WhiteNoiseMaker wrote: »What would happen is that the already established 'big-guys' would simply get friends and minions to farm those essences, and then sell the essences at inflated prices. The cycle would continue.
A treatise on why casuals never use guild merchants.
3.) If you buy an item it becomes bound in a way where it can't be resold, so if you buy it stays with you, no matter what;
4.) Make resource nodes instanced to the player to stop people from hoarding that way;
And that's why you're here! Am I right? You got all excited when you saw "Enfranchisement"!
bellatrixed wrote: »Nothing is broken for casual players.
It is incredibly easy to make gold in this game if you try even a *little*. If you are unwilling to try even a little you must not really want whatever you're grinding gold for.
Grinding gold to buy nice stuff is required in every single MMO ever... and ESO is a lot more forgiving than most.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
bellatrixed wrote: »Nothing is broken for casual players.
It is incredibly easy to make gold in this game if you try even a *little*. If you are unwilling to try even a little you must not really want whatever you're grinding gold for.
Grinding gold to buy nice stuff is required in every single MMO ever... and ESO is a lot more forgiving than most.
You can make 75k - 100k a week by just selling battle master chests you get from daily battlegrounds.
This has never been true, is not true, and will never be true. Do people not pay attention to the Crown Store at all?if they are listed too high,other players won't buy them. and seller doesn't make the gold.
Real world economics doesn't apply in this game. Prices don't come down just because the market is flooded. Instead, something worse happens: they're all sold at the same price.especially on things that can be continuously farmed. more people farm, more people compete for sales - prices go DOWN.
I cannot agree with this. The only reason selling through guilds is effective is because the game literally makes it easy to access the goods being sold through the kiosks.the only reason selling at traders is so effective is because there are a lot of people who are generating gold that they can be spending, just from selling. see... trading doesn't create gold.
From my experience, to make gold without selling the fastest is in order of:...as well as random drops you get just from killing some mobs on the way to completing your quests. stealing and fencing stolen loot. playing the game. which is something even the most casual player can do!
Jute tend to be cheap, it only used for low level crafted gear and level 1 clothing crafting writs.WhiteNoiseMaker wrote: »There is however the clear cut examples of market manipulation that goes on.
For example, on NA PC finished Jute used to be commonly found a few months ago at the price of 7-9 gold apiece on average, sometimes even less. Then it suddenly spiked for no discernible reason to the price of 35-40 gold a unit. It stayed this way for two months, before gradually lowering now to the current price of 25 per unit. This is still remarkably higher than it was a mere season ago.,
Oko runes are another example of price manipulation on what used to be a trivially cheap rune. At least in this case, there's a partial reason in that writs have begun to make more use of Oko, but we're talking about price hikes over over 1000% to 2000% increase fro last year.
Just adding this in response to the suggestion that 'things in the basket get cheaper over time'. :-)
A treatise on why casuals never use guild merchants.
I agree, too. It's absolutely ridiculous. This is what I was worried about happening to the main game when they were clamouring for difficulty to be tuned to them. They have no job, no life responsibilities, and no one they care about to spend time with so they spend every free moment playing an online game. ZOS doesn't realise that these people a.) exist; and b.) are a minority who're made so effective simply by their excessive free time and ability to ignore monotony through addiction.
This isn't a large group of people, as I've always pointed out. ZOS already has looked at their data and saw that only a very tiny per centage of the game's players have even broken a million gold. The vast, vast majority (even of long time players) have not. Yet due to the lack of controls on the economy to stop this inflation from occurring, the economy is tailored purely towards those who have around at least a million gold as a base amount. This is why very, very, very few people actually bother using guild traders in the first place.
And on the rare chance something goes up on a guild trader for cheap, it's then bought and resold at a stupid price which is out of our budget. It has nothing to do with the lack of an auction house, but simply that the entire trade economy is focused entirely around those with the most money, rather than the largest amount of players. For this reason, the guild trader system is inaccessible to everyone except thosse who're rich in-game. This isn't something you want in a video game.
