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  1. #1
    Player
    Enthy's Avatar
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    Buy/Sell/Trade System

    Below is walk-through of a Buy/Sell/Trade system I'd like to see in FFXIV.

    As a Buyer I'd like to...

    1: Be able to run up to a Buy/Sell/Trade counter that is universal within my server (Gridania, Ul'dah, Limsa Lominsa, Ishguard, City X, City Y, City Z, combined on the server I reside on)

    2: That is Conveniently placed (scattered through-out the cities. Maybe 20 counters or so per city that are about 50 yalms or so apart to prevent people from clustering in one area of the cities.)

    3: Be able to navigate an organized Buy/Sell/Trade menu (Armor fitters, Lower Tailors Row, Middle Tailors Row, Upper Tailors Row, and Jewelers Row's "Crown" and "Eye wear" Should be combined into a "Gear/Armor" category with the sub categories head,body,hands,wrist,waist,legs,feet) The rest of the current menu organization is fine (tanners section, woodcutters section, etc.)

    4: See the exact price of "item X" and be able to buy multiples of "item X" for "visible price" without bidding on each item or cycling through the Buy/Sell/Trade menu repeatedly for each item.

    5: Obtain the item i just purchased in my inventory immediately.

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    As a Seller I'd like to...

    6: 1,2, and 3.

    7: Be able to look up the price history of items i wish to sell via in-game Buy/Sell/trade menu (rather than look it up on YellowGremlin web site etc.)and see the exact price of other peoples posted items.

    8: Be able to place a decent amount of items to sell, both single and stacked.

    9: Have the items I wish to sell posted for a decent amount of time (48 real life hours or whatever SE sees fit)

    10: receive the gil from my sold items upon visiting a Buy/Sell/Trade counter.

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    Things in red...

    The things I wrote in red could cause problems.

    With everyones asking price visible, undercutting other people becomes very easy.

    Without price-visibility, people are forced to spend time guessing the price causing time consuming repeated bidding.
    Also without price-visibility, I don't see how I could buy multiple amounts of ore or logs etc. without having to bid on each item. I think that would leave me with no choice but to buy a full stack for a set amount.

    Feel Free to post your ideas about anything in this post. ^^


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    As a Trader I'd like to...

    11: 1,2, and 3.

    12: See Listings of what people want and what they are willing to trade to get it.
    For Example:
    Jane Doe wants a "Joker Hat".
    Jane Doe Goes to the Buy/Sell/Trade counter.
    Jane doe navigates the menu as such; "gear/armor" --> "head" --> "people looking to trade head gear" --> (listing of people that want to trade their head gear)

    Jane Doe finds the section of people trying to trade their "Joker Hats".

    "Joker Hat" for "Black Boots" and 30,000gil
    "Joker Hat" for "Gold helm"
    "Joker hat" for "Glitter Coatee"

    Jane Doe has a "glitter Coattee" she is willing to trade for a "Joker hat".
    Jane Doe makes trade.

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    Retainer Bazzars...

    I do like the idea of having a bazzar mule but i don't think our main Buy/Sell/Trade system should be set up the way it is at the moment.
    I'd say combine all market wards and increase capacity (to get rid of zoning).
    Increase Bazzar size (maybe to full inventory).
    Allow only one retainer to bazzar at a time (to prevent retainer cluttering).
    Keep the item search feature.

    I know theres flaws in this section of my post, feel free to comment.

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    RMT...

    Unfortunately, the more convenient and functional a Buy/Sell/Trade system is, the more RMT thrive. I suggest that when it comes time for a "grand accomplishment" or something the equivalent of FFXI's Relic weapons, SE should makes accomplishing the qest require battles, guild marks, missions, and other things that do not require gil rather than a shopping frenzy that requires gil to obtain the items needed for a relic or whatever SE can think of for a "grand accomplishment".

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    That's about all i can think of at the moment. Again, feel free to comment, agree, disagree, or point out flaws.

    Thank You for reading~ ^ w ^)v

    P.S. i don't know what dev tab to slap on this. lol
    (2)
    Last edited by Enthy; 04-26-2011 at 07:38 AM.

