The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
Do they though?
How much gold can a single gold seller generate in a day?
How many players are there?
What is the % of gold sellers to (real)players?
In the real world money is technically finite, but governments can print more to buy their own debt through QE, this increases inflation.
In ESO there is no debt, and no government prints money, BUT gold is not finite. Even just logging in to do the daily crafting quests generates ~3k of gold out of thin air.
Lets say there are 30,000 unique daily players - based off steam charts at a reasonable estimate of what other platforms/login methods there are.
Lets say that each player has an average of 3 characters, making a total of 90,000 characters who just do daily crafting quests.
90,000 characters x 3,000 gold = 270 million gold generated out of thin air simply by doing crafting quests.
Lets say 50% of the unique daily players do other things like dungeon runs, other dailies, trials etc, but only on one character.
A fair estimate for additional gold for a couple of hours play, selling just white gear drops and treasure and junk? Around 30,000 gold.
15,000 characters x 30,000 gold = 450 million gold generated. For four hours of play 900 million.
That imo is a conservative estimate. I do not see gold sellers even coming close to being able to farm and sell enough for them to have any significant impact unless they are making up a majority of the playerbase.
Necrotech_Master wrote: »The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
Do they though?
How much gold can a single gold seller generate in a day?
How many players are there?
What is the % of gold sellers to (real)players?
In the real world money is technically finite, but governments can print more to buy their own debt through QE, this increases inflation.
In ESO there is no debt, and no government prints money, BUT gold is not finite. Even just logging in to do the daily crafting quests generates ~3k of gold out of thin air.
Lets say there are 30,000 unique daily players - based off steam charts at a reasonable estimate of what other platforms/login methods there are.
Lets say that each player has an average of 3 characters, making a total of 90,000 characters who just do daily crafting quests.
90,000 characters x 3,000 gold = 270 million gold generated out of thin air simply by doing crafting quests.
Lets say 50% of the unique daily players do other things like dungeon runs, other dailies, trials etc, but only on one character.
A fair estimate for additional gold for a couple of hours play, selling just white gear drops and treasure and junk? Around 30,000 gold.
15,000 characters x 30,000 gold = 450 million gold generated. For four hours of play 900 million.
That imo is a conservative estimate. I do not see gold sellers even coming close to being able to farm and sell enough for them to have any significant impact unless they are making up a majority of the playerbase.
gold sellers are a problem because the huge quantities of gold they have enters circulation
gold only enters "public circulation" when its spend on guild stores or traded hands directly, if a player does writs on 10 characters but never buys anything on guild stores, their gold is staying out of circulation
there are also players like myself who rarely if ever do daily crafting writs (im only doing them right now for surveys to finish the newish achievements for completing surveys)
Necrotech_Master wrote: »The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
Do they though?
How much gold can a single gold seller generate in a day?
How many players are there?
What is the % of gold sellers to (real)players?
In the real world money is technically finite, but governments can print more to buy their own debt through QE, this increases inflation.
In ESO there is no debt, and no government prints money, BUT gold is not finite. Even just logging in to do the daily crafting quests generates ~3k of gold out of thin air.
Lets say there are 30,000 unique daily players - based off steam charts at a reasonable estimate of what other platforms/login methods there are.
Lets say that each player has an average of 3 characters, making a total of 90,000 characters who just do daily crafting quests.
90,000 characters x 3,000 gold = 270 million gold generated out of thin air simply by doing crafting quests.
Lets say 50% of the unique daily players do other things like dungeon runs, other dailies, trials etc, but only on one character.
A fair estimate for additional gold for a couple of hours play, selling just white gear drops and treasure and junk? Around 30,000 gold.
15,000 characters x 30,000 gold = 450 million gold generated. For four hours of play 900 million.
That imo is a conservative estimate. I do not see gold sellers even coming close to being able to farm and sell enough for them to have any significant impact unless they are making up a majority of the playerbase.
gold sellers are a problem because the huge quantities of gold they have enters circulation
Necrotech_Master wrote: »The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
Do they though?
How much gold can a single gold seller generate in a day?
How many players are there?
What is the % of gold sellers to (real)players?
