It looks like you're new here. If you want to get involved, click one of these buttons!
In TESO, there are no public broker or other markets. You only have guild stores. You have to be a member of the guild in order to purchase from the guild store. The only way to purchase from other guilds, is if they take over a tower in PVP area and set up shop as long as they control the tower.
This whole idea frustrates me.
In many games, guilds are meant to group people with like interests and willingness to help each other. In most guilds that I have been in, we generally don't charge other guildies for items, unless they are super rare (an even then we give sharp discounts to each other). A market of similar technique was only needed to sell items to people outside your guild.
So, why make the market limited to only your own guildies?
@PigglesworthTWR on Twitter
Pigglesworth @ EQNForum.com, MMORPG.com, EQNextfans.com, ProjectNorrath.com, & EQNFanSite.com
Malcontent @ EQNexus.com & EQHammer.com
Comments
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
There Is Always Hope!
Well one open big global market is out of the question (AH) because that would ruin the whole econnomy instantly
You could view it as an opportunity, buying in one guildstore and selling in another guildstore might get you money.. However in the tightly knit guilds i play in, we allways give eachother stuff for free.
So my best bet is we will see familly (main) guilds and trading guilds... If i where bethesda, i would change the name of the trading guilds to trading companies or so mething like that, and allowing characters to be member of one old fashioned guild ... and 5 trading companies.. both guilds and trading companies would have their own guildstores...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Looks like others agree...
http://tamrielfoundry.com/2013/11/eso-and-the-resurgence-of-the-social-economy/
http://www.tesoelite.com/2013/11/guild-store-restrictive-feature-with-a-purpose/
@PigglesworthTWR on Twitter
Pigglesworth @ EQNForum.com, MMORPG.com, EQNextfans.com, ProjectNorrath.com, & EQNFanSite.com
Malcontent @ EQNexus.com & EQHammer.com
i can already see the zerging train wrecking everything in its path to prevent well established guilds from dominating the market or just making a little profit.
It will be interesting to see if these merchant guilds will be able to set up shop in major hubs and not just at their keeps. Or those who don't have keeps setting up shop somewhere. It could just simply be a player or two manning the same spot with a couple of pack horses holding their goods. In the big guilds, it wouldn't be too difficult to set up a schedule to have someone always selling goods at the same spot.
Once players learned who is selling what, you could trade just about everything at a major hub. The major problem though will be the megaserver and not being in the same shard. Won't be a problem with the guild store in a keep, because once you go there, you will always be in the same campaign. With fast travel, you just pop in and pop out buying what you want. But the open world will be a different story. Still could be something to try with trading spots.
How many people long for that "past, simpler, and better world," I wonder, without ever recognizing the truth that perhaps it was they who were simpler and better, and not the world about them?
R.A.Salvatore
gameplay > graphics
Lets see what we got...
Incentives to PvP, giving a meaning to PvP instead of silly death-matches/battlegrounds/mini-games is what PvPers are asking for and complain about lack thereof in every MMO I've played since DAoC.
It looks like Bethesda did their PvP homework.
This is a good thing.
I care about your gaming 'problems' and teenage anxieties, just not today.
Most of the larger guilds consist of 80% strangers. The kind of guilds that invite people simply for status and increasing the guild level. I see very few tight-knit guilds and those usually consist of close friends outside the game. In other words, I don't see reason for complaint.
On contrary, I think this is a great idea.
Finally something to fight for in MMORPGs, it kindoff reminds me of castle owning and seeding in Lineage2. And yeah, L2 was a fun game for me, because there was always something worth fighting for...
This is a very interesting idea, actually. It gives some purpose to a guild system and even further purpose to be part of a number of guilds. I can see many trading guilds, crafting guilds, social guilds, etc popping up for economy reasons. This also gives some greater meaning to hold certain areas in PvP, and places importance to those areas. Instead of just zerging around and playing musical towers with enemies (like in GW2), there will be a reason to defend and hold areas.
Additionally, holding the AH towers should have some type of a net bonus to crafters too. Give them a reason to enter hostile lands for profit.
Isn't that the very definition of meaningful pvp?
Personally I always felt that knocking down someone's castle and then they knock down your castle is meaningless. It's just endless tug of war (the same exact thing happens in BG's).
Well, there you go, a reason to pvp AND to craft in one fell swoop. You want to control the tower to be able to set up shop, then you want the crafters in your guild to craft stuff to sell, and then you need to continue to defend it to continue being on top of the economy.
It's a great way to get everyone involved.