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10/01/12 9:46:07 AM#21
Regarding the OP, you really need a reason to get rid of the AH. If items don't degrade and aren't craftable then there's really no reason NOT to have an auction house. The items in question will either be hoarded, given away, or sold as vendor trash anyway. You could never get rid of an AH in a mainstream themepark in the same way that you will never get rid of fast food in a suburb, nor should you. It just fits the genre |
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10/01/12 9:47:28 AM#22
If you consider "WTS/B" spam a community environment, I'm glad it's gone.
"Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions." |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
10/01/12 10:00:15 AM#23
Originally posted by Grixxitt The association of mainstream themepark and auction house is incorrect. It is static items databases that makes the AH useful. While static items are common to most themepark-focused MMOs, they are not specific to them. As the craftable content becomes more diverse or dynamic, the AH system becomes less useful as a trade center. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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10/01/12 10:55:33 AM#24
In order to include everyone to a degree I could see a system where having an auction house and a barter system could work. Place higher auction house fees while at the same time offering areas in cities to peddle your wares similar to EQ for free.
I think a big part of this is crafters and I think having drops and rewards more resource based would be fantastic. It would create a codependency which sounds bad but I think is a great thing for an MMORPG. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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10/01/12 11:00:42 AM#25
I have to agree, Auction Houses are bad for community. Very very comfortable, but bad.
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10/01/12 11:10:51 AM#26
And by "more resource based" I mean a 25/75 split roughly. I could see bigger bosses having powerful items either causing them to be bosses or able ingesting someone with a powerful weapon. Sentient enemies able to wield basic weapons such as goblins or undead would make sense.
Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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10/01/12 12:08:27 PM#27
I won't play a MMO without a AH. It is so inefficient to barter and chat. If i want to chat, i go to a chat room. AH is great in finding the item i want, and selling those i do not.
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10/01/12 12:19:40 PM#28
Originally posted by nariusseldon That's perfectly fine. Times of 'one mmorpg to rule (almost)all players' are finished. |
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10/01/12 12:33:06 PM#29
Originally posted by BTrayaL But they make an exquisite mini-game. My three answers to the 'what to do with capped/bored people' has always 'raid, pvp, or strive for world economic domination'.
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10/01/12 12:47:50 PM#30
Originally posted by Icewhite Economy "mini-game" in games with good crafting and good player shop system (UO, SWG) was much more interesting than doing it with AH. Also because it was not so mini... KInda why I miss it so much. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
10/01/12 12:58:46 PM#31
Originally posted by Myrdynn Let me guess, former SWG player and enjoyed it's crafting/gathering/selling system? If so, you were damaged by that experience and enjoyed somethnig that isn' tlikely to return in modern MMO's. You will never be happy again. But no, I recall playing L1 and it had no auction house, we shouted our sales, and it was way too painful to have to stand in some centralized location waiting for someone to bit for your speel. Maybe in SWG it worked better, but in most other games replacing that was a blessing, and I for one wouldn't want to go back. Lineage 2 made it a bit better with private stores, but you had to stay logged in 24/7 so your store could stay up when you were afk. (or have a market alt, which many did)
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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10/01/12 1:32:29 PM#32
Now bear with me here, my memories of SWG are muddled given that it had oh so many forms over its lifetime and I poked my head in for most of them. If I recally SWG launched with a terminal system that allowed players to place items for sale on a sort of aution house style. You could search for items you wanted and you had to travel to a terminal in the city it was put up for sale at to retireve the purchased item. It also allowed crafters to place vendors in their homes/buildings to sell good, these vendors could even be searched via the ingame map and their locations were clearly indicated by way points. At one point I know that SWG even allowed you to search for items sold at player vendors by using the auction house terminals, you still had to travel to the vendor's shop, but you could one search at one terminal to find what you were looking for and get a waypoint to the shop. Personally I thought the above was the best system. It allowed me to form relationships with crafters, by going to their shops seeing (usually on display or through vendor NPC text prompts) what they could craft and figuring out if these items, their quality and such fit my needs. It probably will never be seen in a game again because it requires many things that games are not doing. It requires crafted items to be as good or better than drops. It requires Housing (something many games seem to be getting away from) and it requires a crafting system that is highly customizable. You see the main reason to develop a relationship with the crafter in a game like SWG was because your skills were often such that you needed gear was custom made to fit them, and to add to that all of the clothing/armor was highly customizable for colors, so you could specify the exact colors you wanted items to be. My point is that in SWG the auction house system actually severed to deepen community ties rather than isolate the community. I think the problem is not the convenience, but rather that design of the convenience. |
