One Solution to Fix Them All (Free Transfer System)
in Suggestions
Posted by: Snoring Sleepwalker.9073
It could work. But there are a few things you need to consider:
– Head over to the dynamic events forum. Check the threads talking about the temples in Orr, and how many people are asking if it’s open just so they can switch servers to get bits they need for their legendary, avoiding the DE chain to open the temple. If they had to pay to switch, they might instead try to complete the chain, giving everyone a better chance to get it completed. Well, unless there is actually a bug involved.
– Server transfers are a planned revenue stream for ANET. You’ll need to be really convincing to get them to voluntarily close off a revenue stream.
What is so horrible about a tax ?
Well you said it yourself did you not?
People are already in guilds , imagine this system is implemented now , how much in fight/grief would this bring? This could actually break entire guilds. Since tons of people could simple say they want 0 tax , while others say there should be some.
I can’t see a guild breaking because the tax rate is too low. So that means that it breaks because a significant number of members think the tax rate is too high. Which means at least one of the following:
– There are members unwilling to put the guilds interests before their own.
– The leader has set the tax rate too high for his own personal gain. Putting his interests above that of the guild.
Putting personal interests above guild interests is going to lead to problems. This just brings it up quicker.
It’s only going to be a single shock. Some guilds will collapse, but things will quickly settle down.
A donating system is much better , since it makes an easy way for anyone who wants to contribute to the guild.
A donation system is opt in. Which means that people who don’t care either way won’t be donating, so you’ll need to take more from the people who are.
A donation system allows people to refuse to pay while still remaining a member. If that is a problem for your guild, that means you’ll have to kick the freeloaders. Which means the guild leadership has to spend time maintaining this, along with dealing with potential drama from the friends of the kicked freeloader
With a tax system the freeloader will remove themselves from the guild, meaning less drama among the remaining members. Especially when some potential freeloaders look at the tax rate and decide to join a different guild.
Lets say you have a guild that kicks people for not donating. What happens when someone is unable to afford the minimum donation ? (say, because they spent a week or two playing a different game)
What happens when someone lies about being unable to afford the donation ?
A tax system will take less from the players who can’t afford to pay as much.
A donation system has the coin arriving in lumps. A tax system has a much more continuous flow, making it much easier for the guild to budget how they are spending the coin. Then there is the issue of guild theft. Lets assume weekly donations:
– If the thief strikes just after one weeks donations come in, the guild has to either beg members or make do with no money till next week. Being without money in the bank is a problem if the guild keeps buying siege equipment.
– If the thief strikes a guild with taxes, the tax will have new coin coming in very quickly. So they have a much shorter window before they are back buying siege equipment again.
I don’t see how a donation system can be better unless you start with the assumption that taxes are bad.
Like i said i know my guild leader and she would not do such a thing even if they implemented it. Still for other guilds i think this would be pretty bad.
It will only be bad for bad guilds. Those guilds with a sense of community will be able to handle the introduction of a tax.
When you go view a thread the forum attempts to take you to the first unread post. That may be causing you problems.
I want to do my personal story without stopping to level. When should I start it ?
Posted by: Snoring Sleepwalker.9073
I want to make a character that stops doing the personal story after grabbing the reward for completing the tutorial. Then level the character for a while, only resuming the story when my level is high enough that the xp I gain from doing the story will keep my level at least high enough for the next story mission.
What level should the character be at before resuming my story ?
Lets take this post as an example: https://forum-en.gw2archive.eu/forum/game/bltc/Who-sets-Gem-prices/490752
It is on page 4 of the thread. But when you click the link you will be redirected to page 5:
https://forum-en.gw2archive.eu/forum/game/bltc/Who-sets-Gem-prices/page/5#post490752
Currently page 5 doesn’t exist, which causes some problems. But when page 5 does exist, then the link will load up page 5 despite the post being on page 4. So much for direct links to a post.
I’m against this. There are far too many gold sinks in this game already. It’s one of the few really crappy things about GW2. Why would I want to be even more poor than I already am?
This isn’t a gold sink. Just a method to automatically transfer gold from guild members to the guild bank.
As for not wanting to be poorer than you are, that just means you will want to be in a guild with a 0% tax rate.
I agree that a easy way to donate would be nice.
