Started working on this idea a week or so before I saw the Bazaar Revamp notes for Test Realm. To be clear, this suggestion is completely separate from that and does not at all comment on the content in that post. This is a suggestion for a way to overhaul how the game design of the bazaar is done to change how it interacts with the game on a fundamental level. From my perspective, the changes KI has made in the recent revamp don't really change much about the Bazaar.
The goal here is to address what I perceive as limitations of the current Bazaar:
- The current Bazaar is only in one high population location. This can cause lag for people in crowded/full realms that are in the Bazaar.
- The current Bazaar does not support players in getting to the most late game of the content because it restricts what reagents can be sold.
- There are several items we would like to trade in the Bazaar that are not available for trade.
- Reagents cannot be easily obtained by players seeking to craft.
While some of this is down to flaws with the current gear system, my goal is to take an approach to make crafting more possible and also make it more worthwhile to buy and sell gear we would currently write off as worthless.
Proposal:
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Spread out the item types.
This is the first step to dealing with the bazaar problem and it's already partially implemented with the TC bazaar being accessible from the library. Moving furniture, TCs, Reagents, Snacks, etc. Away and letting Elik Focus on gear would reduce the number of players sitting in a single area. -
Stratify by level.
Create multiple bazaars that can take 30-50 levels of gear each. In the case of housing bazaars, I find it unlikely that a merchant in Mooshu will have the same interests as a merchant in Zafaria, so selling world appropriate housing at the correct vendor should be the plan. This means having bazaars scattered around the spiral. A reagent bazaar in Krokotopia, for example, a furniture bazaar in Marleybone, etc. Snacks and reagents have tiers so some bazaars might only accept items within their range of tiers available. -
More Bazaar Types.
With so many items to want, like fish and jewels, that aren't in the bazaar, more places to trade with other players would be ideal. -
Unlock "No Auction" Reagents.
Since not all reagents can be sold to every bazaar, wizards need to progress to certain stages of the game to be able to sell items. This means that world specific reagents can be unlocked and simply available at high level bazaars. Players that already have the best gear can simply sell the reagents they don't need. -
Limit other "No Trade" and "No Auction" items.
These reduce the ability for wizards to actually spread the wealth of items they get from drops that they can't use. Reducing how many items are "No Auction" will improve the economy and help wizards feel confident in their ability to progress through the entire game. -
Introduce Bazaar Badges
By trading in each bazaar in the spiral, you can unlock badges. These range from trading at every bazaar to buying and selling lots of gold worth of items to a single bazaar. Each badge unlocked would increase the gold cap of the player as they become a better seasoned merchant. -
Allow "uncrafting".
We need a mechanic better than pet feeding to get value out of "No Auction" gear that we can't use or don't want. It would be ideal to have it break down into reagents relevant to the world or it's construction. Some form of gear scrapping or uncrafting would go a long way, even if it costed energy, to helping players get the gear they want, as suddenly off school drops can provide valuable reagents for crafting.
I know there are problems with this suggestion, but character count won't let me discuss them all, but I see a lot of the "problems" as features. I don't think we should have one place to go when we want to empty our backpacks. I think that's lazy design, and while worked, it doesn't now.