~*~ Market Ward Revamp Blueprint ~*~
Like many others, I’ve been rather frustrated by the amount of back and forth that we see by the pro-Market Ward and pro-Auction House advocates here on the forums. The market wards obviously have some (correctable)flaws in their current state, but many wish to see them abolished and a WoW/Aion or FFXI-style AH added in their place.
I think we can do better than that, so here is my proposal for a revamp to the current Market Ward system that will hopefully make all parties involved happy. I know you’re probably thinking “By the Twelve, not another thread on MWs versus AH.” I mirror that sentiment, actually. But I hope this can be a thread that offers solutions, instead of back and forth bickering on the nature of each system.
I realize that this looks like a massive wall of text, but I promise that I have been as concise as I possibly can while trying to create a full blueprint to revamp the system. Please take the time to read it in its entirety if you can, as I feel the system as proposed here has quite a bit of potential.
I. Market Ward Structure
There are three primary problems with the current market ward structure.
The first is and largest is that due to the progression of the game’s storyline, everyone inevitably ends up in Ul’dah. In addition, many of the best leves for many classes are found in Ul’dah. Because of this, the Ul’dan wards are packed to capacity while the Gridanian and Limsan wards are virtually ghost towns.
The second is that due to the way the game has structured the market wards, the stalls are mostly empty, while people must wade through a literal sea of retainers to find the one you want.
Third, due to the aforementioned issues, the wards crash frequently. This is an aggravation to both buyers and sellers.
For those unfamiliar with what I mean by sharding, it essentially means a new, clean copy of the instance is spawned in addition to the original. For example:Solution:
1. Retainer Stall Mandate: No retainers are allowed on the market ward floor; all retainers must be stationed in a stall. To facilitate this, the stall leasing fee will be removed, and the lease duration increased to 48 hours (based on when it was leased, not server time like leves)
Optional: The stall lease is not renewable – this is to prevent ‘stall squatting.’ Optional because I’m not sure if this is needed when combined with the additional changes listed below.
2. Ward Sharding: To facilitate the changes in part one, two structural changes must be made.
First, to allow for the increased usage of stalls, the current ward layout will be increased threefold in size for a total of 30 stalls per ward. The resulting layout would be something like this:
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The above placement would have five retainers in stalls at each bracket. Just imagine three of the current ward layouts side by side, connected by a tunnel at the north doors, south doors, and center.
Second, new shards will spawn for more retainers as follows: once a ward type at a given city-state fills to capacity, a new shard will not be created until the other two wards are both at least 70% full (this is inclusive of all shards). When a given shard is full, its name will be highlighted in red.
Tinkerer’s Ward I
Tinkerer’s Ward II
Tinkerer’s Ward III
Tinkerer’s Ward IV
<More added as needed according to the system outlined above>
Part 1 should help with the crashing problem market wards currently face (which is thought to be due to the sheer number of retainers being placed in a single ward), while at the same time making the retainers easier to navigate .Part 2 will serve a dual purpose of allowing multiple instances of each ward and promoting the usage of market wards other than Ul’dah.
I generally see at max around 80-90 retainers in a ward, so as the retainer population spreads out we’ll likely see no more than 2-3 shards of a given ward with the current population.
II. Market Ward Finances
Now that we’ve discussed structural concerns, I’ll move on to economic changes to the wards. The system as is very bland, and there’s no incentive to selling or buying anywhere other than Ul’dah at this point in time. Here is my proposal to change that (in addition to the Market Ward Structure solution).
For example, let’s take Gridania. Gridanian guilds include the Botanist’s Guild, the Leatherworker’s Guild, and the Conjurer’s Guild. Therefore, items including lumber, feathers, leather equipment, staves/wands, bows/arrows and more would require only a 5% tax to sell at their wards. Meanwhile, items such as cloth armor, jewelry, arms/armor, and fish would all require a 20% fee to sell at Gridania.Solution:
1. Tax Incentives: This system builds directly on the guild system already in place. In simple terms, each ward grants incentives for specific wares based on which city-state it is located in. These incentives are based on which guilds call that specific city-state home.
A flat rate of 20% is levied on goods not sponsored by a guild for that city-state, while guild-sponsored goods only require a 5% tax for their sale.
Optional: If we wanted to make our starting city-states have slightly more impact, we could have them lower the base tax from 20% to 16-18%. This is optional because I feel the overall impact would be negligible.
Note that guild incentives apply to only DoH/DoL guilds, as DoW/DoM incentives would cause significant overlap. Therefore, even though the conjurer’s guild is located in Gridania, you would need to go to Ul’dah (where the weaver’s guild is located) for cloth armor/clothing, while you could still sell wands/staves at the reduced rate in Gridania due to the presence of the carpenter’s guild.
The purpose of this is to add further incentive to buy/sell in places other than Ul’dah by giving explicit incentive to do so. When combined with the structural changes, buyers and sellers will be more likely to migrate to Gridania for their lumber, Limsa for their heavy armors, Ul’dah for their jewelry, etc.
III. Market Ward UI
With so many changes, obviously some UI elements will need to be changed in order to facilitate the new system.
------------Solution:
1. Retainer Accessibility: Retainers are summonable regardless of whether or not they are currently occupied at market stalls.
2. Retainer Proliferation: An additional retainer bell will be installed in each city-state.
3a. Product Placement - 1: When selecting items to sell in your bazaar, those items that can be sold in this city-state at the reduced rate are highlighted in cyan.
3b. Product Placement - 2: When selecting items to sell in your bazaar, a second window showing the current prices for that particular item in your current city-state will be displayed as you select the price. This applies to both sales and repair requests.
3b. Product Searching: In addition to the current item category browsing, a fully functional search feature will be implemented. Search queries are sorted by price.
3c. Product Purchasing : When you select an item from either a search or a category listing, you are given three options: [Visit], [Deliver], and [Cancel].
[Visit]:The visit option teleports you to that ward, directly in front of that retainer’s stall with a star. You may then open the retainer’s bazaar and purchase the item. There is no additional fee for this purchase.
[Deliver]: The deliver option deposits the item from this retainer directly into your inventory. However, there is a 25% fee for use of this service.
[Cancel]: This option cancels the purchase.
4. Repair Promotion: A new search feature, [Repair Service] is available from the main ward menu. This option shows all the requested repairs in this city-state’s ward that you have sufficient rank to complete. Those repairs for which you have both the sufficient rank and sufficient materials to complete will be highlighted in cyan.
Optional: A portion of the proceeds for a delivery could be given directly to the retainer’s owner. However, I’m unsure as to whether or not this could be abused in some manner.
Well, there you have it. I’m fairly certain this both corrects the current problems with the wards, and also adds missing functionality found in other systems that many have requested. However, there’s always room for improvement, so feel free to leave constructive responses below. Also, if you support this initiative, please /like it! With enough support from the players, perhaps SE will implement some of its ideas, which would be wonderful. Thank you for reading!