I think the SoD playerbase is too small to make interactive auction zones (like the EC tunnel on live) workable. There's just not enough people to make it worthwhile.
If we take the old EC tunnel on live as an example, it might have had 100 people in it. That would be both buyers and sellers. That's like 3% of the server population. If the same ratio followed on SOD, that'd be like 10 people at peak times. That's just not enough people to have a viable marketplace.
Even if there were auction events, I don't know that would work either. I recall some events like that on live and there were lots of people--maybe 300 or 400? So what is that, 10% of the population. That might equate to 30 people on SoD. Again, not enough people to make it work.
Yeah, if the whole server showed up for the event it'd be great, but I just don't see that happening.
The problem with the vendors is that the current implementation has no incentive for the pricing to be reasonable. I've seen Wvyern earrings that go for 5pp in /auction listed for 75 pp on vendors. And why shouldn't they? If someone pays 75, great! If not, they'll vendor it.
I think we still need to have /auction spam. It's how I learned about lots of equipment. And we need a way of offline selling. The playerbase is not large enough to support online-only trading. So here's how I think both systems can be improved:
How to fix /auction
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Create an auction satchel. Items in the satchel are designated as being auctionable. Create the following commands:
- /announceauction -- Broadcasts in the /auction channel all items which are in your auction satchel(s) both on your character and in the bank. Perhaps have a reuse timer so people can't abuse this. Everyone would see:
- Soandso is selling: A rusty dagger, 5 bone chips, earring of godesshood.[/list:u]
[/list:u]
- /whatsforsale -- Displays a list of all items in auction satchels for players which are currently logged in (not the offline players). The list should only list the unique items. So if 5 daggers were for sale, you would only see 1 listed. Perhaps the quantity would also be listed. The output might look like this:
- Items for sale:
Rusty Dagger [5]
Cold Beer [22]
[/list:u]
[/list:u]
- /whosselling -- Takes as a parameter the name of an item. Would then display a list of the characters currently selling that item in their auction satchel. For example:
- /whosselling Cold Beer
Cold Beer is sold by: Crow [10], Wendat [8], and Appver [4]
[/list:u]
[/list:u]
These commands would enable a vibrant auction market. It would allow a large number of players to buy and sell all kinds of items without endless /auction spam.
How to fix vendors
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To get the vendors to price their items more appropriately, the rent to the vendor should be based on the items for sale. For example, charge 10% per week of the average cost of the items for sale. That would discourage people pricing 5pp loot for 1000pp or from having their vendor on forever with nothing good for sale. It would also enable people to sell lowbie stuff and still make a profit.
To get better vendor turnover, allow people to have vendors for only a limited amount of time (like 1 week), and then they have to wait a few days before they can get another one.
Is it possible to add more vendors? If so, add a vendor zone off of the city zones (perhaps the Bazaar) where all the vendors go. This wouldn't be all the vendors in the whole world. Each city would have it's own vendor zone. Perhaps you would ask the Banker to transport you there. Having more vendors would enable more people to sell stuff and prices would be more appropriate.