In my opinion the solution is to let the lazy whiners whine and don't do auction houses.
That would not be a good thing. You may think it is, but when you actually get in the game and see how much trouble it is to handle item purchases and sales if you have to run all over town to do it, you'll be wishing for an auction house. I know. I used to think that the auction house approach was stupid, but have come to realize just how good an idea it is.
Allow players to setup stores in Hubs instead.
Well, that would be cool. But when you consider the fact that the hubs will have fewer buildings than there will be people wanting to set up shops, you see the usefulness of an auction house.
Concentrate on Player to Player trade.
I had a thought about this. In-game mail which has been used in many MMOs, would be perfect for this. In the regular ES games, "sheet of paper" is an item you can find which for all intents and purposes serves no useful purpose. I sat let it have a purpose. If I sit down at a writing desk, I can select, work order. On this order I can create a list of craftable Items I want made and how much I'd be willing to pay and send it to the player of my choice to make the items. The crafter can review the list and the offer, and either accept the work order or reject it. If accepted, it becomes a crafting quest that would logically list all of the objectives from the resources that need to be gathered to the items that need to be crafted and refined. When the crafting quest is completed, a shipping order would be worked up, which would require a package and a sheet of paper. The package would be sent to the customer flagged as cash on delivery in the amount of the agreed-upon offer from the work order. Customer cannot get item until COD is paid. Crafter cannot cheat the customer by changing the price.
If the crafter rejects the work order, he needs to indicate why. If the offer the potential customer made was too low, the Crafter can set the price he will accept. The customer can read the rejection letter and decide whether or not to agree to the crafter's terms. If the terms are accepted, the order can be sent back and the crafter can accept the work order and it becomes a crafting job. If the customer rejects the terms, he may attempt to haggle by increasing the offer. Or he can discard work order. Haggling can go back and forth until both crafter and customer come to an arrangement. Discarding the work order would end the process.
When sorting documents, work orders would be listed in the order received.
Direct communication between players would be possible, and would allow the same back and forth exchange, but would not require sheets of paper. When they agree, the work order is drawn up and when both agree upon it, it gets added to the crafter's inventory.
So this covers direct face-to-face player involvement and delayed/distant involvement.
Also get rid of useworthy weapons and armor as loot. If you want player driven economy looted weapons and armor should be damaged down to the point where a crafter is need for repair.
I disagree. In Skyrim, a player may refine weapons and armor by using a grindstone or workbench. The result is an improved version of the item in question. Looted gear should always be standard gear with no improvements. If a player wants improved or enchanted gear, then a player crafter would be how to get it. A refinement order, which would require a package and a sheet of paper, plus the item in question would be required. It must be either accepted or rejected by the crafter. Gear to be improved would be flagged as quest items and cannot be removed from the crafter's inventory, except through the shipping order stage. This prevents an exploit where a crafter can detatch the item, claim it as his own and not go forward with the agreed-upon terms.
You also want to force one character per account or at least a hard choice between either crafting or combat or everyone will just sustain themselves and no real player driven economy is happening.
I agree with you here. When Star Wars Galaxies had only one character per account, the in-game economy flourished and symbiosis within the community was strong. Then they started monkeying around with things because of the Jedi-wannabe whiners, adding the hologrind which resulted in players taking professions they ordinarily would not have played, thus artificially shifting focus and creating voids within the player economy. People who once were armorsmiths were now bounty hunters, and people who were once bounty hunters were now armorsmiths. Trouble is the latter played primarily for combat and now being forced to do crafting, they figured they would milk it for as much as they could and charged outrageous prices. And then with the introduction of the NGE which added loot to the game that could have stats on it no crafter could apply, the economy became a broken mess that NEVER fully recovered.
One character per account per server is the best way to go in terms of establishing symbiosis within the community. Selling that concept to MMO players who are used to multiple characters per account will not be easy, so I think that the best thing we can hope for is multiple characters with combat and noncombat classes to choose from.
The important thing is that whether combat or noncombat, there must be something to do in the game that plays into the role the class in question exists for. If I am a crafter, I must have stuff to craft that is always useful, and there should be a reason for combat classes.. and even other crafting classes... to make use of my services. If I choose a thief, then there had better be plenty of areas in all dungeons that need breaking into, and plenty of traps to disarm, otherwise, I'm just a combat class limited to cloth or leather who can pickpocket...
Anyway, the services of a crafter should be desirable, not mandated. If I want to go through the game with just whatever basic gear I find, I should be able to do so. But if I want to make it the best it can possibly be, then I would need to go to a crafter or an enchanter.
By the way... Weapons and Armor need to wear out and break just like in the first four regular TES games. Repair hammers could be used by anyone to keep their gear in good repair, and those would be crafted by players, sold to NPC merchants and resold for a fixed price. So repair tools will always be an in-demand item so even if my crafter hasn't received a work order today, I can craft up repair tools and sell them. Someone will have need of them.