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Old Jan 30, 2008, 08:08 AM // 08:08   #381
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Abuse of trading mechanisms as extra storage dated from UO. Having to keep your item in your inventory is neat fix for that and it also reduces complexity if feature needed to implement (or at least i think it does.)
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Old Jan 30, 2008, 05:46 PM // 17:46   #382
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If we were to dig back to Gailes comments, we'd find that she said, "an auction house would be impossible to impliment" auction house would be, yes? but this type of trade house wouldn't. plai n and simple. If it were implimented then she wasn't lying as it isn't an auction house. Its a trade system. Also, how would the devs know its impossible to impliment unless they've tried? I think they've tried an auction house and discovered that it would be impossible but found that if they had done something different, it would work.

Just a thought. I belive it will be added sometime soon. There is just no way that they would continue to update and change files related to it if they were not actively working on it.
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Old Jan 30, 2008, 07:02 PM // 19:02   #383
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Possible issues with the trading system as we know it and important things that we don't know yet:

The reason why GW didn't get any trading system was the way GW handles storing of item info (binary large objects), no database-like structure, that made it impossible to do any searches and stuff. But apparently the new system CAN do searches and dividing items by cathegories, so there must be something like a database, with new records added for each new listed item.
But the item sold must remain in your inventory, which suggests that the database can't hold complete item data but just enough information to perform the searches.
To make it work the record has to include:
-seller's id or character name (not necessarily displayed, but the system must know that),
-unique item's id or a locked number of inventory slot the item takes,
-the price set by the seller,
-and enough information about the item to perform searches and to possibly display a complete item info frame.

Now possible issues with it:
*There's no mention of listing time, of items not being sold because of time expiring. Does that mean the item stays there forever unless bought or unlisted by the seller? I doubt that.
*The item must be in character's inventory so the whole selling system is character-based. What if you want to relog and play another character? The items get automatically unlisted or there's a new mysterious way the game can handle taking an item from another character than the active one and putting gold onto it?
*And if you just log off completely? Or get disconnected while in an outpost? (no reconnect) Having the items unlisted because of game crashes or network failures can be extremelly frustrating.
*If the Marketplace database can't hold complete item info, what data that might be important doesn't get stored there? It may be merch value (useless), it may be the dye combinations used (also useless if there's no preview window), or even the item skin (that's not in the name) - that's the problem! - gl buying a Serpent Axe which may be Tyrian or Canthan version, or some rare versions of Earth Staff (orrish) or Flame Artifact (eyeball).
Each item stored in inventory may contain even more data that has no use in Marketplace system, like unique id code or a timestamp (duping prevention).

Another thing:
Quote:
There are no items for sale in this game.
There are no items for sale in this district.
Is there anything else in GW that refers to "in this game"?
The other line is more disturbing, it may mean that the whole search engine isn't even cross-district like Party Search. So you would have to go Xunlai Marketplace int-1, do your search, go int-2 and search again, go int-3 and repeat... pretty sucky.
Or you can do 2 kinds of searches - all districts with possibility that you will only see "Only the oldest %num1% matching item[s]" (bandwidth issues i guess) OR search your current district. That would be fine but no other texts suggest 2 ways of searching.
Or maybe those strings are used only when someone wants to perform a search while being in a different place than the Marketplace, or they come from an old version of the system that allowed listing items in all towns.

Also:
We know the item listing cost doesn't get refunded when you want to unlist the item. This makes sense, it's a mean to make players double-think before posting something bad or overpriced (or both).
But what if the item sells? Does the cost get refunded then, as (I heard) some other games do? That would open a possibility for owners of 2 accounts - just buy your own items and avoid any costs. Then relist them using the other acc... and so on.
Better don't refund listing costs.
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Old Jan 30, 2008, 07:35 PM // 19:35   #384
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Quote:
Originally Posted by Yawgmoth
just buy your own items and avoid any costs. Then relist them using the other acc... and so on.
Not sure I see what that will benefit anyone... I thought the point of selling an item was making money, not transferring it.

The "There are no items for sale in this district." sounds crappy. Even the party search is cross district so I don't see why they would do that. Maybe it's a search parameter?

Also, one of the lines was something like "You cannot drop this item as it is listed" so it seems that you can list items then go and play normally.

Last edited by Darksun; Jan 30, 2008 at 07:41 PM // 19:41..
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Old Jan 30, 2008, 08:29 PM // 20:29   #385
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Quote:
Originally Posted by Darksun
Not sure I see what that will benefit anyone... I thought the point of selling an item was making money, not transferring it.
I'm saying it could be a way to bypass the losing item listing cost and letting certain players list items at higher than market value. Or simply never use the 'unlist' button as we know it means losing that payment.

As for transfering money, great idea, I haven't thought about it, good help for those who have more than 1 acc but can't run 2 copies of gw.

But all that only matters if the listing cost is refunded upon selling, which it's probably not.
Quote:
Also, one of the lines was something like "You cannot drop this item as it is listed" so it seems that you can list items then go and play normally.
Yes, but what if you want to play normally using a different character? It seems a bit complicated if the system could perform the trade with a nonactive char.
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Old Jan 30, 2008, 08:31 PM // 20:31   #386
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It doesn't seem like you can sell when you are logged off, But I'm not sure.
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Old Jan 30, 2008, 08:34 PM // 20:34   #387
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Quote:
Originally Posted by Darksun
It doesn't seem like you can sell when you are logged off, But I'm not sure.
It would be awesome though, instead of GWG, you wouldn't need to have a meeting place yada yada.....
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Old Jan 30, 2008, 08:43 PM // 20:43   #388
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Quote:
Originally Posted by Hott Bill
It would be awesome though, instead of GWG, you wouldn't need to have a meeting place yada yada.....
Well, you don't really have to play when you are online ... AFK, you can be online even while you are sleeping.

