Yep. GM of the one of my trading guild, has another one, too and gave up on bidding and having top location for it as is unsunstainable.The only reason for the deflation is the large amount of gold sunk on trader bids. And the reason GMs spend more on trader bids than they are worth is because they enjoy being the GM of a trade guild as part of their gaming experience. If more gold were generated, trader bids would just go up even more. It still would be net deflationary as long as GMs are willing to bid so high.
I'm not at all a fan of the ESO trade guild system, but so long as this is the design (and especially since multi-bidding was introduced), more gold will be spent on kiosk bids each week than the economy actually supports.
JHartEllis wrote: »The main issue is an imbalance between what is demanded in gold sinks (e.g. bound furnishings, houses, bag upgrades) and what is demanded in tradable markets. The markets have mostly collapsed aside from a few basics.
The current liquidity crisis helps show that real world corollaries aren't exactly relevant--players are increasingly unable to afford fixed cost purchases (something that doesn't exist in the real world), and in-game "wages" have been severely depressed with very few marketable item farm "jobs" being viable. This does not correct itself--there's just very little demand for much of anything. I've seen lots of guild members cite the crappy markets as a reason to quit, and guild trader kiosk availability indicates a large percentage of trading guilds have given up.
There are other big problems plaguing the economy, but striking a better balance between sinks and generators is critically important for a better future for ESO.
I think that ZOS needs to work on increasing the player population. I think that game economy is supply versus demand. If the active player count is dropping, I think that causes the demand to fall faster than the supply.
JHartEllis wrote: »The main issue is an imbalance between what is demanded in gold sinks (e.g. bound furnishings, houses, bag upgrades) and what is demanded in tradable markets. The markets have mostly collapsed aside from a few basics.
The current liquidity crisis helps show that real world corollaries aren't exactly relevant--players are increasingly unable to afford fixed cost purchases (something that doesn't exist in the real world), and in-game "wages" have been severely depressed with very few marketable item farm "jobs" being viable. This does not correct itself--there's just very little demand for much of anything. I've seen lots of guild members cite the crappy markets as a reason to quit, and guild trader kiosk availability indicates a large percentage of trading guilds have given up.
There are other big problems plaguing the economy, but striking a better balance between sinks and generators is critically important for a better future for ESO.
Ah, the classic "I don't have a problem with X so everybody else neither".It is way to easy to generate gold in eso, if anything we need more gold sinks not more gold generation.
Fundamental law of supply and demand applies, there is no around it.Deflation and inflation lose all meaning in a gaming world like ESO. Inflation is good in a healthy economy because it pushes investors to invest in companies, encourages consumers to buy products, and creates jobs. Deflation is bad because it causes the opposite effects: investors hold on to their money and jobs are cut. That isn’t an issue in a game like ESO, where there are no interest rates and no job cuts tied to deflation. The only likely outcome in an efficient in-game economy is that players will reduce grinding for materials once lower prices make it unprofitable, after which prices will readjust back to equilibrium.
So no, deflation and inflation have no real meaning, and they pose no issue in a game like this.
Maybe you can fix economy short term, but mid and long term, only increased demand can stabilize market, and IMO, this is not going to happen.JHartEllis wrote: »The main issue is an imbalance between what is demanded in gold sinks (e.g. bound furnishings, houses, bag upgrades) and what is demanded in tradable markets. The markets have mostly collapsed aside from a few basics.
The current liquidity crisis helps show that real world corollaries aren't exactly relevant--players are increasingly unable to afford fixed cost purchases (something that doesn't exist in the real world), and in-game "wages" have been severely depressed with very few marketable item farm "jobs" being viable. This does not correct itself--there's just very little demand for much of anything. I've seen lots of guild members cite the crappy markets as a reason to quit, and guild trader kiosk availability indicates a large percentage of trading guilds have given up.
There are other big problems plaguing the economy, but striking a better balance between sinks and generators is critically important for a better future for ESO.
Good post, now I think the reason why crowns/ gold exchange range has changes is because in the start it was lots of people with years of crowns from ESO+ but did not care much about cosmetic, this has dried up but you also have lots of players with lots of gold who finally spend it while not only is the caches of ESO+ crown used up but its plenty of restrictions on crown gifting.Dear JHart,
in my understanding we have the elephant entering the room. ta-da! Guild master can throw in some cash, buy some Crowns for a highly sought Mammoth mount (fancy housing etc) and gift that for gold in exchange as such transactions are not prohibited, they provide game-makers with a steady Crowns purchase flow
in this case, items are not "produced" by players (investing theirs game-time), but heaven sent. And these does not remove gold from economy - it only makes gold to change its owner.
When i started playing (that was with Summerset) crowns/gold "exchange rate" was like 1:300 at PC EU. Nowadays it is close to 1:2300. like 10x increase.
Crowns price has not changed, gold nowadays is 10x inflated compared to 2018.
I would prefer "direct" sink - like mammoth mount purchasable for 10M (or better for 5M) gold directly from Crown Store, as well as some exclusive manor houses, though game-makers might have theirs own ideas about Crown Store functions.