Usually RMT flood a niche market here and there and set their own prices for things, making it very hard for crafters.
Usually RMT flood a niche market here and there and set their own prices for things, making it very hard for crafters.
"... and so I close, realizing that perhaps the ending has not yet been written."
I don't know how other games handle it.
The first item put up for auction should sell first, instead of the lowest priced. If the bid isn't high enough for the first, move onto the second, etc.
My personal opinion is that the most expensive item should sell first, again assuming that the bid is high enough.
Other problems include:
A) Only allowing 7 selling spots when 10 are displayed. This is just bad design.
B) Four separate markets. This has been redundant since Whitegate. Ideally, All AHs should be amalgamated, with the starter cities offering the lowest listing fees.
C) Speaking of listing fees. Useful for moving traffic out of busier areas, but unless you're a hardcore miser like I am, they're completely purposeless. They've been purposeless ever since the notorious inflation days.
I thought I could name a few more, but apparently I can't! Four is more than enough, anyway.
If the most expensive item sold first, wouldn't prices would go up much faster? I like how it's set up in that regard, personally. It encourages people lowering prices if they want to sell fast, rather than the other way around.
I agree with A, although bad design is the last thing on my mind and a rather picky reason to label it as a flaw - I'm annoyed that I can't sell more without getting a mule. Which is probably just a smart plan by SE to make more money. I would prefer having only 10 slots allowed with 20 displayed slots than 7 slots allowed and only 7 displayed...
B is a fair point on some levels, however it would make my thoughts on C redundant if they were merged...
C, for me, isn't a flaw. If anything they could be changed according to how much stuff is on sale in them - a more realistic economy of supply and demand. The AH's should want to profit, and therefore the one getting the least amount of traffic should lower it's prices, while the ones getting huge traffic would increase their prices. Maybe this is already in effect, I don't know - but if it is, it could be done on a more dramatic level, further encouraging an even spread for AH's. Some might argue that it's annoying enough as it is to travel around the AH's looking for bargains but others could argue that it encourages people to actually, you know, travel around in the game...
So basically I don't care about display that much but I think that either the AH's should merge or the AH fees should be more dramatic in their differences. One or the other.
Bow before the mighty Javoo!
Prices would probably stay the same. The idea is undercutting items so they sell quicker would be because people pay less for the item, instead of the current system which penalises people for not undercutting.
Of course, I'd prefer it if they were just offline, anonymous bazaars even more.
A few years back, Squeenix released one of their census thingies which showed that the starter city auction houses were used primarily for crafting materials, and the Jueno AH for equipment and other battle related stuff. Ever since ToAU, crafters have had access to every guild in either Whitegate or Al Zahbi. There is literally no point in leaving Whitegate for any AH-related purpose. Furthermore, the remaining AHes have all deteriorated; they're now notorious for having wacky price fluctuations.
AH fees are still pointless gilsinks, either way.
I always liked how the lowest price sold first. It's more realistic, I think. If there's five identical items on display that I know the price of, I will always buy the cheapest. The AH attempts to recreate this whilst leaving the prices anonymous with it's utilisation of the lowest price first thing.