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Auction house upgrade?Follow

#1 Jan 22 2010 at 10:20 AM Rating: Decent
Waiting by the auction house with 20 items to sell and only being able,to place 7 at a time always irritated me. I think ffxvi should give us a little bit more room so we don't have to give up making money. Being a cook. i'd run out of room placing food items and when i'd run across an nm drop item that took a while to sell, i was forced to choose between my craft and making money. 10 auction house item limit maybe?
#2 Jan 22 2010 at 10:40 AM Rating: Good
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I just hope the implement some kind of queue. Its necessary to limit the amount of items being sold at one time by one user, but I don't see why placing items in a queue would negatively effect the market or allow for easier RMT who keep their AH sales full anyway.
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#3 Jan 22 2010 at 10:55 AM Rating: Good
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xxsidekickxx wrote:
I just hope the implement some kind of queue. Its necessary to limit the amount of items being sold at one time by one user, but I don't see why placing items in a queue would negatively effect the market or allow for easier RMT who keep their AH sales full anyway.


Although I do like that idea very much, i can see the queue being used simply as a storage. If you don't have room for items, queue them up, then just take them down later.

To make it simple, they just need to up the limit. even 10 sounds too small. 20 items at a time would not be too much to ask for, and PS2 limitations can no longer be the excuse.
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#4 Jan 22 2010 at 11:42 AM Rating: Good
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They could make it so that you put items in queue directly from your storage so that they go up whenever a space is available. A virtual shop of sorts. I think thats asking too much though.
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#5 Jan 22 2010 at 12:01 PM Rating: Excellent
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Although I do like that idea very much, i can see the queue being used simply as a storage. If you don't have room for items, queue them up, then just take them down later.

What would be wrong with that?
#6 Jan 22 2010 at 12:45 PM Rating: Good
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Yeah if people have to store stuff in their mailbox/on the AH then that's a sign they weren't given enough inventory/bank space to begin with. The 7 items at a time thing was BS. I hope we'll see a better system in FFXIV.
#7 Jan 22 2010 at 12:53 PM Rating: Good
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A whole new auction house style system I think would generally be useful. Maybe you could have only 5-10 of the same item, but could have upwards of 40 different items listed. That is if they keep with the same structure for auction house.
#8 Jan 22 2010 at 1:08 PM Rating: Good
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cureslime wrote:
Yeah if people have to store stuff in their mailbox/on the AH then that's a sign they weren't given enough inventory/bank space to begin with. The 7 items at a time thing was BS. I hope we'll see a better system in FFXIV.



How much space is "enough"? I know I can't carry every single article of clothing and all the nick knacks I own on my person in real life, I can't imagine why I should be able to in a game?

If you're a hoarder, you're always going to have space issues. Sometimes you need to just realize what you need to keep, and what needs to get /tossed or npc'd. If you mass produce crafting results, or farm 100 stacks of something, it's your own fault that you have more crap than space to put it.
#9 Jan 22 2010 at 1:36 PM Rating: Default
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Agreed 7 was garbage.

I doubt it will be the same issues as before. I know for a lot of other games you sell as much as you have. For FFXI the whole interface was the issue. Not only was it slow, laggy and time consuming but really wasn't that useful.

The whole AH itself was flawed. Their pricing history made it easy manipulated by RMT or people looking to make money but other same token provided stability by allowing the prices to fluctuate themselves. Lowballs could drag the price down and highballs usually wouldn't sell.

Overall if they can find a balance between FFXI and WoW's AH i think things would be perfect. Each have their benefits and drawbacks and together i could see it being quite a formitable system.

OH PS.

Space was an issue in the inventory. If your equipment that was equiped did not count towards your total inventory many people would be significantly happier. Losing 15 slots to equipment was tiresome and annoying.

Edited, Jan 22nd 2010 12:38pm by boriss
#10 Jan 22 2010 at 2:13 PM Rating: Decent
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boriss wrote:
OH PS.

Space was an issue in the inventory. If your equipment that was equiped did not count towards your total inventory many people would be significantly happier. Losing 15 slots to equipment was tiresome and annoying.

Edited, Jan 22nd 2010 12:38pm by boriss



It had to be the way it was because of command line gear swaps. I prefer being able to swap gear to optimize myself more for X action than having an extra 16 inventory spaces. Of course, that's just my opinion. Yours may be different.
#11 Jan 22 2010 at 2:40 PM Rating: Decent
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I never liked gear swapping myself (except Bard instruments, even though it made me carry around 10 different flutes and clarinets).

On topic, 7 slots is far too few, and it may have hurt the economy. Think of it like this: you want to make Bags of Popoto Chips. Popoto Chips require 2 Popotoes and 1 Jug of Oil to produce one bag of chips. The guy you got the Popotoes from only has 7 AH slots, but has 20 stacks of Popotoes. He wants to sell all his Popotoes, which are easy to get, but can only sell 7 stacks. Something that would be common has just become more rare because he's not allowed to sell his abundance of Popotoes all at once. Since it's been made artificially less abundant, he sells them at a higher price than he could get if the market had more Popotos in it. You now have to buy them at an inflated price.