How I'd deal with this:
1.) Set a cap on what price can be given to an item, 12x over what a vendor would pay for it, for example;
2.) Use an algorithm to have the cap lower on guilds who have too much money, down to a minimum of 4x, giving other guilds a chance to catch up;
3.) If you buy an item it becomes bound in a way where it can't be resold, so if you buy it stays with you, no matter what;
4.) Make resource nodes instanced to the player to stop people from hoarding that way;
5.) Make nirnhoned drop the same way that all other traits do.
This would help to fix the economy and make it fair for everyone. Right now, casual players just don't bother with guild traders except in very rare instances. Look at your data, ZOS, see for yourself.
WhiteNoiseMaker wrote: »There is however the clear cut examples of market manipulation that goes on.
For example, on NA PC finished Jute used to be commonly found a few months ago at the price of 7-9 gold apiece on average, sometimes even less. Then it suddenly spiked for no discernible reason to the price of 35-40 gold a unit. It stayed this way for two months, before gradually lowering now to the current price of 25 per unit. This is still remarkably higher than it was a mere season ago.,
Oko runes are another example of price manipulation on what used to be a trivially cheap rune. At least in this case, there's a partial reason in that writs have begun to make more use of Oko, but we're talking about price hikes over over 1000% to 2000% increase fro last year.
Just adding this in response to the suggestion that 'things in the basket get cheaper over time'. :-)
A treatise on why casuals never use guild merchants.
3.) If you buy an item it becomes bound in a way where it can't be resold, so if you buy it stays with you, no matter what;
NoTimeToWait wrote: »Just for example I will show how even a simple change that looks like it will really cut inflation is going to backfire.A treatise on why casuals never use guild merchants.
3.) If you buy an item it becomes bound in a way where it can't be resold, so if you buy it stays with you, no matter what;
First of all, most of the in-game gold is made by trading in prime guilds (of course, I don't mean that gold is being produced, only that the highest profits are in prime guilds). Most of the time because these prime guilds have the best spot, traders in this kind of guild can sell their stuff at market value (which is highest reasonable price).
Reselling value of these listings is minimal. So, most of the time these items go to a final buyer and won't be reselled.
Therefore, the rule won't impact the profits for these items.
Now, if you can't buy things to resell them, most of the resellers won't even bother to do it. They will buy their things to resell directly from players. That means, that the backwater trading guilds will see even less movement of goods. They will sell less, and small traders will be less eager to participate in guild trading.
This will mean less things on sale because of 2 reasons:
- even less players will participate
- there will be less things to sell because buying items will render them untradable
This will also mean less people will buy things because often we buy something knowing that we can sell it if we don't need it. Without this opportunity, players will buy only NECESSARY things they will immediately use.
Two previous statements effectively reduce the liquidity of many items, which in the end will make them rise in price. Considerably.
And I even haven't started to consider how to exploit these new restrictions, because I already see, that many things will go up in price and since many of my own goods I produce myself, I will see tremendous rise in profits.
doctor_refuel wrote: »I agree that other moneymaking methods, especially PVP, could be boosted. However, you can get rich pretty easily without the excessive use of guild traders just by stealing. Find a good route, destroy white items and sell only green and above and you can make something like 40k per day in little over an hour (haven't been stealing for a while and going off memory).
So, OP, if there was higher money supply in economy after the implementation of your solutions, what we would most likely see is rising price level and therefore the actual inflation you are trying to battle. That's because the output of goods would not increase - increasing money in player's pockets means players would be momentarily able to afford more goods, their demand would go up. But the supply would not. Increasing gold rewards for whatever game aspect doesn't produce more corn flower, it doesn't produce more MS staffs, it only increases the demand for these things. Which in turn would increase the prices and lead to inflation - your money, whatever number you have on you, buys you less things. In Germany in 1920's people used to have billions of marks, there was even like 1 billion bank note or something ridiculous like that. But the people weren't super rich, they were actually super poor, even though they were transporting money in giant baskets, that's because one bread cost like 200 million marks : )
And please, let Adam Smith have his rest, he was an 18th century political economist whose theories are obsolete as hell, if they were even correct at some point : )
isailandshootub17_ESO wrote: »I'm a casual player. Every few months I stop in to play for a week or so. I usually end up spending a lot of time researching the new flavor-of-the-month builds, and then I attempt to employ it. Farming the gear is time consuming. And time is money. And that's why you're here! Am I right? You got all excited when you saw "Enfranchisement"!
