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Selling your junk...Follow

#1 Feb 16 2005 at 11:49 PM Rating: Decent
Ok I really hate how they made selling stuff in this gam so horrible. You have to set your character up in his room all night and wait for your stuff to sell? It has to be the dumbest idea ever made. They did the same thing in EQ1 with the bazaar. They need ot use FFXI's idea and make it where you can sell about 8 items at one time and have them set up on the market while you are out adventuring or whatever. I normally have to set my character up over night and that gets ruined pretty much every time because either i loose my connection or the server restarts (well you cant prevent that really).

Who else thinks this needs work?
#2 Feb 17 2005 at 2:59 AM Rating: Decent
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I find it annoying that EQ2 has a patch EVERY SINGLE MORNING. Every morning I log on and see the connection lost screen.

I think selling is actually worse on eq2 then on eq1. At least on eq1 you had shared money bank, and a room full of 100's of people to chat with in /ooc. The only possitive thing I will say about SWG was its selling system, it was really simple.

I can understand eq2 not letting people just submit it to a market and go adventure, but they could at least let you set your trader up while you are off-line. HEck even if they made it a requirement that when your trader went on-line you was off-line. My friend is a 56ker and has a horrible time trying to sell.
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#3 Feb 17 2005 at 5:34 AM Rating: Decent
Paul "Frizznik" Carrico, the Senior Tradeskills Game Designer had this to say on the official forums:
Quote:
Up Ahead
Some things that I wanted you to know that we are planning at looking into are:

The ability to sell items online without having to remain in your house.
#4 Feb 17 2005 at 8:24 AM Rating: Decent
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Quote:
Ok I really hate how they made selling stuff in this gam so horrible. You have to set your character up in his room all night and wait for your stuff to sell?


Welcome to the world of EverQuest. I like it this way, as do others. There are those that don't, and I don't blame them.

The thing I like about it, is that the market isn't constantly overloaded with crap, price hiking, or massive undercutting. Granted, that stuff DOES still happen, but eventually people will log off (intentionally or by crash/disconnect/server reset). The market, the way it is, lets merchandise, and different seller types with different pricing filter through the market.

There are peak selling times, and peak buying times. I like it.
#5 Feb 17 2005 at 11:51 AM Rating: Decent

Most of the crafting complaints level 20+ centered around the fact that they can't ever find the subcomponents to craft, and when someone did list them it was at hugely inflated prices.

Many people argued it was a direct fault of the bulletin board selling system - you can't craft/adventure and be selling stuff. SOE disagreed and decided to hack up the interdependency system and totally overhaul tradeskills...

I think with offline / out of house selling in place there would have been alot more sub-components on the market, and they would have been undercut/overloaded to the point that the pricing was relatively fair.
#6 Feb 17 2005 at 2:00 PM Rating: Decent
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Id love to be making Chainmail armor (tier2) but people are asking upwards of 1 gold for a burlap pattern!! The armor itself is selling for 30 to 60 silver, so who in there right mind would pay 1 gold for a burlap pattern? The cheapest I have ever seen a burlap pattern is 50 silver.

So I for one will be very happy when I can make my own burlap patterns. I really think alot of people brought on the tradeskill change themselves. I have seen people asking several silvers for tier 2 washes and such, and I know they are getting tuber strands for about 10 copper each and making 4 of those at a time. I also know it doesn't take a huge amount of devotion to get yourself high enough to make tier 2 washs and such. Every once in awhile you get people asking 50 and 60 copper, which ehh I will pay. I have seen them as low as 30 copper each though.

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#7 Feb 17 2005 at 11:00 PM Rating: Decent
If we could just give our stuff to a npc or put it in a special spot in the bank to be sold while be kill stuff, it woul be great. I don't really feel like selling stuff online or whatever like you said earlier. It just seems like a hassel to have to sell your stuff out of the game.
#8 Feb 17 2005 at 11:06 PM Rating: Decent
Oh and yeah your right it would overload, but this could be fixed. Instead of having each thing selling seperate everything should be placed in one colum...Lets say they are selling...adept1 feign death. 7 people are slling it at the same time (as if) and all at different prices and they are lower and higher than each others. They are placed in a certain section and depending how low or high someone bids for it, that person will sell their feign death. That would solve crowding or the list.
#9 Feb 19 2005 at 8:00 AM Rating: Decent
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iostorms wrote:

I think with offline / out of house selling in place there would have been alot more sub-components on the market, and they would have been undercut/overloaded to the point that the pricing was relatively fair.


Yes, but fair for WHOM? It's certainly not fair to the crafter who spends hours making the subcombines to place his merchandise on the market at a reasonable price, only to find some idiot selling somethng that is worth 2sp for 15cp in massive quantities.

You ultimately wind up with massive deflation and no incentive to craft. This actually makes the original action unfair to the *buyer* as well, only indirectly.

Every time I place an App IV spell on the market, it's priced initially at 95sp (on Mistmoore). On our server, that is a reasonable price for an App IV spell in Qeynos, and I routinely sell out every night. It never fails... Every couple of nights I get a tell from someone who really wants a spell, asking me if I'll knock the price down to about 20sp so they can afford it. Just as I'm about to oblige (hell, I'm a nice guy, and I really like helping people out when I get the chance, as long as it doesn't put me completely out of business...otherwise, what's the point, right?) Anyway...just as I'm about to oblige the person and ask them to come to my house so I can pull the spell off the market for them, they put their foot in their mouth by "bolstering" their case with something like "...because I know it only costs you X coin to make".

BZZZZT! Wrong answer, but thank you for playing :) Come back when you have 95sp :) I don't SAY that to the person because I like to be polite. But I *sure am* thinking it. Why? Because that ONLY takes into account the cost of the materials! It doesn't take into account the fact that I spent 2 hours running around Peat Bog and Oakmyst Forest looking for Rough Malechite or Lead Clusters, and after all that time only have 6 to show for it on a given night. It doesn't take into account the fact that in order to guarantee my spells are "App IV" and not "App III", I have to refine my own Isonoid, a process which adds even MORE time to the crafting process. And it doesn't take into account that in order to make 20 spells to put onto the market at one time, I had to spend 3 hours in the crafting process (quite often that is all the time I have to play on a given day), ASIDE from the time I had to spend the day before in harvesting. And, lastly, it doesn't take into account that the low-level App IV spell you're wanting to get from me at cost didn't even give me crafting XP when I made it.

I'm a nice person and I like to help people out. I, too, know what it's like to REALLY NEED an upgrade and not have the cash for it. But I also like to think that the person I'm helping out has some appreciation for the blood and sweat that went into the sacrifice I'm about to make.

I will continue to mark my spells down to cost on an individual basis when a person really needs a hand up. But I just don't understand people who truly believe they have a *right* to purchase my goods for a small pittance above what it cost me to make them. That's really just not helping anyone.

In order for me to keep crafting, I can't just make back what I spent on the components. I have to be *truly* profitable as an incentive to continue crafting those low level App IVs that no one else seems to be interested in making. I need to go back to my merchant screen after a night of selling, and get THIS reaction: "Wow! It really was worth spending the last two nights dedicated to trade-skilling instead of leveling my character!"

Anything SOE can do to cut down on the number of people flooding the market with low-priced goods is one more thing that will keep me in business as a full-time crafter. And this game needs two types of people to be truly fun for all: 1. Full-time adventurers, and 2. Full-time crafters.
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