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10/01/12 1:36:45 PM#33
Originally posted by gaeanprayer
I agree |
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10/01/12 1:42:36 PM#34
SWG was the best. On my server everyone knew if you wanted things made, you asked Sixx (Originally BrennenWear). I had it all, got it all and made nearly everything craftble. Customizing stuff for people kept me busier than anything in game as far as adventuring, I spent weeks, months never even needing or wanting to go kill stuff for exp. My shops were second to none, I miss it, its too bad we wont see this ever again. Crafting can be as good or better than any adventuring to some. I was one of those, i see the point of the OP but not sure I agree that AH killed the community. Lots in the post I do agree with, however. Also agree that WTS/B spam sux hehe
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10/01/12 1:43:02 PM#35
Originally posted by Kyleran Never understood that in L2. Ultima Online (and think SWG too) had unkillable NPC for rent that were placeable only near your house and they cared of sales. You also had limit of one NPC to not spam them obviously. That like it looked like when I was still playing. Obviously it was working all the time when you was afk and you could pay 'rent' for NPC for significant time ahead so you could even be afk for loooong time. + you could make it so it would buy items you listed as well for price you listed. So it was quite common that I was going to buy in example an armor from player shop of armorsmith I knew and I was selling him through his shop some weapon or resource he needed. Obviously that system can be also improved alot.
Never understood why L2 had so bad player shop system. |
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10/01/12 1:54:20 PM#36
One of the many thing I loved in SWG was driving around with my speeder from vendor to vendor and finding awesome stuff. |
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10/01/12 2:58:22 PM#37
Originally posted by Lazzaro
Maybe it's because I didn't play SWG but...that sounds like the most boring activity ever. (note: I also hate shopping IRL...) |
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10/01/12 3:33:26 PM#38
Originally posted by Psychow Very much so. In fact, i want a AH with good searching & pricing functions. D3 was slammed in the beginning because of the cumbersome AH interface. AH needs to be efficient, and let people find that sword they want fast.
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10/01/12 3:58:37 PM#39
I didn't mind the wheeling and dealing done in EQ, but when they put in the bazaar, it was greatly appreciated lol. I kind of liked the bazaar better than the auction house because there was still some negotiating that could go on. You had to stay logged in to show your wares. That helped sometimes if say 10 people had a superb item to sell, but all weren't on at the same time, it was a bit more interesting. Instead of always having 10 of the same item being undercut, values were kept higher since only 2 or 3 were being sold. Also since they had to be on, if they weren't afk, you could /tell them and work out a deal, maybe offer less, or some trades. When I was playing the progression server not long ago, before we got to the bazaar being put in, we /auction stuff and it worked ok, but so much smoother with bazaar and there was still interaction. Made quite a few deals after searching the bazaar. Also as said before, even older games with auction houses didn't hamper socialization in the community. It is moreso the style of gameplay that has come out. Even in current games I still see people peddling their wares, and if it is a good price, I'll buy. I do think people would be more likely to peddle their wares if crafting was actually useful. I remember in daoc, when buying armor, you really wanted to get that 99% quality, or if lucky 100% quality. People aren't just going to use the AH to see that since it took many tries to get that particular quality. Probably would see something like "Making full set master quality (100%) dragonscale armor PST. The AH would be good for those lesser quality items made of the 95-98% that people don't care if they don't maximize to the fullest. Then you have your spellcrafters that you need to add the stats the way you want them on each piece. Can't do that in AH, need to interact. Then your alchemist to add on effects, procs, some graphics (glowies). Games just need a reason to have people interact where not everything can be done on the AH, but overall, don't think it really kills communities. |
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10/01/12 4:04:18 PM#40
can u plz stop saying that the SWG and SWTOR and other similar games have AH? since the prices are fixed, arent AHs. Cuz simply they dont have auction ability |
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