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Player Auction House

Player based auction house which allows all players to post items for a price.

What items you can and cant sell on the auction house?

Id suggest not being able to sell items that could be abused in some way

Is there a tax for using the auction house?

I would say yes, just so that the auction house can't be abused when buying low and selling high

Is there a minimum price set for certain items to make sure item economy doesn't bomb too much?

It depends on the system itself. Do items fluctuate through supply and demand?

Will under cutting, bidding and playing the auction house be a thing?


Again depends on the system. A simple system would be just buying and selling at player chosen prices.

Will the auction house be global or per city? Or both?

Having a global auction house is simple, and allows for everyone to have an overview of the current market.

Having per city would allow for players to transport cargo from a city where they bought low to a city where they sell high. (Highest prices being further away from the city the goods were bought in)

Having per city could also allow for say a city in a level 10 area to have level 10 equipment in it. Meaning it would force players who need level 20 gear to go to level 20 cities to buy it or get it as a drop. Would also mean that high level players wouldn't be one shotting all the mobs new players are trying to fight in order to progress.

I wouldn't mind either. Both have perks.

What do you guys think!!
 

Perotin

Moderator
Moderator
Duke
Would the tax be on the buyer or the seller? In general, I agree with the idea of an auction house but I wouldn't put a tax on it. Let the players decide what items get more demand than others and don't try to suppress that with a tax. I would also add importance to bidding, as that is what an auction house really is (otherwise it's just a shop).

You'd also have to consider class-based items, like would a Knight be able to buy a Mage armor-piece, which considering there are multiple profiles (you can be more than one class) this could potentially be viable.
 
The tax would be on the seller, you pay a tax to list an item, its used in a ton of other games to stop people abusing the system too much.

I know a lot of people have fun playing auction houses to make money, but you shouldn't be able to make so much that it ruins the game.
 

KabbyDankGod

Wiki Team
Wiki Team
Baron
Time for Kabby's epic review!!!!!!!!!!!:

- I've already commented on this a bit before, but here are some items:
1. Certain materials that are supposed to be very limited
2. "Legendary" items that are meant to be achieved by doing certain tasks, but some items that aren't too game-breaking that are "legendary" quality could still be allowed
3. Quest items
4. Items that are bound to the user
5. Certain items that just don't have any value

- There should be a tax on all items put on the auction house, possibly should depend on item quality:
1. Common items should have 1-2% tax
2. Uncommon items should have 3-4% tax
3. Rare items should have a 5-6% tax
4. Epic items should have a 7-8% tax
5. Legendary items should have a 9-10% tax

- The minimum possible price should be the price the item was bought at or can be sold to a normal vendor

- Undercutting, bidding, playing the AH and "scalping" should be definitely viable things to do.

- This is a hard question to answer, but I definitely think for the sake of the RP and economy the AH should be per city. But limiting certain items by level shouldn't be a thing. We've already had a bit of a talk about a niche market of someone buying items or gathering items in an area and then heading into a big city to sell them there. You could technically then buy items where It's cheap and then go to a large city and up the price to get profit.

- Buying items that are not for your class might need to be played with. You could possibly by items for your friends who lack gold etc. and then trade it to them but it could also lead to some abuse of the system.

Along with these, you'd have to think about what items should be able to be traded player to player.
 
Tax on the auction house will definitely exist, since it is a way of removing money from the game, how much it will be is debatable though, if we make it high we would be encouraging direct player trading which could be a good thing.
 

Perotin

Moderator
Moderator
Duke
Tax on the auction house will definitely exist, since it is a way of removing money from the game, how much it will be is debatable though, if we make it high we would be encouraging direct player trading which could be a good thing.

Would scamming be a thing then if players traded directly, or would there be a system in place to prevent that? (For example, you drop an item to trade and other player runs off with it etc.)
 

MrDienns

Lead Developer & Technology Manager
Manager
Developer
Would scamming be a thing then if players traded directly, or would there be a system in place to prevent that? (For example, you drop an item to trade and other player runs off with it etc.)

Bit off topic for this thread, but any dropped item is bound to a character and cannot be picked up by anyone else. If you would want to trade with someone, you'd have to do that through a trading mechanism, which would involve a custom inventory where you both define your trade, confirm twice, and the trade is done. With this, there should be practically no scamming unless you've actually accepted the "trade"-scam through the confirmation of the menu.
 
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