But forcing people to pay a tax , would be horrible, even if i know my guild leader would set it is to 0.
What is so horrible about a tax ?
It won’t change anything. The current situation is:
– Buyer puts x coin into trading post, gets item
– Seller has a net income of 85% of that coin
As long as this remains true, nothing will change. You aren’t changing it, just making it so that both the buyer and seller need to do tax calculations, instead of just the seller.
No.
If you want to tax your guildmates, Tell your guildmates to send 1g to you every month instead of using a system behind their backs.
- Why do you think this will be “behind their backs” ?
The current tax rate should be be easily visible to all guild members. I see no reason why the rate should be hidden. I’m even willing to suggest that when the rate gets changed, every guild member gets mail saying so along with a warning period before the new rate goes into effect so they have time to leave the guild if the rate gets too high.
- Why 1g every month ?
- How do you think the guild should keep track of who has paid and who hasn’t ?
What happens when a mistake gets made ?
How will rounding be handled ?
Because that will be a mess, especially when someone is a member of multiple guilds.
I suggest a tax credit system. Each tax credit is worth 1% of a copper coin. When you pay an amount that includes a fraction of a copper, it’s rounded up and the excess is recorded as a tax credit. Eg your guild has a tax rate of 15%. You earn 12 copper from a drop, so you have a tax bill of 1.8 copper. 2 copper is taken from your inventory:
– 1 copper goes into the guild bank
– The guild receives 80 tax credits.
– You receive 20 tax credits.
Nobody can do anything with tax credits. You can’t trade them. You can’t give them away. They just sit somewhere, not even taking up an inventory slot, until you have more than 100 of them. Then they get automatically exchanged for a copper coin.
And what do you propose we use said guild funds on? Guild currency is influence….
Siege equipment.
Upgrading keeps, towers, etc in WvW.
Buying influence.
Helping members acquire better gear.
Random vanity projects. Like giving the entire guild the pirate outfit.
Buying all the glittering dust that the guild leader is snorting.
Basically, that’s up to the guild leadership. If you have a problem with what your guild is spending the tax on, then you have a problem with the guild.
And when I belong to 4 guilds? What then? I get kicked from a guild because I don’t rep it enough and the absentee leader isn’t aware of my other contributions?
This message was brought to you by a Kitten Who Likes Tea…
That is a problem between you and the leader of the guild(s) you belong to.
I’d say that when you are a member of multiple guilds then can opt out of paying taxes to the guild(s) you aren’t representing right now. However, the guild leader will be able to see which members are opting out of paying tax and exactly when they are doing so.
Then it’s up to guild leadership to decide what to do about members who aren’t paying tax 100% of the time.
.... of Grawl Slaying, really? Here's a better idea.
in Suggestions
Posted by: Snoring Sleepwalker.9073
Damage types were also largely ignored in GW1. Elementalists went with fire because it has AOE, making it more effective in almost all PvE. The only time I can think of it not being the best choice was the last mission in Prophesies. Do you know what eles did there ?
They demanded a ranger in the party bring winter. Now all elemental damage is ice damage. Guess what the Titans were weak to.
Other casters didn’t have any choice in their damage types. As for martial classes, their choices are:
– Stick with physical damage and attach a useful prefix like vamp or furious.
– Go /e so they can grab an elemental damage prefix and use attunement. But to be able to switch damage types, they need 3 weapons identical except for the elemental damage they deal.
I don’t see how your suggestion would have practical effect to damage types or “of x slaying” mods. Players will still massively prefer the sigils that are effective against everything over the ones that only work on some enemies.
If you want to play a market sim, go play a market sim. Be here to fight and be a hero, not mess over anyone who’s trying to actually USE the market.
Market manipulation is PvP. What do you have against PvP ?
Hmm, so it’s a bug. It’s been a while since the game came out, and they still haven’t found the reason why the FoV is so crappy?
FoV being as low as it is might be a bug, as ANET seems to think the FoV is 75, not the 65 that people have measured. But that only means that the bug fix will get it to 75, which is still unacceptable.
Since people sit at different distances from their monitors, they will want different FoVs. Thus the only acceptable option is to let us set our own FoV. I don’t see how ANET can spin adding an FoV slider as a bug fix.
Still, if they give us the FoV slider then I’ll be happy.