Quote:
Originally Posted by Yawgmoth
Yes, but what if you want to play normally using a different character? It seems a bit complicated if the system could perform the trade with a nonactive char.
Could be that you could place traded item in storage, so switching characters would not be much of issue.
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Old Jan 30, 2008, 09:52 PM // 21:52   #389
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Quote:
Originally Posted by Hott Bill
It would be awesome though, instead of GWG, you wouldn't need to have a meeting place yada yada.....
No comment....
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Old Jan 30, 2008, 11:23 PM // 23:23   #390
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Quote:
Originally Posted by zwei2stein
Could be that you could place traded item in storage, so switching characters would not be much of issue.
That would make the most sense but then what's the point of this line:
Quote:
You cannot move %str1% to account storage while it is listed in the marketplace. You can use a Marketplace List to unlist the item."
Also, we can't see an opposite one - about moving item from storage to inventory, that

The best solution would be listing the items only from your xunlai chest (even better - putting them into a new tab used just for selling) to allow playing different characters, and having the gold from sales go to your account storage first, then if it's full, to your active character's inv.
The way it's now:
Quote:
You have sold [an] %str1% through the marketplace! After receiving %str2% of the market price, you could not carry any more gold, so the remaining %str3% was placed in your account storage.
having a high-end item sold while you were playing can leave you unable to pick up gold.
key to success is simple: first to storage, then to your inv.
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Old Jan 31, 2008, 03:04 PM // 15:04   #391
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Quote:
Originally Posted by sterbenx2
If we were to dig back to Gailes comments, we'd find that she said, "an auction house would be impossible to impliment" auction house would be, yes? but this type of trade house wouldn't. plai n and simple. If it were implimented then she wasn't lying as it isn't an auction house. Its a trade system. Also, how would the devs know its impossible to impliment unless they've tried? I think they've tried an auction house and discovered that it would be impossible but found that if they had done something different, it would work.

Just a thought. I belive it will be added sometime soon. There is just no way that they would continue to update and change files related to it if they were not actively working on it.
I don't remember her saying it was impossible. Just that there wasnt going to be an AH.

But, yeah. I know what your saying here, this isn't an AH.
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Old Jan 31, 2008, 03:07 PM // 15:07   #392
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never used it i need too tho
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Old Jan 31, 2008, 04:25 PM // 16:25   #393
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Quote:
Originally Posted by Yawgmoth
having a high-end item sold while you were playing can leave you unable to pick up gold.
key to success is simple: first to storage, then to your inv.
Lets hope it will get fixed pre-release (instead of after wave of minor QQs after release).
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Old Jan 31, 2008, 05:41 PM // 17:41   #394
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Maybe they require items to be in the inventory because they just made an 'automated' system that sues the already existing trade system.

Instead of talking to someone, hit trade, and then trade items, you go to the market, put the items on a list, and the existing trade mechanic is used with those items.

That's the most probable reason, since you cannot put items in the trade panel to sell from the storage, they must be in the inventory.
On top of that, the game do not considers items in the storage to be owned by you. It's like if they where frozen or something.
Try it with quests. Put in storage, you don't have it, you lose the objective done. Get it again, you regain the completed objective.

So, problably it just uses the already existin mechanics to ease the implementation, and the market is just a way to sell without having to be in the same outpost or using the trade panel, but internally would work the same.

That should explain it all.
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Old Jan 31, 2008, 08:06 PM // 20:06   #395
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Quote:
Originally Posted by MithranArkanere
Maybe they require items to be in the inventory because they just made an 'automated' system that sues the already existing trade system.

Instead of talking to someone, hit trade, and then trade items, you go to the market, put the items on a list, and the existing trade mechanic is used with those items.

That's the most probable reason, since you cannot put items in the trade panel to sell from the storage, they must be in the inventory.
On top of that, the game do not considers items in the storage to be owned by you. It's like if they where frozen or something.
Try it with quests. Put in storage, you don't have it, you lose the objective done. Get it again, you regain the completed objective.

So, problably it just uses the already existin mechanics to ease the implementation, and the market is just a way to sell without having to be in the same outpost or using the trade panel, but internally would work the same.

That should explain it all.
Sounds reasonable for GW1. Hopefully in GW2 we see another non-AH trade system but more advanced then the XMP.

"XMP" BTW, if and when this gets released we need a bunch of people to call it "XMP" so the community doesnt let "AH" catch on in this situation.

I'm getting more and more hopeful every day, as the devs hide from this discussion.
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Old Jan 31, 2008, 10:13 PM // 22:13   #396
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Any changes in .dat from Todays (31) update?
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Old Feb 01, 2008, 12:03 AM // 00:03   #397
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Well, all strings pertaining to the marketplace were nuked out of my dat. Very odd. No new information from me
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Old Feb 01, 2008, 12:06 AM // 00:06   #398
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you ruined the surprise lulz
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Old Feb 01, 2008, 12:59 AM // 00:59   #399
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Quote:
Originally Posted by Seef II
Well, all strings pertaining to the marketplace were nuked out of my dat. Very odd. No new information from me
I expected something like that happening. Of course, it tells us nothing one way or the other. Only that it prevents us from tracking progress.
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Old Feb 01, 2008, 01:10 AM // 01:10   #400
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Maybe the devs liked my sadistic streak and are now scrapping the idea because everyone is far too nosy :P
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