![]() ![]() ![]() You could search the merchants from a central point to find out who had the best offer on the item you wanted, but you still had to go to their merchant and buy it. That was how crafters sold goods in DaoC. I think the case is not so much against auction houses, although it can be fun to go browse player merchants if a game supports it. The transactions for rarely-needed things, for luxury items, or for power-player goods don’t benefit from being trivialized like this. Let’s say it even more generally: the transactions that let players play the game on a day-to-day basis should be fast and easy. epic gear, fancy crafted mounts and pets, etc) vs everyday consumables. ![]() He also discusses the different markets in luxury goods (ie. It’s just not as fun when there are literally millions of crafters competing for customers. He comments that GW2 and Diablo 3 both ‘suffer’ (in gameplay terms) for their huge global auction houses – the competition is so high, the barriers to entry so low, that prices tend to sink quickly to a stable floor.Ĭrafters have the most fun when they can sell items to other players and make a profit. In a very real way, trade between players is the beating heart of any MMO community.Įric at Elder Game argues fluently for the case against auction houses. Where there is an actual in-game auction house, it often ends up as the social hub of a city. Usually via an auction house or trade channels. While many (maybe even most) players would be perfectly happy with a crafting system that only allowed people to make gear for themselves and their alts, the sandbox interaction and trade side of things has also proven incredibly effective at getting communities of players to interact. And partly because a lot of players seem to really enjoy making gear for themselves and trading with other players.It’s partly because crafting is another avenue for progression, another progress bar to fill, another grind to keep players in the game.Therefore every MMO in perpetuity will have crafting because players just expect it. It’s partly for historical reasons: Ultima Online had crafting, DaoC had crafting, Everquest had crafting.You can buy them from NPCs (either with in game gold or with various tokens), they drop randomly from mobs, they might be rewards from minigames, and so on. So why do themepark MMO devs feel they can’t ship without some kind of crafting mechanism in the game? Themepark games offer plenty of other ways to get gear and consumables. Player gatherers gather raw materials and trade them with each other, player crafters acquire raw materials and turn them into finished goods, player traders create and maintain a market in these raw and finished goods. Crafting for the sandboxĬrafting is pretty much the ultimate sandbox activity in MMOs. You will learn a lot about the nature of people, consumers, and trade by making that one transaction. You can buy it from a vendor in unlimited supplies for 25c (1.25s for 5 pieces) literally 5s walk away from the Auction House. Every WoW player should try, at least once in their playing career, selling on the Auction House during the Christmas Event where you can often get up to 1g per piece. ![]()
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