Just be aware that if someone announces a money making scheme publicly, people will flock to it. The more people attempting it, the less profitable it is. Some of them are dumb enough that they keep trying it even when it’s operating at a loss.
So if you’re involved in any investment that becomes public knowledge, get out quickly before the crowd arrives.
Gems seem to be an exception. But I’m expecting that when ANET introduces another use for lots of gold, people will cash out on their gems to buy it, temporally crashing the gem price. Followed by others panicking and pulling out, crashing the price even more. Once all that panic dies down, you’ll find out how much of the demand for gems is from people wanting to use them, and how much is from people investing in them.
This thread makes me want to see a rival trade company set up in a future expansion. They companies could dynamically adjust their rates in response to who was getting more business, and trading posts all over the world could open up or shut down depending on how business was doing, which could open up dynamic events and affect the world in other ways.
So a series of bribes and hostile takeovers until one of the trade companies figures out how to bribe a dragon into helping with hostile takeovers.
The key difference between the GW2 trading post and most other MMO trading systems is buy orders. This is where a player says that they will a number of the item for a price they specify. Players wanting to sell stuff can then either sell instantly to an existing buy order, or they can list their items for a higher price and wait for them to sell.
The interface has its problems though. For instance, the predicted profit number you see when selling only takes the 10% sales tax (paid from the proceeds of your sale) into account. Not the 5% listing fee which you pay when you list the items for sale.
The other problem with the interface is that the sell screen only shows the highest buy order and lowest sell order. Not all the buy and sell orders. See this thread where I compared the market details window of Eve Online* with the GW2 trading post, by blanking out the detail that the trading post doesn’t show.
*The GW2 trading post is basically the Eve Online market with location information removed, no maximum duration on orders, the interface made worse, and many more players using it.
As it stands now, the lowest price allowed in the trading post simply doesn’t make any sense. Sure, you have to list items for greater than the vendor price. But, because you lose 15% of your sale to the listing fee and sales tax, anyone listing for the minimum allowed amount is going to get less coin than vendoring the item. If the price floor was removed, those players would only be getting two copper less per item (before fee+tax) than now, as people buying items to vendor them would outbid each other until they are all only making one copper per item.
Having no price floor at all makes sense. Let market forces do as they will.
Having a price floor of >({vendor price}/0.85) makes sense. With that, any item listed on the trading post will give the person listing it at least 1 more coin than if they vendor it, if it sells.
I just can’t understand why ANET set the limit to >{vendor price}
Video explains why PC games should have FOV around 90
in Suggestions
Posted by: Snoring Sleepwalker.9073
That video has already been posted in the various FOV threads. Good to see it again.
Nothing for level 30 above [FINE] in the Trading Post...
in Suggestions
Posted by: Snoring Sleepwalker.9073
I think the point here is being missed. PLEASE ADD SECURE PLAYER TO PLAYER TRADE.
Such a great game, but how did they forget about such an important feature?
ANET did not forget. They chose to not include it.
If you want them to change their mind, you first need to find out why ANET made that decision. Then you need to convince ANET that the advantages of secure P2P trading outweighs the disadvantages they see.
Just be careful. You will see some people saying that one of ANET’s reasons is x, even when it isn’t. For example, some people say that removing secure P2P trading is to fight RMT. I’ve never seen ANET say that, I don’t see how it can be true when you can mail gold. But it keeps coming up.
Your best bet is to find posts made by ANET.
Also make note of which arguments for secure P2P trading have been used before. Try to make a new argument, rather than repeating one which has already failed.
Then the price will drop [i]until it is one copper above the highest buy order[/url]. Then everything stabilizes.
Camera and FOV (field of view) - Civil Discussion
in Suggestions
Posted by: Snoring Sleepwalker.9073
Fresh from Reddit:
“We’ve heard players loud and clear on this one. But we’re not prepared to answer yet because we just convened a team to investigate, on Monday in fact, and we want to give them time to investigate. For example, there may be a bug affecting FoV calculations in widescreen resolutions. We want to know what’s a bug and what’s by design before we change the design.”
How can not including a user adjustable FOV setting be anything other than a design decision ?
