@GamerSeuss said in Markets and Merchant Guilds - A Reimagining of the Current System:
@Bardikens Although your suggestion is interesting, it goes against the concepts the Devs have stated for the game.
They want a player driven economy, where individuals need to spend the time going from place to place to get their goods. The one allowance is the fact that merchant minded players can physically buy goods in one city, physically transport them to another city, then fulfill orders/list goods in the new city, and thus create trade routes.
This is fully possible in my system. In fact, this just expands upon what is already in the game and allows there to be fully codified gameplay for people that dont WANT to pvp or PVE and want to spend their time trading.
In no other way do they want to have a linked marketplace. Shoot, the Global Wallet might even end up going away once they put the current mode into practice, or the ability to search other markets might go away. Finally, the Global Wallet might get changed somehow to restrict it to only Merchant transaction funds being deposited by the Marketplace, but Deposits go into the bank's Gold fund, not the Global Wallet, and the Gold Fund remains local, so you can't as someone said in another thread, 'Search for something on the Marketplace, get the price and quantity, deposit enough gold to cover that exactly, run to the new city, and then purchase" thus keeping the Gold itself safe during the travel aspect of commerce.
I am fully against the global wallet AND fully against marketplaces that can be searched globally. The system I created is a compromise of the two systems already in play. I am a proponent of the most realistic, simulator-based hardcore gameplay you can imagine (I would want crafting to be full fledged mini games that take lots of time, for example.)
What my system does is take what is in the game already and puts in the hands of the player rather than just allowing for a global search by default.
They DO NOT want to turn all the merchanting over to merchant guilds and guild charters, they want individual players to do the work whenever possible. The marketplace is more for selling off your excess locally, and encouraging trade, not for making it easy to get those things that are rare in one area, because someone else joins up with a Merchant Guild to deal in them.
Again, my vision doesn't really go against this. What we NEED in Fractured are ways for people to live out second lives in game. If they never want to go out and PVP and want to spend their entire life crafting, they should be able to sit around hammering out steel and have just as much fun as someone grinding monsters.
The only way in my eyes to do this is to codify gameplay that will encourage these niches to exist. They DO NOT functionally exist in any other game (excepting perhaps Star Citizen which is a second life simulator) with any true depth.
What I am proposing in no way takes the individual responsibility from the game - just gives more options to those who are playing. You could dump off your wares on the merchant guild for a pittance knowing that you have guaranteed money, or you could run it to another town yourself and make full profit but assuming all of the risk.
You can even still put your stuff on the local marketplace. Those would be truly local as in previous tests. Previously a lot of the "trade" in the game was between polities (aka guilds set up for conquering and owning land) buying and selling to one another to fund their war chests or PVX requirements. This system adds an extra wrinkle with more opportunity for non-polities to have something to do in the game by adding guilds that aren't focused on death and destruction specifically.
The "rare" in one area bit will largely be a farse once larger guilds dominate the land and send their 200 hive-members to bully others out of their local resources anyways. The Devs said no one would walk halfway across the map to get resources not in their area but we see how that worked out last test.
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No, this would incentivize Guild play, and deincentivize solo play...there are already a ton of advantages to guilding up, and the Devs have said they want to make the game equally encouraging to solo'ists, yet even if you allowed a guild of one to join a commercial charter, what town is going to allow a solo guild to join their charter if they have limited charter space? The solo'ist gets annexed out again.
Just to respond to this point, I believe the merchant guild would be limited in charters. The idea would be to have a network of linked cities with different merchant guilds so that one or two could not have a truly "global" marketplace.
Also, we should be encouraging guild play as much as possible in an MMO. The solo opportunities are still there in my system, but guilds who work together for a common goal should easily be able to crush a single soloist with regards to time and efficiency.
That's how it always works in MMOs and what differentiates MMOs from single player games. This does not prevent you from becoming the most powerful trade baron in the lands - it just adds the ability for people who want to play as a merchanting guild to do so and be rewarded for it.
We may fundamentally disagree on solo/guild play in MMOs.