When you make Popoto Chips, you end up with half as many bags of chips as the number of Popotoes you bought. Let's say you bought 14 stacks of Popotoes, in total, meaning you made 7 stacks of chips. You have enough slots to sell them all. The Popotoes you used were artificially made more expensive, but your chips were less so, because there are already fewer of them as a natural result of them requiring many materials. If the Popotoes are more expensive than they should be, but your finished product is not, you are making less money as a direct result of the low amount of AH slots. The finished product is also made more expensive because of materials costs. Mind you I could be completely wrong, but it's something to think about. In a player-run economy, the fewer snags the better.

Unlimited slots would be best, but 20 or so would be okay.
#12 Jan 22 2010 at 2:57 PM Rating: Excellent
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On topic, 7 slots is far too few, and it may have hurt the economy. Think of it like this: you want to make Bags of Popoto Chips. Popoto Chips require 2 Popotoes and 1 Jug of Oil to produce one bag of chips. The guy you got the Popotoes from only has 7 AH slots, but has 20 stacks of Popotoes. He wants to sell all his Popotoes, which are easy to get, but can only sell 7 stacks. Something that would be common has just become more rare because he's not allowed to sell his abundance of Popotoes all at once. Since it's been made artificially less abundant, he sells them at a higher price than he could get if the market had more Popotos in it. You now have to buy them at an inflated price.


If you were smart you would find someone selling the item you need regularly and make a deal with him to buy 20-30 stacks for less than AH cut. Lots of people would do this, and this I believe actually HELPED the game. It created community and interaction in players...what the game was designed for to begin with.
#13 Jan 22 2010 at 7:20 PM Rating: Decent

It was hard enough finding 1 stack of the item from some one much less 20-30 stacks. If you did find some one that regularly sells an item you should strike up an agreement to keep that person hidden from other buyers. Anyway, if you grab as many as you can from that person, the next person suffers. I was a cook that never got his flour when needed.
#14 Jan 23 2010 at 5:26 AM Rating: Good
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I controlled the Wizard Cookie market on Pandy for about 6 months.

I could easily have been usurped, because every single item is npc'able. But it never happened...

But yes, we do need at least 10 slots. Maybe 15... 20 sounds a bit excessive though.
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#15 Jan 23 2010 at 7:20 AM Rating: Good
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Start with 10. Upgradable to 15.

I'd also like it so you can sell partial stacks. I hated it when I had like a stack of 9 or 10 items but couldn't put the whole stack on AH because it wasn't 12. I had to end up selling them one at a time, and it was a hassle with just 7 slots to work with.
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#16 Jan 23 2010 at 9:06 AM Rating: Good
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xxsidekickxx wrote:
I just hope the implement some kind of queue. Its necessary to limit the amount of items being sold at one time by one user, but I don't see why placing items in a queue would negatively effect the market or allow for easier RMT who keep their AH sales full anyway.

Instead of having the lowest priced item sell, I think the system should sell the earliest placed item that doesn't exceed the buyers bid. That way, you create a queue that operates more "fairly" but still allows for competitive pricing.
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#17 Jan 23 2010 at 9:29 PM Rating: Decent
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Hopefully, they'll start out with some small but still useful number and then either have you quest for more slots or buy them. I imagine there will be an upper limit, but I'm hoping its significantly more than FFXI.
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#18 Jan 24 2010 at 3:57 AM Rating: Decent
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svlyons wrote:

Instead of having the lowest priced item sell, I think the system should sell the earliest placed item that doesn't exceed the buyers bid. That way, you create a queue that operates more "fairly" but still allows for competitive pricing.


So simple, yet it's one of the best ideas I've heard. I'm surpised I didn't think of this before.
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#19 Jan 24 2010 at 4:32 AM Rating: Decent
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svlyons wrote:
xxsidekickxx wrote:
I just hope the implement some kind of queue. Its necessary to limit the amount of items being sold at one time by one user, but I don't see why placing items in a queue would negatively effect the market or allow for easier RMT who keep their AH sales full anyway.

Instead of having the lowest priced item sell, I think the system should sell the earliest placed item that doesn't exceed the buyers bid. That way, you create a queue that operates more "fairly" but still allows for competitive pricing.


i like this
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#20 Jan 24 2010 at 5:30 AM Rating: Decent
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I'd rather see something like WoW has at the moment, you always see the prices and who put the items on the auction.
Ofcourse it makes undercutting easier but then again it's not as it doesn't happen in ffxi atm.

Is there any information about items as in are they resellable like they are now in ffxi or we get some sort of boe like wow has.
Economy wise i would prefer the last.

Edited, Jan 24th 2010 12:31pm by cealis
#21 Jan 26 2010 at 4:49 PM Rating: Good
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It had to be the way it was because of command line gear swaps. I prefer being able to swap gear to optimize myself more for X action than having an extra 16 inventory spaces. Of course, that's just my opinion. Yours may be different.


Or! SE could put more thought in to gear, have a better stat system and make things that are useful overall for each specific class to do away with gear swap completely :D
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#22 Jan 27 2010 at 3:46 PM Rating: Default
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GuardianFaith wrote:
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It had to be the way it was because of command line gear swaps. I prefer being able to swap gear to optimize myself more for X action than having an extra 16 inventory spaces. Of course, that's just my opinion. Yours may be different.


Or! SE could put more thought in to gear, have a better stat system and make things that are useful overall for each specific class to do away with gear swap completely :D



But! Then "elitism" would be even worse, because everyone would be expected to have that ONE! piece of top-notch gear that's all-around good (and ore than likely hard to obtain), instead of the 2-4 second-notch gears that work well in different situations.
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