Sellers have little information to work with on how to price things. I'd really rather have this moved more to the buyer's court with auctions, crafting bounties, finder's fees, and the like.The prices sellers on the traders set are very arguably not remotely based on supply and demand
JHartEllis wrote: »Sellers have little information to work with on how to price things. I'd really rather have this moved more to the buyer's court with auctions, crafting bounties, finder's fees, and the like.The prices sellers on the traders set are very arguably not remotely based on supply and demand
This is one of the biggest things in my opinion. We got nothing new for combat since Scribing released, and Subclassing really only made it so all of our alts were totally unnecessary. It didn’t even change the meta gear that Arcanists already had for ages.spartaxoxo wrote: »There needs to be a reason to use all those materials we've been getting flooded with again. People hated the gear treadmill for gameplay reasons but it was a big part of the economy.
The big reasons people ran group content and farmable stuff was 1) Monster Helm styles and 2) Motif pages. And now that there have been several free motif events and a lot fewer people buying them, even the motifs aren’t as good sellers anymore. And as for the helms, we get those pages from the Archive now for way cheaper than we could get them from dungeons, and it’s not like ZOS is good at activating those drops in the first place. We still have 5 old styles from before this year that have never even seen a release, from up to 5 years old a dungeon.spartaxoxo wrote: »There needs to be new farmable stuff in group content. This stuff needs to feel actually obtainable but not so common it has no value. Too rare and nobody will bother, the few that do will command too high of a price to address the issue. Too common and it will be worthless.
spartaxoxo wrote: »PvP and Tales of Tribute need to be more rewarding. They nerfed Tales rewards and PvP hasn't had stuff the general playerbase would have high demand for in a while. What little they do have had been too rare. Niche activities are good places to put desirable items because it inherently limits supply since people will want them item but not want to do the activity to get it.
tomofhyrule wrote: »This is another thing. Tribute coffers have basically nothing, and it’s not exactly a popular activity. I don’t understand why they nerfed the drop rates for things, especially the emote/houseguest fragments that I don’t know anyone who has seen one in two years now. But they also have style pages there, and those seem to never drop either.
A lot of traders just seem to be completely detached from reality. They think just because they hoard hundreds of millions that means everyone else does too. 1mil for a heroism script? Are you out of your damn mind? It's like 15k when it comes around to the NPC shop, or better yet - you will most likely get dozens of them from daily quests. 10k per dreugh wax?! No, thanks, I'm not spending 20% of my total wealth on a single gear piece upgrade, keep your wax, I'll get mine from daily writs. Who do you think is going to need to browse guild stores more - a broke newbie looking to upgrade their gear or a vet who's got golden mats flowing out of their ears? Same goes for cosmetics and decorations. Make your prices sensible - people will start buying more things.
Exactly. Some players here simply don't understand or refuse to see reality that demand is cratering as player base is declining after U46, especially whales.A lot of traders just seem to be completely detached from reality. They think just because they hoard hundreds of millions that means everyone else does too. 1mil for a heroism script? Are you out of your damn mind? It's like 15k when it comes around to the NPC shop, or better yet - you will most likely get dozens of them from daily quests. 10k per dreugh wax?! No, thanks, I'm not spending 20% of my total wealth on a single gear piece upgrade, keep your wax, I'll get mine from daily writs. Who do you think is going to need to browse guild stores more - a broke newbie looking to upgrade their gear or a vet who's got golden mats flowing out of their ears? Same goes for cosmetics and decorations. Make your prices sensible - people will start buying more things.
This is like a subsistence fisherman in the Maldives saying he would buy more semiconductors if the prices came down.
Maybe this is just my inexperienced economic knowledge talking, but lower prices/deflation seem like a good thing (at least in ESO). As an average player, prices were getting way too high for me to afford anything. From Crowns, to motifs, to furnishings, it was just unattainable.
I'm not going to log on and dedicate my entire time for weeks to farming gold just to afford some basic things from Guild Stores. For the average player you accumulate gold gradually from in-game activities, daily rewards, etc. From what I could tell having friends in trading guilds it was only ever the ultra-high gold earners that bought those things for many years.
JHartEllis wrote: »ESO has a good variety of gold sinks, but it does not have gold generators to keep up. At least on PC, the in-game economy has been in a runaway deflationary death spiral, causing things like achievement furnishings and houses to become increasingly unattainable. Trading guilds are brutally demoralized. This is complex, but causes of this are partially a reduction in calendar rewards as well as the 14-day listing duration necessitating more frequent relistings. The market is generally oversupplied in most categories as items are randomly generated into the economy at a rate higher than player demand. A big separate issue would be how to boost demand in various item categories.
A stable to slightly inflationary environment would be better for the game. The higher the inflation, the more affordable all the fixed-cost purchases become, and guild trader activity mostly self regulates potential runaway inflation.
There would be bad, good, and great ways to add more gold to the game to keep the economic engine running. Generally speaking, whatever activities are given additional gold rewards will see more action. The best thing to add gold rewards to would be whatever is underperforming expectations, which I would put mostly at group content like dungeons, trials, and battlegrounds.
The coming consolidated leaderboard change presents a good opportunity to up the rewards with extra gold. The higher the prize, the more people will try for them. Something like 200-500k seems like a large feasible ballpark for actually feeling rewarding.
Golden Pursuits would be a good place to put larger gold rewards. A 500k-1m capstone reward for completing a wide variety of tasks would be very appealing. Individual task rewards of 20-100k for bigger things like specific trials would encourage those groups to form.
Bumping up the prizes from weekly coffers would help as well.
Ultimately, the current state of things precludes the development of additional gold sinks. For example, a unique mount at 5,000,000g would probably be extremely popular but would further exacerbate the deflation problem. Good gold generators would allow for great gold sinks to be added. It's time to look at both sides of this equation.