price, then forget about it. Your goods are marketed during that time slot whether you are online or offline. A system could be put in place to show which time slots had the least amount of sellers of your type of good. As an additional money sink, a system could be put in place whereby a certain baseline amount of market time is free. If you want more market time, you have to pay for it. Or possibly the broker charges a higher percentage to the buyer if the seller is using excessive market time and/or a higher percentage to seller and/or buyer depending on the amount of players online at any give time (in order to keep the market from swaying to far into the seller's or buyer's corner) It just seems to me that it shouldn't be that difficult to come up with a system to limit the market supply without making a half million subscribers leave their freaking computers turned on all day. I'm surprised the EPA hasn't gotten involved in this. They sell computers and monitors which are decked out with power saving features so that hard drives, CRTs, processors, etc. are all shut down automatically when not in use, and a video game is causing people to leave them turned on specifically while the players are *not* playing in order to balance a game dynamic?! Come on! SOE, I have a lot of respect for your talent. I *know* that you can come up with a better system than this. Best Regards
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#66 |
Loremaster
Join Date: Dec 2004
Posts: 3
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![]() Double posted... sorry. Tried to delete. Message Edited by Camenwolf on 03-29-2005 07:12 PM |
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#67 |
Join Date: Nov 2004
Posts: 48
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Limited selling time is an interesting idea. Although it should only apply to when a player is not in his/her room or offline. They could increase the number of items for sale, say to 20, then limit the time to around 2 hours, useable once per 24 hours. SOE would still have to have an item limit, or there would be market flood at certain times of the day.
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_________________________________________ Level 27 Bruiser, Dark Elf (friendly, but tries to look mean) Level 26 Alchemist (Bah, who needs facial hair!) |
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#68 |
Loremaster
Join Date: Dec 2004
Location: Emerald Server
Posts: 525
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![]() I don't get it, SWG got it to work, why can't EQ2 copy the same system (just the bazaar) for ease. It adds a new money sink, stabalizes(sp?) the economy and makes it possible for people to sell items for money while offline/adventuring.
On a side note, why can't I have a record of what was sold. I hate trying to guess what items I've sold through the night (I check after server reset, when I get home from work) Message Edited by Nainitsuj on 03-30-2005 01:50 PM |
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#69 |
Loremaster
Join Date: Nov 2004
Posts: 94
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The market is an aspect of fair play considerations. Like it or not, people who want to sell, and people who are able to sell, are not the same groups. Where they overlap is the current merchant base. While this is advantageous for those able to currently sell, they do not own exclusive rights to this ability. Sooner or later, their competition will be given the ability to fairly compete in the market. Make everyone who wants to sell, able to sell, and that will be more in line with absolute fairness. Natural limitations on item availability will still keep sales in check. People do not spontaneously create goods for sale. They require raw materials, and effort, (for crafting), or time and patience in adventuring. Neither of these is simple for worthwhile goods to sell. Having satisfied these requirements, we do not have the right to deny them fair opportunity to sell their goods.
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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, Who am I to be brilliant, gorgeous, talented, fabulous? Actually, who are you not to be? --------Nelson Mandela (orig. quote Marianne Williamson) |
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#70 |
Join Date: Nov 2004
Posts: 48
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"Like it or not, people who want to sell, and people who are able to sell, are not the same groups. " ^^ Add to that "people that voluntarily don't sell" and "people that voluntarily only sell loot" currently, then that statement would be correct. There are a lot of players that just don't sell now, by choice. Dangle a gold nugget in front of their heads, and they are going to stampede to chase it, just because it's there. Not just initially either. As for your "absolute fairness", that is never going to happen....... ever. That is, unless everyone that plays EQ2 is forced to only use dial-up internet service, have 1 phone line, have the same living conditions, and have only 1 EQ2 account. Personally, I'm going to argue with anyone that says someone with 1 phone line and dial-up service (costing $20-$40/month) with limited connection time should have the same advantages as someone with highspeed service (costing $50-$80/month) that has a connection that is always on. The same goes for someone who only has 1 account to play/sell shouldn't have the same advantage as someone who pays for 2 accounts to sell more. Therefore, SOE allowing players to sell while outside their houses and maybe offline, but in limited quantities, and leaving the others to sell normally while online and in their houses, will help those players out that are stuck with dial-up, but won't deflate/ruin the market for everyone else.