As for the possibilities of bugs in FOV calculations, I don’t really care if they are bugs or poor decisions. I just want them fixed.
you cannot write your own story and you basicly choose your background story
This is why I’ve never understood RPers in MMOs. You don’t get to make your own story, only to play through the story the developers have written for you. The further you diverge from it, the sillier things get.
Then come the players wanting to RP an evil character when the game doesn’t allow any evil options that make sense. For example, how does an RPer justify kill stealing ?
Then there is the issue of consequences. In a tabletop game, your evil actions will lead to consequences if the gm is any good. When RPing in an MMO, any consequences for an evil character have to come from the GMs.
Interestingly Eve Online is an exception. The players have enough freedom that RPers who are causing enough problems will face consequences from other players. Even if those other players aren’t RPing.
What reason do you think ANET has for the tax ?
Why is that reason ludicrous ?
Why do you think 15% is unreasonable ?
Camera and FOV (field of view) - Civil Discussion
in Suggestions
Posted by: Snoring Sleepwalker.9073
it is bugged :S
http://imgur.com/a/Jcn1Esee from 4:3 to 16:10 how little horizontal FoV is added and how much vertical is cut instead?
it should behave like adding side monitors instead:
http://i.imgur.com/DLcin.jpg
-keeping vertical FoV like it is
- adding horizontal FoV
Why are they cutting VFOV on wider monitors ?
That really makes no sense at all.
There has been no price manipulation, there is a transaction fee, I don’t feel these are the same thing.
No intentional price manipulation. But what about accidental manipulation from bugs in the algorithm used to set the price ?
This includes bugs where the algorithm is implemented perfectly, but the algorithm doesn’t actually do what it is supposed to do. I’m not sure how someone could test for that, especially when we don’t know what the algorithm is.
How about you publish the algorithm ANET is currently using so we can analyze it for ourselves ?
This “everyone can buy ANYTHING at the cheapest price ANYONE on the server is selling” means that everyone is constantly undercutting each other, and thus prices of things drop rapidly, as it causes an extremely inelastic economy. with the current system, prices will NEVER become stable, as if for example 1000 items are listed at 4s… Why the hell would I want to sell my item at 4s and have to wait for ALL 1000 other items to sell first before mine sell… When I could just sell for 3s99c and sell instantly..
At the same time, buy orders keep outbidding each other. So prices stabilize at the point where the highest buy order is 1c below the lowest sell order.
Also, how does individual trading help stabilize things ?
Its amazing how fast this thread drops off the front page,
Would you rather this thread was filled up with constant content-less posts that exist only to bump it ?
Because that’s the only way to keep it on the front page.
Can devs find a way to reroll gold from a player scam?
in Suggestions
Posted by: Snoring Sleepwalker.9073
1 – A forum post is no good at reporting someone. Hit the support link up top and file the report that way.
2 – While I have heard unverified reports of scammers being banned, I have not heard anything about the victims getting their gold back.
3 – If it sounds too good to be true, it probably is.
There are plenty of other threads about that. Check my signature for one of them.
The PC standard isn’t 90 degrees. The standard is letting people change their FOV, because the idea FOV for someone is determined by two factors:
– Distance from screen
– Size of screen
Different setups will have different ideal FOVs.
90 is just a decent default.
Would it make a difference if we knew who was selling it?
IMO it would be nice to communicate with whomever it is that is selling something.
I know, different servers… Well maybe if they are on the same server?
I don’t know… I guess a name would just help for some reason?!?
Look at all the complaints about people undercutting each other. Now imagine someone angrier than them seeing that he has been undercut, buying a unit at the lowest sellers price, then making the lowest seller aware of his displeasure.
Then the lowest seller, angry at someone who feels they are entitled to not be undercut, sends an angry reply.
This back and forth continues for a bit. Then it’s either going to die off, or it will keep escalating* until ANET starts swinging the ban scythe.
*An ignore list works on one person. But it doesn’t work on a guild harassing you.
Anonymity prevents that from exploding.
Are the armors shown on the class selection screen available in game anywhere ?
If not, they would be a good first choice, as ANET has already made them.
Out of curiosity, how many feel that a 100% free market would be a good idea?
I do. Well I’d like to see the exchange done via a buy and sell order system like the rest of the trading post. The way I see it:
- We know how a buy/sell order system works. We don’t know how your algorithm works. Transparency leads to greater trust of the system.
