


Sounds a little anti-crafter. Think about how to please both sides.
Can we not easily review current demand with the history check function we have now? It's 2 short clicks away when your putting an item up. How would you improve it?
A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016
I would like a query-able interface much like this site: http://www.ffxiah.com/, but supported in game, where I can take the data and perform trend analysis to determine which items I should invest in. Since you have to do a history check on each item, it is very tedious. By the time you catalog everything, your history will already be outdated. As is stands you can only really keep track of a limited amount of items. If we had access to a more robust tool, it would make buying and selling on the MB a different and more interesting beast.


could be as easy as requiring the cash to be on your retainers and having the purchase orders be set up through them. so if someone fills the order the funds are taken directly out of my retainers cash flow...The important detail is that you deposit the payment when you make the request. If the buyer cancels the request then they get their money back. The details are not that important. For example, there could be a restriction for a minimum listing time. Perhaps there's a penalty for canceling the request early.
If two crafters make the requested item then one of them will end up listing their item for sale just like they do today. At first this may seem like a problem created by allowing purchase requests, but it is actually not. Before this system is implemented, both of them are just making complete guesses about what to craft and hoping somebody will buy it for the price they set. The only difference is that with a system in place to buy items, they would know what somebody was willing to pay.
it kinda worked like that even in 1.0 you could tell you're retainers you wanted to buy an item and how much you wanted to pay for it and then anyone who had one for sale could either sell it to your retainer for that price or list it themselves for whatever price they wanted.
there's items i'd like to buy but are either incredibly rare or incredibly overpriced that they never sell to anyone



Thank you for expanding. We get a lot of "just make it better!" posts with no follow-up on how. I like this idea.I would like a query-able interface much like this site: http://www.ffxiah.com/, but supported in game, where I can take the data and perform trend analysis to determine which items I should invest in. Since you have to do a history check on each item, it is very tedious. By the time you catalog everything, your history will already be outdated. As is stands you can only really keep track of a limited amount of items. If we had access to a more robust tool, it would make buying and selling on the MB a different and more interesting beast.
Last edited by Zigabar; 07-08-2016 at 10:45 PM.
A mentor stole my house, slapped me across the face, and raised my ping from 15 to 30. Literally unplayable.
#GetSelliBack2016
What is your reasoning for thinking the in-game economy needs to be fixed?
I'm just curious as it's working for me as a seller.
The fact that the price of items is dependent basically only on the immediately available supply of the item. This reduces the efficiency of the market considerably for low supply items. Sellers could be selling more items at more consistent prices instead of undercutting eachother one gil at a time until somebody buys one of the items.
There are also problems with uncommon monster drops/crafting materials. Monster drops are sort of handed out to all players slowly but surely in dungeons or while questing so the supply exceeds demand. Start leveling a crafter though and you'll run through the currently available supply of materials because people vendor items which have reached their vendor price on the MB.

I'm curious to see this actually trialed... it is basically a commission system.



I loved the work order/contract system in EVE it worked similarly where you emptied a price out of pocket for an item, and others could list a price per unit, worked great I would like to see a bulletin board(not necessarilly the market board) have a classified ads sort of function where people can post want ads and price exchanges. or actually sell per unit instead of full stacks or else, as a sort of more expansive and intuitive way to handle the marketboard. I love the OP suggestion
EDIT: This isnt to suggest anti-crafter or fix anything to me i think would be best to make it a seperate board where crafters can SEE whats in demand and decide if they want to trade their works for what the requestors price is. If anything it adds more transparency to the economy when real badass crafters know whats definately in demand at the moment and can decide to make to instantly sell to, or to leave alone till the contractor adjusts properly.
Last edited by ADVSS; 07-26-2016 at 03:30 PM.
I like it. I don't think it's anti-crafter at all. In fact, it allows for crafters to see when there is any demand for older rare items. With the current system, there's likely little to no activity on crafted level 50 endgame armor (from various patches) and making some to sell is basically just guessing that someone might want it (based on the history that'll tell you how often it's sold in the past). It doesn't tell you why it sold when it did though. It might even be that those items sold quickly, but the supply has been very low for a long time. This would let you know that X number of people definitely want Y item and have already deposited Z gil to pay for it.
This could also allow for crafters to request the amount of an ingredient that they actually want, rather than buying 10 to get the 7 that they need, for example. People (crafters or not) are more likely to be engaged in the market if their items are 'already sold' upon listing them. You could still list items like it is now, but high demand items could essentially be sold to another player immediately for whatever the going rate is (assuming the player population adopted the system).
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