Does anyone remember the great joy of doing NOTHING but sitting in East Commons Auctioning Gear, OOC'ing for teleportations, and arranging groups.
Any thoughts on a zone like this in Pantheon? not really disignated by the developers as a trade zone, but heavily agreed upon by the community to perform commerce, and general hangout?
I loved meeting new people, and learning new tricks this way.
Let me know your guys thoughts.
ltdabes said:Does anyone remember the great joy of doing NOTHING but sitting in East Commons Auctioning Gear, OOC'ing for teleportations, and arranging groups.
You and I have a far different definitiong of 'great joy'. While it was an interesting response by players to organically decide that such a spot was needed, it wasn't 'fun'.
I grew up on Erudin, so to have goods and evils one zone away was, just not part of the environemnt. Yes I coud take a boat to Qeynos, or get a higher level to escort me to Halas, but other than that, that was it. Would not even think of getting to felwithe untill I could get through highpass and then- wondered why the tunnel was so appealing to people. We adventured on that side of the world, and earned what we got. none of this sell spamming stuff. Look at all those peoplem hoiw come no one wants ot group! I cant even say anythying outloud- cannot even talk to anyone because of all that chatter. lol
This is emergent behavior, which is guaranteed to happen, yet almost impossible to predict. The developers will build the world how they see fit, and then the community will naturally figure out which areas are most convenient for hangout spots, as they see fit. It happens in pretty much every MMO. We won't be able to know for sure what zones will be considered the main meeting spots until the world is fully built and we can get a bunch of players in there. But people always find a way.
As far as the trading aspect goes, this is one of the most hotly debated topics in the game:
https://www.pantheonmmo.com/content/forums/topic/2594/death-to-the-auction-house
https://www.pantheonmmo.com/content/forums/topic/8500/selling-buying-auction-house-or-player-to-player
https://www.pantheonmmo.com/content/forums/topic/4005/my-vision-for-trading-in-pantheon
https://www.pantheonmmo.com/content/forums/topic/4083/trading-options-methods
https://www.pantheonmmo.com/content/forums/topic/6537/lack-of-global-trading-house-channel-thoughts
https://www.pantheonmmo.com/content/forums/topic/6118/am-i-the-only-one-disappointed-by-the-auction-house-news
personally, i would prefer player to player trading, no auto trading. true emmersion requires the player to be present in the transaction to feel it. plus i never liked the auction houses, where players just setup all week traders, and dont actually play there characters.
There are few things as brutally mind numbing as constantly reading chat spam watching for key words and occasionally contributing your own bit of spam to the flood. I personally have no interest in ever using an EC style trading zone and will rely on 3rd party websites if there are no in game auction houses or at the very least classified adds.
ltdabes said:personally, i would prefer player to player trading, no auto trading. true emmersion requires the player to be present in the transaction to feel it. plus i never liked the auction houses, where players just setup all week traders, and dont actually play there characters.
EQ1 just went from one extreme to the other. EC tunnel had, as others have said, you dealing with endless /ooc, /shout, etc ad nauseum in a zone where many players were trying to XP. If you wanted to sell, you had to be present to do it. Then later we got the bazaar which went the complete other direction. A specific zone only for trading, but you didn't even have to be there to play your wares.
The middle ground would be best for Pantheon. A separate zone, somewhere, that isn't an XP zone where people can sell, trade, whatever yet you do need to be there actively engaging in the process.
EQ2 had a system originally where you had to have your character logged in to sell on the market. You could be safely afk in your own house to do it, but you had to be logged in. As long as you interacted with the Market Board to set up your wares/prices, you had a selling session. Perhaps something like that could be utilized. A meet-in-the-middle. You're still only selling when you are active and online, but you could choose how you wanted to do it. Running around doing questing/grouping, sitting somewhere actively roleplaying, or afk in a tavern somewhere. When you logged off, your store closed.
Vandraad said:EQ1 just went from one extreme to the other. EC tunnel had, as others have said, you dealing with endless /ooc, /shout, etc ad nauseum in a zone where many players were trying to XP. If you wanted to sell, you had to be present to do it. Then later we got the bazaar which went the complete other direction. A specific zone only for trading, but you didn't even have to be there to play your wares.