– Because we know how it should work, we can also see when it isn’t working. When ANET’s algorithm isn’t working as intended, we have to hope that ANET notices.
– It works at reducing gold sellers in Eve Online (which is why ANET copied the PLEX system). It doesn’t seem to be working here. The super secret unknown algorithm is one of the differences.
What advantages does ANETs secret algorithm give ?
I can’t see any for players.
I can’t even see one for ANET. Having a separate algorithm means more code to maintain. Assuming it’s working as intended, all the algorithm allows is for ANET to manipulate gem prices without adjusting the number of gems in circulation. Which is just asking for more trouble later on.
If you want to adjust the gem<>coin exchange rate, do so by adjusting the number of gems in circulation. Either by changing the price people buy them with cash (a sale is one idea), or by buying/selling them directly on the exchange system. Nobody would notice if ANET is the one placing or filling trading post orders and, even if they did, I doubt they would care.
Just out of curiosity, but why not set a max price for items? That way someone selling it can’t simply hoard the items and sell them at ridiculous rates. They’d have to sell them at the max allowed price.
Guild Wars 1 limited players to carrying 100,000 gold on them at any time. Meaning that’s all they could pay in a single trade. That sounds like an attempt at setting a maximum price to me.
It didn’t work.
Instead players picked an alternative currency for high value trades. Which had a side effect of increasing the demand, and thus price, for ectoplasm.
Do that in Guild Wars 2 and the high value trades will be done over mail. Which is just asking for scams.
ANET claims that their super secret algorithm is helping supply and demand set the price. But lets look at the other ways ANET have screwed up the economic side of things:
– The TP sales tax is hidden.
– “Predicted Profit” doesn’t include the listing fee. Since profit is income minus expenses, and the listing fee is an expense, it should be included.
– They set a price floor on TP items of 1c above vendor. No price floor would make sense. A price floor at a price where you would make more than vendoring if it sold would make sense. A price floor at vendor price does not, because anyone hitting the floor is still losing money compared to vendoring.
– They let buy orders be placed below that floor, despite knowing they can never be filled. While that is fixed, they haven’t purged the low orders yet.
Why should we believe that ANET has got this secret algorithm right, when they have gotten other visible things wrong ?
What definition of profit are you working with ?
I’m working with income minus expenses. The listing fee is an expense. Therefore it much be subtracted from your income to get your profit.
Once you have your definition of profit, go ask an accountant what they think of it.
Because its not there to tell you how much you’ll earn from any transaction. Nowhere did ANet state that the projected profit is going to be profit based on all expenses. It’s only there to inform you about the 10% tax the TP takes when you have a successful sale.
How is a new player expected to learn that the listing fee is not included ?
Any answer than involves asking another player means that the interface design has failed. Since the wiki is player written, it also counts as asking another player.
The game shouldn’t have to hand-hold you. If you want to know how much actual profit you’re making, just subtract your listing fee from the projected profit.
I expect the interface to not lie to me. By giving a “profit” figure that doesn’t include the listing fee, it’s lying to me.
I expect that when the game shows my the result of a calculation that it includes all the variables. Not expect me to do it in my head. Especially when one of the variables (sales tax) is hidden from me. Guild Wars 2 is not a game for teaching basic math, so it should not expect me to perform a calculation GW2 could do if ANET changed a single line of code. Just take the current line of code that calculates projected profit and add “-ListingFee” to the end of it.
Showing all relevant information and automatically performing basic math is not hand holding. Hand holding is telling players that they can only sell items when they’d earn more than the vendor price. Which ANET has still managed to screw up.
Bots need to be stopped behind the scenes, not by limiting everyone. I don’t play the markets or go through large quantities of items on a daily basis – but some legitimate players do and shouldn’t have to be penalised.
Fair enough.
Do you think these legitimate players are selling at a level equal to the bots(not that i condone selling lots of things, just botting.) if so then my solution is rubbish. If not than why not set a cap that a legitimate player cannot reach, but a bot can?
Because, once the bot coders know of the limit, they will reprogram their bots to avoid it. Which has a side effect of making them harder to detect, since if the activity level is unable to be hit by human players then anyone exceeding it is an obvious bot. But adding the limit means bots will no longer hit that activity level.
In the long run, detecting and banning the bots is the only realistic solution. Trying to limit their damage is only going to make bots harder to detect and/or hurt regular players.
