anitajoneb17_ESO wrote: »Selling a worthless gold ring you get from a trial for 5,000 gold to a special vendor is a bad idea? I dont see how, good way to make gold without needing to go farm and if you do nothing but raid then you can supply yourself with what is needed. Whatever it is, it is a step in the right direction
In the short term, yes, but sooner or later - and probably quite soon - your "gain" would be caught up by inflation. A 15K reward that helps you finance 15K potions is fine but if in two weeks your potions cost 20K instead of 15K (which is bound to happen if there's more gold injected into the economy) then your problem is not solved at all.
Why would an outside source of gold impact how one makes potions? If the price of pots is dependant on availability of materials plus the need for said item, why would it matter?
I'd say the only way this would affect the price if somehow the raider community brought down the average supply for potions to the point where there are non available. I'm talking like columbine rarity or yellows crafting upfrade mats rare.
anitajoneb17_ESO wrote: »Why would an outside source of gold impact how one makes potions? If the price of pots is dependant on availability of materials plus the need for said item, why would it matter?
I'd say the only way this would affect the price if somehow the raider community brought down the average supply for potions to the point where there are non available. I'm talking like columbine rarity or yellows crafting upfrade mats rare.
That's not how it works.
Let's say you earn 10$ a day. Out of which you spend 1 on hamburger, 5 on housing and 4 on transportation. If all of a sudden you earn 20$ a day instead of 10 (and everybody in your area also gets double salary), and you have nothing else to spend it on (only hamburgers, housing and transportation), the first days you'll save 10 dollars a day. But what for ? Very soon you'll be ready to pay more for each of your three types of expenditures. And McDonald's, your landlord and your bus company will know that and raise prices. In the end, you'll earn 20$ a day and spend 2$ hamburger, 10$ housing and 8$ transportation. Nothing has changed. Just the prices and revenue doubled.
That's - extremely roughly - how inflation works.
ZOS_GinaBruno wrote: »@ZOS_GinaBruno Tease the trial community a little bit??????ZOS_GinaBruno wrote: »Rohamad_Ali wrote: »What's on page
?
- Fixed an issue where your character’s movement speed was 10% slower when your weapons were unsheathed.
Oh wait, @ZOS_RichLambert already spoiled that one.
We've heard your feedback regarding the inability to make money by running Veteran Trials, and added Undaunted Plunder to the Veteran mode of all Trials.
You can read more about this in a little bit.
anitajoneb17_ESO wrote: »Why would an outside source of gold impact how one makes potions? If the price of pots is dependant on availability of materials plus the need for said item, why would it matter?
I'd say the only way this would affect the price if somehow the raider community brought down the average supply for potions to the point where there are non available. I'm talking like columbine rarity or yellows crafting upfrade mats rare.
That's not how it works.
Let's say you earn 10$ a day. Out of which you spend 1 on hamburger, 5 on housing and 4 on transportation. If all of a sudden you earn 20$ a day instead of 10 (and everybody in your area also gets double salary), and you have nothing else to spend it on (only hamburgers, housing and transportation), the first days you'll save 10 dollars a day. But what for ? Very soon you'll be ready to pay more for each of your three types of expenditures. And McDonald's, your landlord and your bus company will know that and raise prices. In the end, you'll earn 20$ a day and spend 2$ hamburger, 10$ housing and 8$ transportation. Nothing has changed. Just the prices and revenue doubled.
That's - extremely roughly - how inflation works.
Which for long term players isn't all THAT bad... since they got those raises so the expensive prices don't seem so bad.... but then the new kid comes along and can only make $5 a day and can't even afford a home
ZOS_GinaBruno wrote: »@ZOS_GinaBruno Tease the trial community a little bit??????ZOS_GinaBruno wrote: »Rohamad_Ali wrote: »What's on page
?
- Fixed an issue where your character’s movement speed was 10% slower when your weapons were unsheathed.
Oh wait, @ZOS_RichLambert already spoiled that one.
We've heard your feedback regarding the inability to make money by running Veteran Trials, and added Undaunted Plunder to the Veteran mode of all Trials.
You can read more about this in a little bit.
Undaunted Plunder?!
Gimme dat booty! Were gonne be rich @Nifty2g
SantieClaws wrote: »Khajiit maybe gets the feeling they are enjoying the speculation a little too much yes
Yours with paws
Santie Claws
anitajoneb17_ESO wrote: »Why would an outside source of gold impact how one makes potions? If the price of pots is dependant on availability of materials plus the need for said item, why would it matter?