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_________________________________________ Level 27 Bruiser, Dark Elf (friendly, but tries to look mean) Level 26 Alchemist (Bah, who needs facial hair!) |
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#71 |
Loremaster
Join Date: Nov 2004
Posts: 94
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Yellow = other poster's comments I found noteworthy Green = my replies to these
__________________
Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, Who am I to be brilliant, gorgeous, talented, fabulous? Actually, who are you not to be? --------Nelson Mandela (orig. quote Marianne Williamson) |
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#72 |
General
Join Date: Nov 2004
Location: England
Posts: 140
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![]() Look for your sales log in your eq2 folder. It doesn't do you any good in game but it exists ![]()
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#73 |
Loremaster
Join Date: Nov 2004
Posts: 114
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![]() I can only agree with Kroder on this. I have lost count of the times I've needed a particular item when I've been playing and it's not on the market because it's not US prime time. Living in the UK, overnight selling has always been very profitable for me. However, as a buyer, I miss out quite a lot and can often be forced to pay higher prices simply because there's no competition when I'm playing. More items for sale at all times does not necessarily equal a market flood. The extra items will get bought, the items that don't will come down in price and in turn will be bought. Remember, we still have a finite economy here - very few items can be sold, used and then resold. So the actual amount of items that can be sold, potentially, will not necessarily go up because of vault selling. Personally, I'd have been happy with online selling only (ie, vault sells to broker but only when you're online). Or, adversely, with offline vault selling only (so that you cannot sell while adventuring). SOE have chosen to impliment the ability to do both, shortly after introducing big changes to limit item flooding (attunable items and quest items no drop). It's a positive move and saying it'll have a direly negative impact on the market is just doom-saying without any basis or evidence. Speculation is nothing, if the market does start to reach dangerously flooded levels do you seriously think SOE will sit back and say, 'Oh well, we messed that up - nothing we can do now!' Of course they won't. They'll fix it, if needs be. Remember, just because more items are for sale at one point does not mean the market is flooded. More availability equals more items being bought as well, you know? And seeing as, like I said above, vault selling doesn't actually increase the amount of items being made or being looted, this can only be a positive thing for the economy. More items being bought, more players spending money on items that are expendible, more items being taken out of the game. You can't predict a change will be disasterous without even taking a moment to explore the positive affects of the change.
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#74 |
Join Date: Nov 2004
Posts: 48
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Ydiss wrote: ........................ ............. Speculation is nothing, if the market does start to reach dangerously flooded levels do you seriously think SOE will sit back and say, 'Oh well, we messed that up - nothing we can do now!' Of course they won't. They'll fix it, if needs be. Yes of course they would. Adding to what I wrote before though, dangle a gold nugget in front of the crowd and you'll get a stampede; pull it away, and you got an angry stampeded crowd. I'm guessing SOE doesn't like doing that to the community. It's would seem in SOE's best interest to implement something like this, starting on a limited basis. Remember, just because more items are for sale at one point does not mean the market is flooded. *best Clinton impersonation* That depends, on what the meaning of the word ........"more", is. 2, 5, 10, 20, probably not flooded, but 40, 50, 100+ of the same item for sale? I would call that a flood.
Message Edited by Dolf Goodcheese on 04-01-2005 02:17 PM
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_________________________________________ Level 27 Bruiser, Dark Elf (friendly, but tries to look mean) Level 26 Alchemist (Bah, who needs facial hair!) |
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#75 |
Loremaster
Join Date: Nov 2004
Posts: 114
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I'm still not convinced this will ruin the economy. People have been saying x patch and y fix will ruin the economy since day one, since beta even. If I still can't find items on the broker that I want to buy on a regular basis then the economy, at least on my server, is far from ruined. This change, coupled with the no-trade and attuned changes, gives me absolutely no fear that the market might saturate. It gives me no fear because I do not bother myself about things I cannot possibly predict. And anyone who thinks they can predict that a patch will ruin an aspect of the game before it's even happened, with 100% accuracy, is deluding themselves. And wasting their efforts worrying about it. The devs have their plan. They think it will work. If it doesn't work as intended it'll be changed. Such is the way of the MMO game and, in my humble opinion, not something worth getting all worked up over. Even more so because it won't ruin the game anyway... : )
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#76 |
Join Date: Nov 2004
Posts: 73
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![]() Woohoo offline selling is finaly here. But at what cost? SOE gave us the ability to share houses and have multiple merchants depending on the size of them. Many couples and friends share these houses/apartments. Many sellers wanted the ability to sell offline. But the current system makes the above house sharing an inconvienence or just plain annoying. (yes I know the work arounds to it) Why give us the ability to share houses and apartments to then go and make a great thing like offline selling turn it into an agravation. This has a second effect and ends up penalizing the buyers not the sellers by forcing the buyer to only be able to purchasey from the NPC broker. This will automatically charge the buyer %20 over the price of the item. Why make the buyer suffer for giving the sellers something they wanted. Solutions: Here is a possible solution to both problems - Purchasable Merchants that charge a weekly upkeep. The more expensive the upkeep the more vendor slots that merchant will have. Allow all House/Apartment owners and whoever they set to Trustee the ability to access this vendor/merchant. This way you are still controlling the amount of storage slots in any given house/apartment. Make it so the owner can set the amount of slots a person can use and do not allow other characters to remove these items as to prevent No Trade items exchanging hands. Also allow the items placed on the vendor to not be sold if the character does not want to sell that item. 1) Offline selling will now be of cost to the seller not the buyer. 2) Continued limited storage in a house/apartment. 3) Still a money sink for the weekly cost of the merchant/vendor. 4) Owners and Trustees can still continue to share their Home/Apartments. 5) Owners and Trustees can both sell offline. Just an idea! Namilla
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#77 |
Join Date: Nov 2004
Posts: 1
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It's funny when you read tradeskillers who complain about offline selling when you know full well they'll be living it up when people start putting more harvesting materials for sale.
Message Edited by Sparticis on 04-04-2005 09:46 AM |
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#78 |
Loremaster
Join Date: Nov 2004
Posts: 94
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The original people able to sell during these times can still do so, with the original pricing options. The new merchants using this method must match pricing by that 20% margin in order to compete. It is an extra option, not a replacement.
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Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, Who am I to be brilliant, gorgeous, talented, fabulous? Actually, who are you not to be? --------Nelson Mandela (orig. quote Marianne Williamson) |
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