ANET deliberately chose to not include a trade window. That means they think that the disadvantages that come with it outweigh the advantages. If you want them to add one, or something with a similar effect (eg Cash On Delivery mail) then you will need to convince ANET to change their mind. This will take two steps:
1 – Find out what the disadvantages ANET sees are. This information is in some of the other threads asking for a trade window/COD mail.
2 – Convince ANET that the advantages you see are greater than those disadvantages.
If you aren’t willing to do the work required for step one, forget about ever getting step 2.
If ANET does add a trade window, I can’t see myself using it. So this is all the help you’ll be getting from me.
Assuming that the project profit has included all expenses is a reasonable assumption. When you have the computer doing some math, it should be doing all the math.
Why doesn’t it ?
As of the last patch it’s ALL there. When you have set up the trade it tells you the projected profit above the sell button including the deduction from taxes.
No it isn’t.
Go to list something on the trading post for 1 silver. If it was all there the projected profit would have both the listing fee (5%) and sales tax (10%) subtracted. Meaning projected profit should be 85 copper.
Instead it shows 90 copper. So either the sales tax is changed, or the listing fee is not included.
The concept of projected profit* is simple: Take the total proceeds, then subtract all expenses. The listing fee is a sale expense. Therefore it should be included.
*Lets just ignore that profit might not be the right word, as it fails to include the cost of acquiring the item in the first place.
Lets go through what someone new to GW2 will see with the item they sell for 1 silver:
– They enter 1 silver in the price box.
– They see 90 copper listed as ‘projected profit’
– They see 5 copper listed as the listing fee.
– They click the button to list it. 5 copper vanishes from their inventory.
They have no clue about the sales tax being 10%. All they know is that to get a profit of 90 copper, their net payout would need to be 95 copper to cover the expense of the listing fee. When they get a payout of 90 copper they are justifiably angry because the interface lied to them.
It’s your own fault you didn’t read and notice that there is a listing fee when you put an item up for sale. That listing fee will be deducted from your current balance regardless if you get a sale or not. The projected profit is what you will get from the TP after you item is sold (it takes into account of the 10% successful sale fee).
Assuming that the project profit has included all expenses is a reasonable assumption. When you have the computer doing some math, it should be doing all the math.
Especially when the sales tax isn’t listed anywhere in game.Why doesn’t it ?
It’s your own fault you didn’t read and notice that there is a listing fee when you put an item up for sale. That listing fee will be deducted from your current balance regardless if you get a sale or not. The projected profit is what you will get from the TP after you item is sold (it takes into account of the 10% successful sale fee).
Assuming that the project profit has included all expenses is a reasonable assumption. When you have the computer doing some math, it should be doing all the math.
Why doesn’t it ?
What were the buy orders at ?
I always price my items at about halfway between the lowest sell order and highest buy order. So if there is a 10 gold spread, I would undercut the lowest sell order by 5 gold. The most I’ve done so far is a 4 gold undercut.
Press O. Open the sell items section. There you have the TP prices of all the items in your inventory in a nice list. Hover over them to see the vendor price.
Theoretically if an item is worth salvaging, then there will be someone buying it to salvage for nearly as much as you’d get from salvaging (they have to make a profit). In practice:
– Souldbound items can’t be sold.
– Some people are buying items to salvage them, even when they are making a loss compared to just buying the end result. So for some items you would get more TPing them than salvaging because of other players being stupid.
– There are other uses for items that get people buying them. Same effect as the previous point, but this time it’s done by players who understand how things work. Maybe you know what they are doing with the item, maybe not. Either way, I don’t see why you would care.
So, what I do is:
– Salvage items get salvaged.
– Soulbound items with valuable runes get salvaged.
– If it can be sold on the TP for more than vendor (after listing fee and sales tax) then it gets sold there.
Everything else gets vendored.
I’ve also seen an ANET post saying that they are working on it. Though that doesn’t guarantee it will ever be completed, so keep asking till you get it.