I'd say the only way this would affect the price if somehow the raider community brought down the average supply for potions to the point where there are non available. I'm talking like columbine rarity or yellows crafting upfrade mats rare.
That's not how it works.
Let's say you earn 10$ a day. Out of which you spend 1 on hamburger, 5 on housing and 4 on transportation. If all of a sudden you earn 20$ a day instead of 10 (and everybody in your area also gets double salary), and you have nothing else to spend it on (only hamburgers, housing and transportation), the first days you'll save 10 dollars a day. But what for ? Very soon you'll be ready to pay more for each of your three types of expenditures. And McDonald's, your landlord and your bus company will know that and raise prices. In the end, you'll earn 20$ a day and spend 2$ hamburger, 10$ housing and 8$ transportation. Nothing has changed. Just the prices and revenue doubled.
That's - extremely roughly - how inflation works.
Except in ESO, you miss out of the "forced economy" aspects real life puts on you. So you can essentially boil it down to "availability of Mats, availability of final product, and demand for product."
As a player, if my price check comes lower than people are selling, and there are potions readily available, I'm buying the lowest cost. So if the price jumps to 20k, but someone is selling for 15, I'm buying the 15 everytime. If they are all 20k, I'm farming them and selling for 15k to reduce the cost (and outsell you).
ESO is special in that, as long as you keep a steady supply, the game cannot force you to buy anything. So as long as the mats can be farmed easily and demand matches supply, the price shouldn't change regardless of who earns. The only thing that brings it down, is if a player can farm and underbid the system but once again only if the mats are readily available.
Only real world aspect in ESO is how lazy a player is or if they have enough time to farm everything.
anitajoneb17_ESO wrote: »Except in ESO, you miss out of the "forced economy" aspects real life puts on you. So you can essentially boil it down to "availability of Mats, availability of final product, and demand for product."
As a player, if my price check comes lower than people are selling, and there are potions readily available, I'm buying the lowest cost. So if the price jumps to 20k, but someone is selling for 15, I'm buying the 15 everytime. If they are all 20k, I'm farming them and selling for 15k to reduce the cost (and outsell you).
ESO is special in that, as long as you keep a steady supply, the game cannot force you to buy anything. So as long as the mats can be farmed easily and demand matches supply, the price shouldn't change regardless of who earns. The only thing that brings it down, is if a player can farm and underbid the system but once again only if the mats are readily available.
Only real world aspect in ESO is how lazy a player is or if they have enough time to farm everything.
There is no difference between the ESO market and RL market (apart from the fact that ESO market are extremely simplified). In real life too there are people who live in complete autarcy - without any money : they don't sell and they don't buy. I agree there are very few of them - but they exist. Just like in ESO, it all depends on how lazy/willing you are to farm your stuff yourself. Some trial raiders like Nifty mentioned that they'd rather quit raiding altogether rather than pick their own ingredients for potions - simply because they don't like it, don't want it or have no time.
The key is your sentence "as long as you keep a steady supply". But prices have an impact on supply. Some people will go on farming and selling even at reduced prices, some will stop because they consider it's not worth it. Part of the recent rise in prices for Columbines is that there are many motifs to farm which provided a much higher income / hour. Thus less columbine => prices go to the roof.
Just like IRL. Except the process are far simpler and easier to identify in ESO than IRL.
Edit : I dunno how I sound, I'm not "lecturing you", just chatting along while frenzily waiting for Natch Potes
From what I noticed in this game, the best example of controlling the market was the launch days when contracting vampire:
1) no information on economy or services available to educate
2) vampire was very specific in getting it, and want easily available for the general public.
3) players controlled the market by killing all sources of vampires forcing players to pay money or lose out on vampire.
For nifty, gaining 4000 at another source could mean buying the mats himself and making the potions he needs. For this update, if imagine more flowers will make it to market now that the underpopulated zones will have more players farming the nodes. I'd imagine the price for potions could go up or down based on how the raw materials are available.
Hmm. Getting a little late for natch potes. Must be a case of the Mondays at ZoS!
anitajoneb17_ESO wrote: »
From what I noticed in this game, the best example of controlling the market was the launch days when contracting vampire:
1) no information on economy or services available to educate
2) vampire was very specific in getting it, and want easily available for the general public.
3) players controlled the market by killing all sources of vampires forcing players to pay money or lose out on vampire.
You're on console ? Yeah that's pretty bad. Heard the same happened for werevolves.
