I tend to always look back as far as Diablo, and thank God for any kind of in game item search mechanic.
But meh people are never happy with what they have.
Last edited by Bled; 05-28-2011 at 07:23 PM.
Thanks! I keep trying to beat the drum on this, as I believe this one feature is a key foundational piece of the FF14 economy that is missing. It needn't be my proposal, of course ... I'm simply trying to point out one possible implementation and the reasoning behind it.
I think I've seen and contributed to all of those threads already, I think XD. My opinion at this point is that the gil sinks and item sinks (ala de-synthesis or making items into materia or whatever) should be a higher priority than redesigning the UI for the market system. My reasoning is that with the item and gil glut we have now, streamlining the UI won't have any significant effect, since there's such huge supply / demand imbalances.As far as the item version of money-in-money-out is concerned, that is a bit of a problem we have here in FF14. EVE Online deals with this problem fairly easily - everyone's stuff gets blown to smithereens so often, you're likely to buy a lot of replacements. Hardly anything is really permanent. Of course, in FF14, we can't just go around blowing everyone's gear up. That would be totally wrong.
Solipse had a comment about item worthlessness a long time ago.
If we had some kind of desynth option, or some way to consume items that no one wants, then that might help.
As for gilsinks, I and others have put in a lot of examples in the gil sinks thread
http://forum.square-enix.com/ffxiv/t...Curb-Inflation
However, the big unknown factor is just how much design / programming effort it would take on SE's side -- something I can only vaguely guess at, not knowing anything about the back-end architecture. So, it could very well be that a UI change would be a minimal effort -- however, it could just as easily be a monumental undertaking. Not really much more to say in that regard.
Thanks for posting those up -- they were good reads. One item I noted was not by the original author, but in the the comments:Oh, I forgot to mention that in the comments to that article, he links to 2 more articles he wrote about RMT:
http://www.gamasutra.com/blogs/Simon...ed_Economy.php
http://www.gamasutra.com/blogs/Simon...Your_Money.php
I haven't played EVE, so I can't testify to this, but from the little I know it seems correct. So, if we want to tout EVE as the basis on which to model an MMO economy, should not market localization stay in effect? That is, purchasing items through the search window and having them instantly delivered would be counter to that notion. The item search window tells you where to find an item (or where to sell it once the 'seek item' feature is fixed), but the game still requires SOMEONE to go there.Furthermore, EVE does not operate on a 'global' auction house. Items made in location X stay in location X, and cannot be moved unless someone physically moves them there. If you buy an item, it does not magically appear in a mailbox, you have to go get it. If you want it delivered, expect to pay someone to move it for you.
I know it's only a method of purchasing items from other users, but I think the idea of searching for an item you want and having to shop around in different areas, gives it that opportunity to travel and see what's out there kinda feeling.
Like I said I know it's only about purchasing items but it gives the crafter and traders there own involved world rather than simply putting an item up then someone buys.
It's not for everyone but I like a game that isn't just about bossin mobs and levelling up.
I've seen too many of those boring MMO's.
Having said that it's a good time to mention the fieldcraft work which is in depth where you have to actually work for your results rather than clicking a rock and then he mines it.
I'm going to be honest, I haven't read every single reply on this thread, it was a bit large by the time I came around. I'll read them later.
However, I wanted to post anyway because I want to be noticed too lol. I like the market wards, what they could do is just make it possible to buy straight from the search screen so that players don't have to walk into the actual wards and crash them with people everywhere. However, I also like the option of being able to walk into the wards if I so chose and just browse around like people used to do in Rolanberry in XI. In fact, I think the market wards are a pretty good combo of rolanberry bazaars and AH, it was a pretty cool idea. Just add a buy option from the search screen.
Also having to be next to a bazaar to buy something is annoying, especially when I see something at a camp and the person starts a leve and runs off @_@. I get that it's realistic, but it's one of those realisms that I feel is unnecessary.
Thanks for joining in the convo, even if you haven't been able to wade through the 45 pages of posts >.>'I'm going to be honest, I haven't read every single reply on this thread, it was a bit large by the time I came around. I'll read them later.
However, I wanted to post anyway because I want to be noticed too lol. I like the market wards, what they could do is just make it possible to buy straight from the search screen so that players don't have to walk into the actual wards and crash them with people everywhere. However, I also like the option of being able to walk into the wards if I so chose and just browse around like people used to do in Rolanberry in XI. In fact, I think the market wards are a pretty good combo of rolanberry bazaars and AH, it was a pretty cool idea. Just add a buy option from the search screen.
Also having to be next to a bazaar to buy something is annoying, especially when I see something at a camp and the person starts a leve and runs off @_@. I get that it's realistic, but it's one of those realisms that I feel is unnecessary.
I'm all for buying from the item search, as long as additional delivery charges are included. Even could have two options, to have the item delivered to your retainer, or to you personally.
Your last comment reminded me of a funny story. I was duoing wolves with someone up around Emerald Moss when we both DCed and died. So I log back in and am running north from the camp, and I get this /tell "STOP!". This guy had been looking for an item I was selling my my bazaar and I zoomed off before he could buy it, and had been chasing me for like three minutes. End of story: I stopped and went back and the transaction was made. Good times![]()
lol nice, yea I've had that happen but the person ported away completely and left me hangingThanks for joining in the convo, even if you haven't been able to wade through the 45 pages of posts >.>'
I'm all for buying from the item search, as long as additional delivery charges are included. Even could have two options, to have the item delivered to your retainer, or to you personally.
Your last comment reminded me of a funny story. I was duoing wolves with someone up around Emerald Moss when we both DCed and died. So I log back in and am running north from the camp, and I get this /tell "STOP!". This guy had been looking for an item I was selling my my bazaar and I zoomed off before he could buy it, and had been chasing me for like three minutes. End of story: I stopped and went back and the transaction was made. Good times
I hadn't even thought about delivering to my mule to my at all. I was just thinking of making the search screen BE the AH, you just press your item, buy it and it's on you. Not against having an option like you said though, it just hadn't occurred to me at all.
Which is why they made Abyssea right? Because it's not something the fans, the majority wanted? It's the same company with the general same development team. SE has proven they'll do what the fans wanted but most fans and players aren't realizing that they're working on the market wards system and they're both generally the same thing, MW only lacks certain features and it was even stated an AH won't SOLVE ANY PROBLEMS INSTANTLY LIKE PEOPLE STILL SEEM TO THINK.
My entire argument (and probably that of others as well) is that having to render the NPC shops incurs a large amount of overhead, forces the devs to limit the Market Wards in multiple ways, and requires much more effort to maintain and develop than a menu driven, NPC-less version. In essence, the devs put in more effort to get an inferior system.Which is why they made Abyssea right? Because it's not something the fans, the majority wanted? It's the same company with the general same development team. SE has proven they'll do what the fans wanted but most fans and players aren't realizing that they're working on the market wards system and they're both generally the same thing, MW only lacks certain features and it was even stated an AH won't SOLVE ANY PROBLEMS INSTANTLY LIKE PEOPLE STILL SEEM TO THINK.
This is correct if just for the rendering of NPCs. Especially with how awful this game runs. They are doing more work to achieve something similar but not as good as the easy way out.My entire argument (and probably that of others as well) is that having to render the NPC shops incurs a large amount of overhead, forces the devs to limit the Market Wards in multiple ways, and requires much more effort to maintain and develop than a menu driven, NPC-less version. In essence, the devs put in more effort to get an inferior system.
Innovation for the sake of innovation isn't innovative at all. It's just a waste of time.
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