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Auction House, Trade Center, Vendor Market

Would you like to have system like this in Outlands?


  • Total voters
    8
#1
Trading and Player Vendors are great. But as most of ultima players knows, you have to have a good spot to profit from vendors. This limitation is not a problem for small or medium scaled servers but here in outlands we have around 1500-2000 online counts and only player vendors are near moongates. As percantage how many player profits from these? And is it fair for everyone to not having a chance to place a vendor in these profitable locations?

I'm NOT suggesting a trade menu like you know from world of warcraft. That would eliminate the profitable lands around moongates and upset players who owns vendors in those areas.

I'm simply suggesting craigslist for ultima online. A system for people to find locations of vendors to buy the items they're interested.

Lets assume you're the buyer. In current system, people usually cycle the moongates and look for nearby vendors, going through backpacks one by one. Since most vendor houses are small and a lot of vendors are available in them, its chaotic, names are overlapping, hard to find specific items, its also and outdated method.

Lets say you can reach a list of orders by towncriers maybe. In these lists you'll see almost exactly what you see in vendor backpacks. An item, its description name and its price. If you're interested in buying it, the system won't let you buy it from the menu itself, it will show you the location of that vendor who sells that item.

The system im suggesting is not much different from available trade channel in the discord app. Its just an automated version of it.

PROS:
- Automated trade system.
- Price gaps for same items won't be so much different from each other.
- More controllable economic statistics can be gathered, thus adjustments can be made faster.

CONS:
- Possible land value loss around moongates. But not so dramatically I assume.
- Current economic balance change.
- Possible price drops caused by price competitions.

Its not a small change nor an easy one to implement. Economical balance is a delicate subject in ultima online but I believe this system will allow more players to be able to have a chance to sell goods. It will also provide very valuable informations for admins to see which items are on demand and which are not.

In the long run, I believe a system like this would be more logical and useful than the current untouched and outdated system.

I'm sorry about my sloppy english, not my native language.

There's a poll on top of the thread, feel free to vote your idea on the subject.
 
#3
I think prices are already eroded so far on consumables, that it's not worth it for the budding alchemist to even level their character, an auction house would erode those prices even further.. Even the suggestion above would remove the benefit that players worked hard for to gain on a new server. Prime commercial real estate, crafts that took a lot of time/resources to invest in. There should be a price for convenience of shopping locations. Auction houses destroy any viable margin on consumables, and destroy the vendor/customer relationships that people build in and out of the game.

And I disagree that moongates are the only vendors, check the edges of every town, every dungeon, there are always houses near places of high traffic (go figure). Some are better locations than others, some can ask for higher prices than others. I can tell you, on a keg that costs 2.3k (cure/heal/str/agi) , and 5 min of my time to make, I would like to think I could make 1.7k profit, being right at a moongate - btw that's only 20k an hour for those keeping track.. Unfortunately at those prices currently, I'm selling 1-2 kegs a day, some days I get home from work and I've sold nothing. Like I said, prices have already eroded on consumables due to competition, population, and lack of disposable gold (for the majority), to the point where people are selling those kegs for 3.3k and making 1k profit, trying to recoup the 500k they put into their alchemy trade.

We already have a discord where we can search for items required, we don't need a simpler way in game as well, the system currently works. All we're doing is screwing over those who want to play as a crafter, as it'll only erode prices further and further..
 
#5
There is an infinite option we can have, in an old server i played there was an auction house linked between game and website so you can even play on market while on mobile/work ecc

The point is what we want, a code driven server or users driven server, auction house will destroy every mall as in game poker will destroy any users casino, depends of what we want.
 
#6
its profit that can be done full afk.
As can your hunting/farming... I'm not sure what the point of your statement is?

But since we are on the topic of things that erode markets, 10% of people who are crafting, are also eroding prices on the market. Unpopular opinion I'm sure, but I'd like to see captchas on crafting to help eliminate some of the full automation some people have developed for their crafting, at least make them have to check in.

Regardless, suggestions of auction houses, and other ways to streamline purchasing the better prices, will just serve to destroy the crafting economy even further.
 
#7
An auction house would erode those prices even further.. Even the suggestion above would remove the benefit that players worked hard for to gain on a new server.
I'd say prices will get close to each other, profits may drop but you'd have to craft more to gain more which is much more logical. And since there are no cooldowns on crafting, you can craft as much as you want. In wow, people still profit with instant purchase auction house available even there's cooldown on certain craftables.

Prime commercial real estate. There should be a price for convenience of shopping locations. Auction houses destroy any viable margin on consumables
With the system I'm suggesting, commercial real estate will not disappear. Values may drop but definetly won't disappear.

will destroy the vendor/customer relationships that people build in and out of the game.
I strongly disagree. On the contrary, people will travel long distances to buy an item. People still can advertise their customs in any platform.

And I disagree that moongates are the only vendors, check the edges of every town, every dungeon, there are always houses near places of high traffic (go figure).
There are 2000 online accounts. I'm not sure how many individuals but lets just generously divide it to 50%. How many of 1000 players have houses, vendors in those profitable locations? The player numbers will not drop. Its been only 1 month and population is booming. I'm only 1 week late to start to play and my chance to get a good spot to compete is so low I can't imagine what will new players do. Its not free market. Its who gets first market. And its permanent.

Unfortunately at those prices currently, I'm selling 1-2 kegs a day, some days I get home from work and I've sold nothing.
This is my point exactly. Your house can profit, lets say by your given statistics 1 keg per day. And lets assume I'm a new player and just mastered my alchemy. How am I supposed to compete with your sellings? It doesn't seem fair. I understand that you have a fairly good spot but this is not fair for everyone.

Thank you for your input.

There is an infinite option we can have, in an old server i played there was an auction house linked between game and website so you can even play on market while on mobile/work ecc

The point is what we want, a code driven server or users driven server, auction house will destroy every mall as in game poker will destroy any users casino, depends of what we want.
An instant buy auction house would destroy land values and demolish the vendor profits people worked so hard for. I assume they raced with each other to place a house in a good spot.
 
#8
I think back to when I played on Lake Superior. There was a guild that would run an in game auction on Friday nights. You would register your items during the week on a website and they would auction off that weekend. You would show up and hand the item to a player with a book listing your start price, get a rune with a number. an identical rune with the same number would be placed in the bag and if the item sold, the buyer of the item paid with a check which the auctioneer placed in the bag which contained the item. Buyer gets item, hes off and happy. The auctioneer guild then sold the bag with the matching rune to the person who posted the auction for 10% of sales to keep the auctioneer guild going. It took a team of guildies to pull it off using in game books for registers and etc. It was always a fun event and I made some great gold doing it because folks would get carried away bidding on things with each other.

This is what I would rather see than any in game gump to make buying/selling easier.