I agree the display is not perfect, but it finally presents all the data upfront (with some math left as an exercise for the reader). I would prefer to see:
- Proposed listing: 5 units @ 20c = 1s
——- Listing fee (5%): 5c [non-refundable, paid now]
- Sales tax (10% per unit): 10c [collected when sold]
——- Amt available on pickup: 90c
——- Net value to you: 85c [after fees and taxes]
This is overkill, but it ensures that no one will ever be confused by how much they should see available for pick up, how much they are paying in fees/taxes, and whether it’s worth it to them to list.
The worst part is that the Trading Post is clearly a copy of the Eve Online market system. In Eve, all that information was shown.
More importantly, Eve Online displayed a net proceeds amount for the transaction that was accurate after all fees and taxes.
I see people that list 1 copper over the price an npc purchase price since the buy orders can’t be prices lower any longer. Even doing this doesn’t make any sense.. You’re listing at item at a loss why bother?
Three reasons.
1 – A lot of those orders were placed while ANET was actively hiding information. For example, the 10% sales tax. If you didn’t know about it, then selling items for 1c above vendor price does make sense if the listing fee is less than 1c per item. For example, say an item vendors for 9c each. You 250 to sell. List them for 10c each and the total listing fee is 125, so you’d get a total of 2,375 when it eventually sells. Vendor them and you’d only get 2,250
Sure, the sales tax would wipe out your gains. But only because ANET didn’t tell anyone about it.
2 – There is a PBCAK that caused the order to be listed.
3 – People are far from a vendor with a full inventory, so decide that listing it for a small loss is better than trashing it for a complete loss.
I’m betting that number 2 is the main reason. Especially when number 3 could be argued to be caused by a PBCAK.
It’s BS – how can PROFIT be calculated? This is only NET RETURN on the sale.
In other words: if I buy a product at 1 silver and sell it for 2 silver, the BLTC system will not tell me I’ve made 1 silver profit, but 2. (ignoring taxation in this example for simplicity)
True. But the name is less important than the number at the end.
Also, ANET has a major problem with transparency in the trading post:
– Hidden sales tax. It’s less hidden now, but still hidden.
– Nobody has any clue how the currency exchange determines its price, beyond knowing that ANET has a secret algorithm.
ANET really needs to get one of their accounts to look over the design of the trading post. Though making sense might conflict with ANET’s precious art design.
As for not including the listing fee, that also makes some sense, though it should still be more clear than it is. After all, it’s telling you the approximate amount you’re going to end up with in the TP after the item sells – the listing fee, on the other hand, is paid right now, not later.
Why does when the fee gets paid matter ?
If you’re selling something and your net proceeds are less than vendor price, you’d vendor it. If the net proceeds are greater, you TP it.
Including one of the fees* is just asking for people to assume it’s including all of them. Then complaining about the missing 5% of their total.
Or to note that it seems to be including the listing fee twice.
*The fee that isn’t stated anywhere in game.
While it’s a good idea, it seems to only include the 10% sales tax. Not the 5% listing fee. Why doesn’t it include both fees in its calculation ?
https://en.wikipedia.org/wiki/Arctic_charr
Arctic char or Arctic charr (Salvelinus alpinus) is a cold-water fish in the Salmonidae family, native to Arctic, sub-Arctic and alpine lakes and coastal waters.
Pity I can’t work this into any decent jokes.
Why are you complaining about the self-described Final Boss ?
Now wouldn’t THIS be a cool suggestion, to ADD damage types and defenses against types of damage.. adding a bit more depth to combat.
It didn’t add depth to combat in GW1. Elementalists would use fire against all enemies because the AOE made up for any fire resistance the foes might have. Except for the last mission of Prophesies. Their solution: Demand a ranger with winter to make all the fire damage into ice, which enemies were weak to.
The other classes had even less choice regarding damage types, if they had any choice at all.
It doesn’t help that resistances on enemies often doesn’t make sense. For example, lets look at the Maguuma Centaurs, found in the Maguuma Jungle:
Maguuma centaurs, except for the Hunters, have 20 additional armor against cold damage. Maguuma Hunters have +10 armor against cold damage but also have 30 less armor against earth damage.
Why are things found in a jungle resistant to the cold ?
Why do their rangers ( a class typically having high elemental resistance) have lower earth damage ?
Actually, what does earth damage even mean ?
Hit someone with a rock - Earth damage
Hit someone with a hammer – Physical
Either way you’re hitting someone with a blunt object. So I don’t see how a different damage type makes any sense at all.