Please don't combine markets. Death of a traveling merchant

Someone did a chart for his server.

It showed that ~60% of all trades are done in EF and WW.
I don’t know the figures correctly but it’s mainly those two with some others at 10-15% and many >5.

I guess it may change to have some of the outer towns get even a bit more as of many resources being sold directly to save travel cost/time to the central trading hubs.

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I thought Arthur Miller’s play was named “Death of a Salesman”, not “Death of a Travelling Merchant”?

On a less trolling note, I really don’t think the change is a bad thing. I realise your gameplay style will be forfeit and that does suck, but recently my server’s economic center got conquered and the company that took it maxed taxes as “punishment”, so the combination of markets will be the only thing keeping our server afloat if it can survive that long.

For the betterment of the servers I disagree, having so many outline regions unable to barely break even with upkeep while the tax hording is trickled down to only two areas is not healthy at ALL.

It’s only a QOL feature to someone that dont play a trader. Then that seems selfish of you for wanting this because it makes you lazy! Don’t knock someone for having an opinion that’s different than your own and knocking the way he wants to play. The way you play can be looked at completely different from his perspective.

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Death of a Salesman… ; )

It’s NOT just a QOL feature. It’s a feature that will finally allow people to play the game without being punished.

Maybe you enjoy asinine features that punish everyone that doesn’t belong to a faction that controls a hub and maybe you enjoy playing a game that inconveniences everyone that wants to trade.

What you want is irrelevent. The fact of the matter is that as long as mechanics are in place that punish people for playing in low pop areas then most people won’t do it. If players are to ever spread out and actually build up other areas then these inconveniences have to be removed.

It is stupid to allow the game to continue in a fashion that allows whatever faction that controls EF/WW to jump ahead of everyone else. Eventually everyone will change to one faction as they realize that there is no chance of them ever catching up or retaking the major trade hubs.

If you have a solution that gives actual incentives for people to spread out then lets hear it. You wanting to be a ridiculous “traveling merchant” isn’t good enough. That playstyle punishes the vast majority so a tiny minority can have fun ripping them off. Good riddance.

I guess if I were a lazy gamer I’d consider the mechanics punishment as well.

I’ve listed alternative mechanics on my thread, MrMcG (and clarified them further) but you never responded.

At the end of the day, what we want has limited influence, but with enough people against the decision to link posts, AGS should at least reconsider.

Please share your amazing ideas with everyone here. Everything you posted in your other thread was a joke and would have no impact on spreading people out across the map. I’d love to see if you’ve come up with any ideas that would actually work.

Sure, I’ll do that.

Btw, are you a game dev or something? Is that why you know they wouldn’t work?

  1. market access via an NPC at every teleport shrine
  2. More town projects independent of upgrades
  3. Taxation of storage
  4. Unique (persistent?) buffs to crafting in settlements
  5. Simply reduce settlement expenses in poorer settlements to make them more financially viable
  6. A unique item that is only produced/manufactured in outer settlements
  7. A town project that simply creates gold for the owning company
  8. Linked trading posts that require PvP missions to maintain

These suggestions are intended to fix the stated problem: outlying settlements are not competitive in terms of tax income (and are, therefore, less desirable to fight over).

There are more players who are more frustrated about marketing today rather than those who play like half-a-day farming. Not everyone has time to play running for 5 to 10 min or more from one place to another if they dont have azoth or are forced to do anything that rewards azoth just to get to another place. storage mechanic is worse enough already. If you are set to do one thing to go to another place you dont want to be forced to do something else. The coming changes for the market are a little bit helpful enough to reduce the reason for people to quit this game.

also i must add, this merge necessary but is this correct timing for AGS? because with all the bugs and exploits in the game, almost made game unplayable, i know lots of people just focused the game economy because of that with a hope 1 day this game will be good (including my brother) so basicly, if u just focus the game economy, if u just spend your time on the economy, i believe u wont want this change

Markets from opposing factions should not be linked in any way shape or form as we are warring over land control kinda whole point of end game as well.

How much azoth does it cost to reset the teleport to a house or inn?

depends on timer. super far away from the reset

example: 3 hour reset timer, current time to reset 2:55:55 would be like 40-50 azoth. but if it was like 1:12:22 be like 20-30 azoth.

I dont believe i have ever paid more then 55 azoth for a timer reset.

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They have a problem.

They have a fix.

The two unfortunately are not related.

Nobody is buying in those markets because nobody is selling in those markets. Nobody is selling in those markets because nobody is in those markets/encampments. Nobody is there because there is little reason to be there once questing in the immediate area is done. Central auction isn’t going to compel players to move to the outreaches for their daily activities.

Getting rid of distance traveled in the cost equation would help some. Other than that there just needs to be more to do in those areas.

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Someone with a brain!

clap

I will add this, Although I am against global Trade Post linking,

I will say from the Public test server , adding the 25% trade skill exp increase has caused a run of mats on the short term, and I don’t expect that to decrease anytime soon, only 12 percent of players are max level, and only 50 percent made it past 30.

They added QOL leveling quests and mob variety, that will go a long way in bringing folks back and retaining new players, this means more demand.

These will act as Band-Aids in the short term, propping up prices, But long term its not looking great unless AGS finds a way to make more longterm Material sinks.

Eso doesn’t have a 2k player cap. Bad comparison.

Actually I’m moving all buying/selling to which ever has the lowest taxes. Most people are gonna do the same. People already waste hours in town trying to cercumvent the taxes lmao.

I don’t play WoW.