The goal isn’t to have people waste hours and hours just trying to find an item. Which is why I mentioned that we had already thought about the “Product Finder” and we’ll definitely add that in if it’s warranted.
I do think it’s worth realizing a few things when we have all of these discussions:
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The population of the entire server/game. This is a niche game in an already niche market. A good rule of thumb is that there will be at peak time around 10% of the total game’s population online. So even if we get 10,000 people who are playing this game on a regular basis (which I think is doable but is still a lot for a VR game), that would mean at peak time there would only be 1,000 people on the server spread across the whole world. So there’s not going to be 200 people all clamoring at one market stall at a time. And likewise, there aren’t going to be 300 merchants all hawking their wares or 10,000 people all listing items on the Auction house. If there were, this system wouldn’t work very well.
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As others have noted, there is not going to be like 10,000 different items in the game for sale. Most items in the game are soulbound. Gear is all soulbound. You’ll be selling and trading mostly things that are crafted items or ingredients for crafted items, along with some miscellaneous items. That’s not to say that buying/selling/trading won’t be vitally important to the game, as it will be – you’re not taking on the toughest bosses without those crafted potions or without an Artificer enhancing your armor! – but the raw number of items will just be much lower than say WoW.
Of course the game’s population will grow over time (hopefully!) and eventually we may end up having 2,000 or 3,000 or maybe someday even 100,000 concurrents at a time on a server…but let’s cross that bridge when we get to it. I’d rather design the game to be fun now with the population we’re likely to have at launch, and then expand it over time, then say “we can’t do this because 3 years from now there might be too many people for it to work!” The game will continue to grow and evolve just like VR will.
And I think that applies to a lot besides just this discussion. We we consider PvP, granting Surnames to people manually, not having an “Instant Dungeon Queue” system, and lots of other things we’re trying – a lot of that I think will work well because we will have a smaller, tight-knit community. We’re not going to have a WoW-sized population and we shouldn’t design the game like we will. Instead, I think we should try to do some exciting new things that MMOs have shied away from because they were designed as massive theme parks that had to cater to 100,000 people every day.