So, instead of giving you my economic philosophy I will merely attempt to explain a simple mechanic which will make things better for most players in terms of a gold/gear to time ratio.
Problem: Using guild merchants to make gold on your trades is tremendously more effective than anything else in the game. If you're not familiar with this please look into it, as you're missing out on tons of gold. But why is this a problem? Lots of gold is great, right? Perhaps not in this case:
1) A minority of players who devote much more time into the game than others spend a lot of time with trading, and they make literally millions of gold. 2) The tremendous comparative wealth has a disproportionate effect on the most powerful items for any given patch. 3) Therefore the prices on these items become commensurately expensive (i.e. hundreds of thousands of gold in some cases). 4) This puts the best items out of the reach for the common player unless they are willing to spend weeks farming the appropriate gear unless they too decide to leave their questing/pvp/grinding to become a master Guild Merchant Trader.
Desired effect: Increase the value of game elements outside of Merchant trading. If we could find some way to make the more fun elements of the game, such as questing and PvP (dare I say) nearly as lucrative as merchant trading, the cost of items will be greatly deflated
Proposed Solution: Sadly, despite deep thought and deconstruction of Adam Smith, I'm afraid the solution is drastic. Unfortunately, the player trading system has become so efficient for some that it has essentially broken the economy for casual players (or even hardcore players if they don't want to spend the time to trade). My first thought is to do away, in some respect, with randomized loot. If a desired set or item could be acquired through a direct quest, that would be great. It would be even better if it could be incorporated into all existing quests.
There are many ways this could be done. For example. Imagine a clever daedra finds a niche in collecting rare armaments (i.e. set items). He carries almost every set item in game, all selectable through his trade menu. But he doesn't care for gold. Instead he desires a special form of life essence. He gives you a gem or something else whereby every enemy you kill grants life-force points to the object, which can be traded for his items (like soul gems, but automatic without need to aquire the gems).
Or you could have a faction merchant who awards glory points for quests completed to trade for these items. Or there could be a nefarious merchant who will accept infamy points for bad deeds, thieving, and dark brotherhood contracts. Anything. I suppose there is already something like this in Cyrodiil for certain PvP sets. But I'm talking comprehensive with even less chance.
The key here is that with a moderate amount of play, someone can receive the items they desire without having to engage with the Guild Merchant traders (which are too inflated for them). Furthermore, you can level and quest with your friends even though you both want something different.
What will this mean for Guild Merchants? Will it do away with the need for them? I certainly hope not! It seems that this would simply stabilize the value of set items and move the Guild Merchant market from such items to mats and crafted goods, which in turn enfranchises crafters.
So there you have it; my humble economic musings.
Back to Tamriel for me, before the next patch makes my nearly completed character non-competitive....
bellatrixed wrote: »Nothing is broken for casual players.
It is incredibly easy to make gold in this game if you try even a *little*. If you are unwilling to try even a little you must not really want whatever you're grinding gold for.
Grinding gold to buy nice stuff is required in every single MMO ever... and ESO is a lot more forgiving than most.
You can make 75k - 100k a week by just selling battle master chests you get from daily battlegrounds.
bellatrixed wrote: »Nothing is broken for casual players.
It is incredibly easy to make gold in this game if you try even a *little*. If you are unwilling to try even a little you must not really want whatever you're grinding gold for.
Grinding gold to buy nice stuff is required in every single MMO ever... and ESO is a lot more forgiving than most.
You can make 75k - 100k a week by just selling battle master chests you get from daily battlegrounds.
What exactly are you selling from battlegrounds that brings in that much? I'm lucky if I can get anything that goes above 1000.
isailandshootub17_ESO wrote: »
Wow, yeah, some good points here. The binding of set items which are purchased does fix the inflation of those goods through the Guild Merchant, but yes, it will significantly diminish the actual fun element of finding a nice item that you don't need and its profitability. I'm not certain it is clear that less players will participate, however. We would find that any given set item will now only be traded once might open the market for other retailers, and more items would be sold over time, perhaps.
But still, the OP didn't come with that recommendation. And could be employed simply to the balance of the economic system. You know, making money through Guild Merchant is like MagSorc, Questing is a less effective build, and PvP even less.