Creating a Real Market in Guild Wars
What I propose is nothing short of a complete change in the market system of Guild Wars. The current market system operates on a few basic principals: An impormtu auction-like sale of rare items, such as unique weapons and gold items; and the price controls on materials and runes bought and sold primarily through the material and rune vendors. The sale of most items works against the buyer; finding the correct price for an item is a tricky task because people are selling in several different locations and districts, all at once. Also, new sellers can find selling to be daunting and boring. This discourages people who have amazing things to offer from actually doing so. This all leads to a market system that favors people who have hours to spend attempting to sell a few items or players that have accumulated large amounts of wealth and can afford to pay extra for an item. This must change.
First, to increase transperency and reduce price discrepancy, all market activity should be done through an escrow system. A new agent (from a guild now allied with the Xunlai) will hold the item the player wishes to sell. The player wil then see a screen showing similar items and what they are price they are selling for. The player will enter a desired price to sell their item and then the player can go back to playing.
A buyer will also talk to this new agent. But he will get a screen that allows him to search for the desired item. A player should be able to search by type of item (ex: swords) requirement (ex: death magic), name of item (ex: Kaolin Blade) or by the component (ex: of Fortitude, Zealous, etc.). Then, when the desired item is found, the screen should show all the various prices. If the player clicks “Buy” the money will be removed from the character or that character’s storage (they allied with Xunlai, after all). But to retreive the item, the player must go to the town where the item was originally put up for sale. The agent would then deposit the money directly in the seller’s storage, or if that is full, the agent should hold the money until it can be collected. The money should be accessible from any agent in any town.
If the desired item cannot be found, an order should be able to be placed with the agent. The buyer would choose the item, and a maximum price. The money is then taken from the player. The offer should be broadcasted for sellers to view and if the item does come for sale, the agent should buy it for the player. If it is for less than the maximum price, some money should be refunded to the buyer.
Other components should be added, including tracking the price of items, as they rise and fall. An hourly, daily and weekly graph should be shown of the item’s selling price. Also, as players buy and sell more and more, they should acquire titles. The higher the level of the title, the more items a person can have in the market. This will prevent people from overloading the market the second it is created and give incentive to serious sellers to keep doing what they do.
All of the software for this already exists; the only problem is coming up with the capital to implement this monumental change. Luckily, ArenaNet has a way to generate this income: Expansions. Along with new game content, this market should be included in a new expansion and only be available to people that have the expansion. This will encourage people to buy the new expansion. Also, by forcing players to pick up the item in the town of sale, it will encourage players to buy the previous games that they don’t have to get access to more of the market.
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