  2. #2
    Player
    Enthy's Avatar
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    Also, it would be nice if other people posted walk-throughs of their ideal buy/sell/trade system~!
    (1)

  3. #3
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    just read this topic. It has plenty of ideas spewing from it on a daily basis. many people have posted ideas.
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  4. #4
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    As for this idea...yes the red points are pretty controversial. Most of its seems like your basic MMO market but ATM XIV market and MW could use a little fix up.
    - Most of it seems like a legit idea but 100 bazaar space? That is a little to much.
    - Trade system I could dig for sure. Adds another layer or opportunity to do transactions which is a big part of MMO's.
    - Price history I disagree on. Angrynixon nailed it on the nose in another thread.
    - One retainer bazaar, I disagree on because I like to have retainer in one ward selling some good and the other retainer in another ward to sell those goods (just because of the way MW is organized into categories) but with the search function added it somewhat eliminates the MW categories. They should just rename the Wards to normal names and all wards act the same. No categories. Searching would be done via text box where you can type in words or players can use a menu search (similar to how it is now).
    (0)

  5. #5
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    Karari's Avatar
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    I'm from America where we believe in free trade, so what I'm about to propose may be considered crazy by others.

    Why not trust the economy into the hands of an NPC? You have market wards that each contain items in their proper places sold by NPCs. In reality, these are items that are there from PCs.

    Now, there is also a seller's counter. You can sell any item to the NPC behind the seller's counter and get the gil RIGHT AWAY. The NPC buys it from you, then tries to sell it in the market wards (for roughly a 10% increase). Through this, SE can regulate prices in the economy. More so, they can apply a supply and demand formula. Too many wildfowl feathers? Price goes down. Iron Ingots selling like hotcakes? Price goes up. If price goes down too much, you can always vendor the item.

    So what about items that are with a lot? This is where the unique tag comes in. Instead of being sold to an NPC, there will be another NPC that will put these to auction for a price the player specifies. Only unique items can be sold on an Auction House. This is a REAL auction house that you can walk into. Auctions are held on the hour every hour (and a list of items for auction will be posted outside the auction house with the starting bid). Before an auction starts, you can silent bid on an item (which in turn will raise the starting price on the list). If an item receives less than 7 silent bids when the auction starts, the item is immediately sold and can be picked up from an NPC. If it has 0 silent bids, or 7 or more silent bids, then the item goes to auction. Items with the most silent bids debut first. Items last on an auction house for 48 hours before being removed. An auctioneer fee is paid if an item is sold.

    Pros:
    -No more search for retainers, simply walk through a lively market place and speak to an NPC. Purchase the item and you are good to go.
    -RMT cannot control the market.
    -Every craftable item will be on the market. Because when that item is not on the market (no matter how well it sells), it is always profitable to buy the materials off the market and then sell it to the NPC to list it on the market. The return is instant and it always nets profit. Theoretically, a player should then always be able to find an item in the market wards, given that the materials are always on the market wards.

    Cons
    -If you make your money by finding deals or buying out and raising prices, then you lose your money maker.
    These ideas combat RMT as RMT will not be able to control prices (after all, they are controlled by SE).
    (0)

  6. #6
    Player
    Karari's Avatar
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    Now that I got my idea out, I really like your idea of Trading.

    And sorry for the double post lol.
    (0)

  7. #7
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    Quote Originally Posted by Smokie23 View Post
    - One retainer bazaar, I disagree on because I like to have retainer in one ward selling some good and the other retainer in another ward to sell those goods (just because of the way MW is organized into categories) but with the search function added it somewhat eliminates the MW categories. They should just rename the Wards to normal names and all wards act the same. No categories. Searching would be done via text box where you can type in words or players can use a menu search (similar to how it is now).
    As it is now, yes you need more than one bazzar retainer. But in my OP i suggested they merg all wards into one to get rid of zoning. I don't understand why we have separate wards, we have 1 zone per region. I think SE could make a ward hold mass amounts of retainers if they wanted. But it still wouldn't be as good as a market or buy/sell/trade counter in my opinion.
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  8. #8
    Player
    Enthy's Avatar
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    Quote Originally Posted by Karari View Post
    Now, there is also a seller's counter. You can sell any item to the NPC behind the seller's counter and get the gil RIGHT AWAY. The NPC buys it from you, then tries to sell it in the market wards (for roughly a 10% increase). Through this, SE can regulate prices in the economy. More so, they can apply a supply and demand formula. Too many wildfowl feathers? Price goes down. Iron Ingots selling like hotcakes? Price goes up. If price goes down too much, you can always vendor the item.
    I like this idea. they just need to make NPCing stuff worth while at start up of the system.

    As for the auction, I wouldn't like to wait for specific times to shop. If I win good. If I lose I get a feeling of time wasted. Which would probably make me seek the items on auction directly by gathering mats and finding a crafter to make it or doing the content in the game that rewards such items. Not a bad thing that it might encourage you to seek your own stuff, just different. q(. _ ')p lol
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  9. #9
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    I thought I remember reading somewhere that SE is trying to put the market in the players hands...not one controlled by SE prices. Could be wrong though.
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