Ashes of Creation Auction Houses – Should They be REAL AUCTIONS?



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There are many ways to do an Auction House in an MMORPG. You can do it as a real Auction Like in Final Fantasy XIV, where there is a minimum bid and a buyout, or you can do it where there is a developer controlled minimum and maximum, or you can do it so there is no buyout and the auction runs for a set amount of time. A lot of players are used to one form or the other, but that doesn’t mean any single way or method is the best method. Another method of doing things is to have a market where players can put up buy and sell orders, plus an auction house. Eve Online does this through their market and Contracts system. What is the best method for Ashes of Creation? What is it you want to see the developers do?

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Timestamps

00:00 – Video Start
00:25 – Post Intro
02:52 – Buy and Sell Orders?
06:26 – AH Local Node or Continent
10:00 – Everyone will need gatherables
11:26 – Automatic Caravans?
15:15 – Shops and Stalls
18:06 – Intrepid is bringing on an Economist

source

17 thoughts on “Ashes of Creation Auction Houses – Should They be REAL AUCTIONS?”

  1. I would love to see an auction house with real-time price v.s. time graphs…but make it realistic so we can see up-to-date data, trading candlesticks, moving averages etc.

    Wait a second, could we buy shares of an economic town? How about shares of a farming guild? Dividends could be paid out as a percentage of the taxes earned from citizens or profits from the guild's farming endeavors.

    Reply
  2. I think you hit pretty much all the common good points about the AH. For me i just want as many player options as possible. Bids, buyout prices, buy orders, etc. And multiple delivery options.

    Maybe i go myself to pick up the goods, or maybe there is an automatic caravan that travels berween nodes, but is vulnerable. And i choose what risk to take.

    Reply
  3. I dont mind the way this works. The gatherer has risk by gathering and no risk to sell. The rosk of gathering is also tranfered to whoever buys, the crafter has no risk to craft an item, but risk to get the materials. I think this transfer of risk just makes things more interesting. It makes sense to not do that with finished weapons because they dont drop on death anyway, the risk wouldnt exist.

    Tldr: A buyer of raw materials in general shares the risk the gatherer takes to gather it and i am ok with that.

    Reply
  4. I believe the keyword here is variety. I like both the hidden and visible buy/sell orders types of Markets: the Grand Exchange in OSRS has hidden oders and Steam Market and EVE Online have visible orders. I also enjoy the good old Auction House from WoW and FFXIV, with minimum bid and buyout values set by the player, nice and easy.

    I would love to see each Node be able to choose how their Auction House/Market will work from a pre-defined set of possibilities. Not to mention player stalls and trade chat will be very good.

    However, I absolutely despise and hate price control. If AoC implements any kind of price control, I will never use the Auction House and might actually quit the game.

    Reply
  5. Imho we could use both models, an auction house for really hard items you can find in specific content or masterpieces you crafted and a regular trading post for normal items you get from gathering nodes and from normal monsters. Add some taxes to remove gold from the game and it will be ok.

    Reply
  6. Bazaar came in line 3rd expansion, before than was people sitting in common land tunnel advertising there wares.

    I wouldnt mind stall from player housing to a degree too kinda like the bazaar but tied to player housing although not sure how limiting that would be with housing plots.

    Reply
  7. Tbh im glad Auction houses arent global like in other games. I love to play Runescape but cause of the Auction house(GE) i never killed a monster for an item and everything i did was farm gold-> use gold to do what i wanted initially more efficient(grind skills/ buy a drop).
    I started an ironman which is basicly singleplayer-mode and enjoy the game much more because of it.

    Reply
  8. Having node specific marketplaces seems like way to ruin every marketplace around the big one because there isn't enough to trade. Low activity auction houses will be relegated to trading some specific items that are only available in the region they reside at. For some people this might be fine but I think it's better to have a specific type of resources being auctioned in a particular marketplace with high level economic nodes being able to auction everything.
    Do they allow people to view stock from anywhere even though it cannot be interacted with? If you need to walk up to the marketplace to see what's inside people will make discords (Node 21 AH listings) or spare characters to see what's in it. They might even end up with a system like Path of Exile where browsing is done through a third party website.

    Reply
  9. If you have an auction that keeps refreshing for 10 min when someone snipes, I could easily write a bot to exploit that and keep your orders from ever finishing. Would need a hard stop at some point, or if the auction PVP gets like Eve (which I love) I could easily screw all your auctions over.

    Reply
  10. The best businesses I did were me writing in trade chat what I was selling or what I wanted to buy (but in this way may there be spamming issues).
    The biggest problem I have with AH is the difficulty to discuss the price with the seller. I usually write a letter and send it to the vendor and suggest a lower price in case no one will buy that item.
    This way worked some times, but is a bit time consuming, but worthy for a really desired item.

    Reply
  11. I think their thought process about not needing to pick up sword over some ore if you buy it in economic metropolis is: "Sword cant be dropped, looted upon death from enemy players so it's ok that it teleports. Ore on the other hand has different rules regarding that event so we can't let it teleport."
    That is wrong because they didn't look at it from different angles.
    1. immersion braking
    2. Adventure
    3. Consistency of in game systems
    4. Possible exploits – if they allow ''transmuting'' weapons back into (add random number) % of mats

    I wrote this points at a moment I heard what you said and continued watching. You mentioned most of them in a video. That's how I know this is great video. Keep up the good work, the rest of your points are spot on.

    What happens to stalls, shops, markets and auction houses after node failed to defend the siege?
    If they can be looted after battle how much % of it and what type of items?
    When does node lock your items so they cant be retrieved? is it right after declaration of the siege? Are people gonna have set timer to pick up resources after declaration?

    Reply
  12. The one thing I would love not to see is the whole I pay 100g and next guy goes 100g and 1c. Look I get it your price is higher but cmon, make it like minimum 1-3% of base price if you want to go higher, so that at one point it just stops but you dont get punished for being the 1st to set the price. I hated this in GW2

    Reply

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