Of course you had to be there. Your character had to be standing in the "market areas" (IE : not the hallways) to be able to turn on sell mode and appear in the search tool.
I assume you were meaning "you don't have to be actively playing" instead of "You could be doing something else ingame", but it sounded a bit too much like the second one.
what ever happened to people setting chat window filters? it was always easy for me to filter the spam out when i didnt want to see it.. i always had a seperate group/say/guild chat window, and a completely seperate auction/shout window.
im not saying i want the mess of auction spam in pantheon, im just saying i dont remember it being a huge problem.. actually the solutions to combat this chat spam, cause even bigger problems then they sovled
This only worked if everyone stuck to /auction people still liked to have /ooc or /shout open for related zone information. If i had no reason to be in EC other than to sell i would turn it all on. If i was passing through i would either ignore the screen spam or turn them off. If i was leveling a character i would /ignore those that broke the /auction barrier.
When there was too much spam it was hard to scroll back to find the seller of the item you saw. Link's helped cut a lot of spam, but the more sellers the harder it was to keep track of stuff. And by the time you got the /tell sent it was sold. And early days you couldn't resize your chat box so it was just so much fun.
wildenightwolf said:EQ2 had a system originally where you had to have your character logged in to sell on the market. You could be safely afk in your own house to do it, but you had to be logged in. As long as you interacted with the Market Board to set up your wares/prices, you had a selling session. Perhaps something like that could be utilized. A meet-in-the-middle. You're still only selling when you are active and online, but you could choose how you wanted to do it. Running around doing questing/grouping, sitting somewhere actively roleplaying, or afk in a tavern somewhere. When you logged off, your store closed.
I do not remember that!
They simplied the game so much. I remember a lot of changes with crafting with time, but not major changes with the market system.
i can feel the developers pain on this topic.. i support what ever they decide to do.
let the game be a game. if its auction houes i will learn new ways to make that work, if its player to player zone auctions, or something in between. Developing a system around this hot ticket item, is going to be a challenge.. but i will not let that be a make or break for me.
my only quam.. Dont allow people to pay REAL money for in game items or FAST tracking levels. Like eq did with Krono/store ) system. that will absolutly ruin any in game player based interactive trading system.
and absolutly dont allow anything to be instanced.. everyone gets there own zone.. when they want it.
Vaad said:At some point I think Brad had humored the idea (maybe just a thought) that there would be no global banking system and that each town may have an auctioning type system in place. I think this is an interesting idea.
I remember having many discussions when these forums first opened up about exactly that, Vaad. It is a design decision I really do hope they stick with and implement.
Find the nearest safe zones/areas next to a port city on each continent, those will be your central locations for trade. If there is a neutral continent that will be more popular. If new expansions release new continents those safe area's near the newest neutral city will be the new central location.
Vaad said:At some point I think Brad had humored the idea (maybe just a thought) that there would be no global banking system and that each town may have an auctioning type system in place. I think this is an interesting idea.
well.. i like this idea alot, lets see what suprizes they have for us..
Would be cool to place items for sale with the local markets, npcs in a town, for other players to buy from. Would drive reason to get resources and other things the town and players needs.
Ithaca said:wildenightwolf said:EQ2 had a system originally where you had to have your character logged in to sell on the market. You could be safely afk in your own house to do it, but you had to be logged in. As long as you interacted with the Market Board to set up your wares/prices, you had a selling session. Perhaps something like that could be utilized. A meet-in-the-middle. You're still only selling when you are active and online, but you could choose how you wanted to do it. Running around doing questing/grouping, sitting somewhere actively roleplaying, or afk in a tavern somewhere. When you logged off, your store closed.
I do not remember that!
They simplied the game so much. I remember a lot of changes with crafting with time, but not major changes with the market system.
Totally real! I promise. They did away with it shortly after the whole "communicable disease/Vampires in Nektulos" content was released. If you remember that world event. Healers would run around and cure disease off random PC's because the debuff became nasty and very infectious. And then not long after that, revamped crafting to be non-interdependent.
MauvaisOeil said:I assume you were meaning "you don't have to be actively playing" instead of "You could be doing something else ingame", but it sounded a bit too much like the second one.
Yes, sorry, I should have been more clear. I did mean that you, the person, did not need to be actually sitting at your computer actively engaged in trading. It was an AFK process and I really dislike AFK processes.