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Auction House, Trade Center, Vendor Market

Would you like to have system like this in Outlands?


  • Total voters
    14

pala

Neophyte
#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a lot of vendors are available in them, its chaotic, names are overlapping, hard to find specific items, its also and outdated method.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.
 

pala

Neophyte
#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.
 
#9
I loved the website UO Auctions. Everyone wants the most money for the items they are selling. Games like SWG and SWTOR had great systems in place where you could list your item as an auction from a terminal. Every player in the game had access to this system unlike a vendor shop. If you are lucky to have one near an active location then you get nice traffic. Still you have to guess at the price and hope you got the best deal. An ingame automated auction system gives you a better chance of getting the most for your item. It's fair to both buyer and seller. These systems had a fee for listing which is fair also. Vendor shops still have their function because you are not going to sell low ticket items in an auction because it is not cost effective and for myself is a waste of time when dealing with low priced items. Only high ticket items do well in an auction system. Ingame auctions run by players are tedious, laggy and just not fun. I used to attend several when playing on Great Lakes. There were also technical issues being that when a large number of people were in a confined area ingame chat would become wonky. I'd personally like to see some kind of system developed for high end auctions.
 

Owyn

Administrator
Staff member
#10
We have an Automated Auction House in the works. It isn't a priority, but is on the docket. More details to come in the future.
 
#14
I don't want to get into the land value argument, but I just wanted to point out that a huge amount of work went into the cities maps but they don't feel like there's life in it.
I don't necessarily want to propose any kind of action... but it just makes me sad.

Right now I could ride on the streets of this amazing walled cities and pass multiple amazing armor and weapon shops... and know that they are either barely needed (the closest to the bank) or totally redundant (the ones that sell the same items as others) because in the end they only sell npc vendor items. If I actually wanted to buy something useful I would have to go out of town and click on every ridiculously dyed, half dressed vendor stacked in and out of player homes at random.

No hard feelings toward the owners of the vendors, absolutely none.

It just makes me sad.
 
#15
What I would love to see is the ability to rent the town npc vendors and have them list your items in their menu. They would only list the items they would normally sell (i.e. can't list potion kegs on the blacksmith vendor). They would still function the same but would have the extra option of Player Vendor Buy command to open up that gump.

This would keep odd items like skill scrolls or rares on vendors outside of town (which would still be able to sell anything they'd like and the prime real estate would still be very valuable).

Put a limit on how many players can list items on the town vendors so that you'd have to go around the entire city to check all the vendors and not just the ones closest to the bank.

Probably too much code to implement but just spitballing.
 
#16
I've always gone back to wanting to see the current vendoring system, but inside these beautifully made towns. Let players sink gold into raffles, receiving a vendor slot for 1 month as a reward, they hire their vendor, could be 30 of them in the town square, and it becomes a trade market in town for people to go to.

That said, I'm more than fine with player run vendor shops all around moongates, and the outskirts of towns.. For me there is a ton of appeal in wandering around and shopping at various vendor shops, finding one that I enjoy shopping at, that is stocked well, often I'll run into the vendor owners where I'll regularly shop, and come to know them. In these cases I don't even mind paying more, I'd rather know where my money is going, who's profiting off of it, where auction house style tends to come with a ton of anonymity, I don't like that, I don't feel it's social in anyway. I also regularly run into other people shopping and ask them where I can find things I'm looking for. There is a social experience in all of it, in the current set up, if people look for it..
 
#17
I like the automated systems but I don't want to spend hours trying to find the items I want to buy. There comes a point when reality does not meet game play. I'd even be happy with the SWG system where the automated terminals were linked to all the vendors. That system adds and auction style to the game but also keeps vendors viable. Yea it will diminish shop location values but really your location already has value being close to cities where people will still provide foot traffic. Put a small charge on the automated system where actually going to the shop is a bit cheaper. However it goes I still give automated systems a big thumbs up.
 
#18
The enhanced client on osi has a nice "vendor search" feature. It helps you travel the world a bit for gear. Probably system intense until everything is indexed
 
#20
Auction Vendor Contract is the way to go. No need to make it big items only.



maybe only allow 1-3 items per Vendor contract to be auctioned at a time. And even go as far as only allowing that Auction vendor Contract to be placed in select houses, or have it cost a lot to purchase and have it be time limited its self. (Meaning you'd have to re-buy the Auction Vendor Contract after some time or even after a select number of Auctions have been completed.)



Or even Account limited. (Account can only auction 3 items per week)