But that's bot "free market". That pure crime.
The worst in it is, equivalent things happen everyday in RL markets, for nearly everything.
For nifty, gaining 4000 at another source could mean buying the mats himself and making the potions he needs. For this update, if imagine more flowers will make it to market now that the underpopulated zones will have more players farming the nodes. I'd imagine the price for potions could go up or down based on how the raw materials are available.
I expect alchemy ingredients to rise significantly in price - even more than now.
Yes, there will probably be a little bit more supply, for the reason you mentioned, but there will be a HUGE demands. With all the new dungeons, the new achievements, and the new stuff to farm and test, everyone will be sipping potions 24/7. And many people swim in gold anyway, so they'll be ready to pay.
I have about 1K columbine in my crafting bag. I won't sell them under 800ea. If prices don't go that high, I'll keep them for my personal usage - which will be huge, too.
anitajoneb17_ESO wrote: »Except in ESO, you miss out of the "forced economy" aspects real life puts on you. So you can essentially boil it down to "availability of Mats, availability of final product, and demand for product."
As a player, if my price check comes lower than people are selling, and there are potions readily available, I'm buying the lowest cost. So if the price jumps to 20k, but someone is selling for 15, I'm buying the 15 everytime. If they are all 20k, I'm farming them and selling for 15k to reduce the cost (and outsell you).
ESO is special in that, as long as you keep a steady supply, the game cannot force you to buy anything. So as long as the mats can be farmed easily and demand matches supply, the price shouldn't change regardless of who earns. The only thing that brings it down, is if a player can farm and underbid the system but once again only if the mats are readily available.
Only real world aspect in ESO is how lazy a player is or if they have enough time to farm everything.
There is no difference between the ESO market and RL market (apart from the fact that ESO market are extremely simplified). In real life too there are people who live in complete autarcy - without any money : they don't sell and they don't buy. I agree there are very few of them - but they exist. Just like in ESO, it all depends on how lazy/willing you are to farm your stuff yourself. Some trial raiders like Nifty mentioned that they'd rather quit raiding altogether rather than pick their own ingredients for potions - simply because they don't like it, don't want it or have no time.
The key is your sentence "as long as you keep a steady supply". But prices have an impact on supply. Some people will go on farming and selling even at reduced prices, some will stop because they consider it's not worth it. Part of the recent rise in prices for Columbines is that there are many motifs to farm which provided a much higher income / hour. Thus less columbine => prices go to the roof.
Just like IRL. Except the process are far simpler and easier to identify in ESO than IRL.
Edit : I dunno how I sound, I'm not "lecturing you", just chatting along while frenzily waiting for Natch Potes
Correct! And I don't think we wanted to be "lecturing", so I apologize if it sounded like I was too.
From what I noticed in this game, the best example of controlling the market was the launch days when contracting vampire:
1) no information on economy or services available to educate
2) vampire was very specific in getting it, and want easily available for the general public.
3) players controlled the market by killing all sources of vampires forcing players to pay money or lose out on vampire.
So to me the market plays simply:
1) can I easily get this product?
2) if no, can I easily get the require elements to recurve final product,
3) if no,can I live with or without this product?
For nifty, gaining 4000 at another source could mean buying the mats himself and making the potions he needs. For this update, if imagine more flowers will make it to market now that the underpopulated zones will have more players farming the nodes. I'd imagine the price for potions could go up or down based on how the raw materials are available.
This was my essential argument.
Paulington wrote: »Something tells me this undaunted plunder is a person you can sell your gold rings to for more gold or something like that...
It just cannot be that, it cannot be anything that you just vendor for gold or such a thing because that is just adding hundreds of millions of gold to the economy out of nowhere, hello inflation.
It needs to be something that we can swap for an item with another player, for example you swap 1 Undaunted Plunder for 1 Tempering Alloy (or whatever) at the vendor which you can then sell to another player, but even that causes issues.
It's a really fine thing, it'd be nice if you could use it to make an item BoE or something but that can't happen either really.
Can't wait to find out!.
It's gotta be simpler than what you propose. That would require way too much work and speccing to be down between PTS incremental patches based upon feedback. It will be something simple just like a high value drop to be vendored or simply a large gold amount.
Tradable container that has a random set piece, maybe? If you open, the piece is bound to you (and you can trade within your group if in the dungeon). Otherwise, you can sell? Just a guess.
That's a good "simple" idea. That "just" a new item and a level list.