In the real world money is technically finite, but governments can print more to buy their own debt through QE, this increases inflation.
In ESO there is no debt, and no government prints money, BUT gold is not finite. Even just logging in to do the daily crafting quests generates ~3k of gold out of thin air.
Lets say there are 30,000 unique daily players - based off steam charts at a reasonable estimate of what other platforms/login methods there are.
Lets say that each player has an average of 3 characters, making a total of 90,000 characters who just do daily crafting quests.
90,000 characters x 3,000 gold = 270 million gold generated out of thin air simply by doing crafting quests.
Lets say 50% of the unique daily players do other things like dungeon runs, other dailies, trials etc, but only on one character.
A fair estimate for additional gold for a couple of hours play, selling just white gear drops and treasure and junk? Around 30,000 gold.
15,000 characters x 30,000 gold = 450 million gold generated. For four hours of play 900 million.
That imo is a conservative estimate. I do not see gold sellers even coming close to being able to farm and sell enough for them to have any significant impact unless they are making up a majority of the playerbase.
gold sellers are a problem because the huge quantities of gold they have enters circulation
gold only enters "public circulation" when its spend on guild stores or traded hands directly, if a player does writs on 10 characters but never buys anything on guild stores, their gold is staying out of circulation
there are also players like myself who rarely if ever do daily crafting writs (im only doing them right now for surveys to finish the newish achievements for completing surveys)
You are assuming where and how the gold will be spent. If it is spent on homes it is removed from the game. If it is spent on carries it just goes to players already sitting on a lot of gold. Gold sellers have to do something to generate the gold. If it is selling materials in guild stores that increases supply helping to fight any inflation.
Necrotech_Master wrote: »gold sellers are a problem because the huge quantities of gold they have enters circulation
gold only enters "public circulation" when its spend on guild stores or traded hands directly, if a player does writs on 10 characters but never buys anything on guild stores, their gold is staying out of circulation
there are also players like myself who rarely if ever do daily crafting writs (im only doing them right now for surveys to finish the newish achievements for completing surveys)
The gold sellers are a good point. They cause inflation since more gold is in the market, which is not due to actual player activity.
Do they though?
How much gold can a single gold seller generate in a day?
How many players are there?
What is the % of gold sellers to (real)players?
In the real world money is technically finite, but governments can print more to buy their own debt through QE, this increases inflation.
In ESO there is no debt, and no government prints money, BUT gold is not finite. Even just logging in to do the daily crafting quests generates ~3k of gold out of thin air.
Lets say there are 30,000 unique daily players - based off steam charts at a reasonable estimate of what other platforms/login methods there are.
Lets say that each player has an average of 3 characters, making a total of 90,000 characters who just do daily crafting quests.
90,000 characters x 3,000 gold = 270 million gold generated out of thin air simply by doing crafting quests.
Lets say 50% of the unique daily players do other things like dungeon runs, other dailies, trials etc, but only on one character.
A fair estimate for additional gold for a couple of hours play, selling just white gear drops and treasure and junk? Around 30,000 gold.
15,000 characters x 30,000 gold = 450 million gold generated. For four hours of play 900 million.
That imo is a conservative estimate. I do not see gold sellers even coming close to being able to farm and sell enough for them to have any significant impact unless they are making up a majority of the playerbase.
manukartofanu wrote: »You get it right. At this stage, it is already a simple deflationary spiral.
manukartofanu wrote: »You get it right. At this stage, it is already a simple deflationary spiral.
It is more than just gold from thin air. It became a deflationary spiral the day that veteran active users (already have most of what they want) outnumbered newbie active users (have little of what they want).
The supply side outstrips the demand side. This can be addressed quite simply: Cut the number of people farming stuff to sell by 50% - I'll let you tell them which 50% they fall into.
manukartofanu wrote: »You get it right. At this stage, it is already a simple deflationary spiral.
It is more than just gold from thin air. It became a deflationary spiral the day that veteran active users (already have most of what they want) outnumbered newbie active users (have little of what they want).
The supply side outstrips the demand side. This can be addressed quite simply: Cut the number of people farming stuff to sell by 50% - I'll let you tell them which 50% they fall into.