Anet screwed up a bit by allowing people to list for vendor price + 1c
It should have been Vendor price *1.15 + 1c - that way, it would never be sold on loss.
Also, I have to note that they still have not put any effort to cleaning up AH - there are still many items with 1c buy orders that can never be fullfiled.
Another problem is infinite listing duration for everything - while neccesary for raw materials, it should be much less for other items
Lunacy Polish, on 30 April 2013 - 05:05 AM, said:
I'm not saying my experience of having to find player merchants running their own stores or storefronts through consignment NPCs is the system GW2 needs, I'm just pointing out there's an alternative with its own advantages and disadvantages that might create something of an actual economy by capturing inefficiency.
This sort of alternative is not viable.
If you raise bar at participating in economy to finding buyer or seller you kill market for low-end items because it would not be worth it to spend time selling those items.
Having experienced that market, i gladly take GW2.
MazingerZ, on 29 April 2013 - 09:45 PM, said:
Every Single MMO Has This Problem. It can not be solved.
Everywhere, mid level items are not worth anything. Few buy them up because those itemes are outleveled soon enough and they will miss that cash when reaching level cap.
Crafting was always NOT about prodution of items, but about leveling to crafting cap and selling only items at crafting cap. Rest of items being vendored, disenchanted/salvaged or used by crafter himself. GW2 has mechanic of grafting-for-xp. To expect any mid level crafted item to be worth anything is... well, how to put it...
GW2 does miss mechanism that would clean those items up - both salvage and mystic forge not really helping out, but that is just clutter at AH.
Another problem is that people do not really want to sell those items to other players - they are using Marketplace as method to clean up inventory when in middle of nowhere. It is better to tun at loss of few copper than just trashing item. That is not economy failure, that is people abusing post-anywhere mechanic.
Also, i like this comment:
The abundance of trash gear serves a purpose, and was probably designed with that purpose in mind. That trash can be turned into crafting materials - which are always in demand - via scavenging kits. Scavenging kits are tiered by level and have a fixed price at the vendor, that vendor price is basically responsible for the market price of scavengable crafting goods, it stabilises it and also acts as a situational cash sink that keeps inflation in check.
Whenever demand for crafting goods is high and prices begin to rise, people start scavenging gear instead. Gear is so abundant that it is always available at the lowest possible price set by its vendor sale rate, so this is always an economical option if crafting material prices rise too high. Normally this gear would be vendored, which injects cash into the economy, but if prices rise this scavenging mechanic flips the switch and instead of generating cash by vendoring the gear, players instead spend cash on scavenging kits at the vendor, taking cash out of the economy.
- Basically, author od article does no understant salvage market and giving people loot without triggering inflation.