Cameron_Vayle wrote: »How is obtaining 140 blue items a day different than obtaining all the drops from doing delves and dungeons over and over? 35k gold is a small amount when compared to that.
As I said above, most dungeon loot is cheaper than blue stolen items. It also takes longer to collect, as not all mobs drop loot, and not all loot is worth the same. I know this because I stole a great many items to get the achievement for fencing 1 million gold. Between pickpocketing and lockboxes, you'll be filling your inventory pretty quickly.Cameron_Vayle wrote: »I honestly don't care what "some" people might do. Those "same" people already what you are complaining about via dungeons, delves, ect. Thieving is the only line in the game that is this limited.
The only way to make serious money off mats AFAIK is to flip cheap stacks, as many people do, and ignore harvesting altogether as it's far too time-consuming. And no, that's not my money maker, as I'm not currently in any trading guild, nor have I been since before taking a long break from the game. I only harvest surveys and whatever nodes I run into while doing my thing. So yeah, do tell me about the elephant in the room and throw some more innuendos around.Cameron_Vayle wrote: »As for the trash that drops from mob kills, it adds up quick even at low gold amounts as so much drops. Care to address the elephant in the room then? The harvesting nodes? Or is that your money maker and you want it to stay that way?
Cameron_Vayle wrote: »I honestly don't care what "some" people might do. Those "same" people already what you are complaining about via dungeons, delves, ect. Thieving is the only line in the game that is this limited.
As for the trash that drops from mob kills, it adds up quick even at low gold amounts as so much drops. Care to address the elephant in the room then? The harvesting nodes? Or is that your money maker and you want it to stay that way?
So yeah, do tell me about the elephant in the room and throw some more innuendos around.
You're completely missing the point. If you're making money off selling items to other players then you're not doing anything that contributes to inflation, because the gold that you're getting is gold that was already in circulation. It's not being generated out of thin air. In fact, if you're selling things through guild stores you're actually reducing the amount of gold in circulation, because a percentage is being removed from the game in the form of fees, and because guilds have to pay significant amounts of gold (which is also removed from circulation) to hire guild traders every week.Cameron_Vayle wrote: »So yeah, do tell me about the elephant in the room and throw some more innuendos around.
I know that I do a short run, 30 min max, in Craglorn and end up with 3 to 4 potents. Toss in the tempers ect I get and I am well over the 35k you speak of. So it is not, as you say, AFAIK the only way to make money on the nodes flipping cheap stack nor is it really time consuming if done the proper way.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
That would never work because some things in this game are incredibly rare, and other things are very common. You can't simply set a cap on prices across the board - the only way it would work would be to micro-manage each different item, and from a practical standpoint that's impossible. Besides, if something like that was implemented then the rarest items would simply never be listed in guild stores - instead people would advertise and sell them in /zone.SeaGtGruff wrote: »I don't understand the argument about protecting the game economy. Because if ZOS were really that concerned about how much in-game pretend gold people are acquiring, they would step in and institute some kind of cap on the prices that players are charging for stuff that's sold in guild stores.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
I have 5 max level thieves, and can make 100k in a few hours selling 700 green, blue, and purple treasures per day to a fence. But honestly? I can make more money farming just a handful of rare furnishing plans.
That would never work because some things in this game are incredibly rare, and other things are very common. You can't simply set a cap on prices across the board - the only way it would work would be to micro-manage each different item, and from a practical standpoint that's impossible. Besides, if something like that was implemented then the rarest items would simply never be listed in guild stores - instead people would advertise and sell them in /zone.SeaGtGruff wrote: »I don't understand the argument about protecting the game economy. Because if ZOS were really that concerned about how much in-game pretend gold people are acquiring, they would step in and institute some kind of cap on the prices that players are charging for stuff that's sold in guild stores.
It also wouldn't actually do anything to manage inflation by itself. If that was ZOS's strategy for managing inflation then all that would happen is that prices on everything listed in guild stores would slowly rise, until eventually absolutely everything listed in guild stores would be listed at the cap on prices that they had set, and the only things anyone would list would be relatively common items. Everything rare would be sold for prices above the cap, and sold through advertising in /zone.
The way that inflation is managed in MMOs is through gold sinks that remove gold from the economy, and there are plenty of them in ESO (repair costs, bank/bag upgrades, houses, guild trader rental bidding, sales tax on trader listings, riding lessons, the outfit system, etc). To achieve a stable in-game economy without any inflation, theoretically what you need is to ensure that the total amount of gold in circulation relative to the total players stays the same. To do that you'd want to ensure that the amount of gold being created out of nothing (through selling stolen items, getting gold from quest rewards, getting gold/items to sell from mobs, etc) is balanced out by the amount of gold being removed from the game through gold sinks. Of course, if there are too many gold sinks and not enough gold being created (again, relative to the total number of players), then you get deflation, which is also a problem.
I don't think the current system is necessarily perfectly tuned to avoid inflation entirely, but it's virtually impossible to ever get it perfect. The point, however, is that you can't just increase the amount of gold that the game creates out of nothing without considering what effect it will have on the economy, because inflation isn't a big problem for players who have been around and active for a long time (unless they take a break from the game for a while and come back) as they're likely going to be keeping pace with inflation, but it's definitely a problem for brand new players.
None of this is rocket science, it's just a very simplified version of economics.
Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
randomkeyhits wrote: »Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
"140 blue items a day is perfectly doable and already nets you 35k gold per character per day"
How?
I like pick-pick-stabby as much as the next person, possibly even more......
but 140 blue items and for multiple characters?
I just want to know how, my drop rate of blues is nothing like that sugggested here.
randomkeyhits wrote: »Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
"140 blue items a day is perfectly doable and already nets you 35k gold per character per day"
How?
I like pick-pick-stabby as much as the next person, possibly even more......
but 140 blue items and for multiple characters?
I just want to know how, my drop rate of blues is nothing like that sugggested here.
randomkeyhits wrote: »Item fencing is the in-game equivalent of a money-printing machine. 140 blue items a day is perfectly doable and already nets you 35k gold per character per day. Without a hard limit you'll have rampant inflation and (more) gold farmers/sellers.
You may think "but I was never going to farm 140 blue items on one character, let alone several". But you can be sure someone would. 1st rule of MMOs is: if it can be exploited, it will be exploited.
"140 blue items a day is perfectly doable and already nets you 35k gold per character per day"
How?
I like pick-pick-stabby as much as the next person, possibly even more......
but 140 blue items and for multiple characters?
I just want to know how, my drop rate of blues is nothing like that sugggested here.
Max pickpocketing passives, go for harder targets and high level lockboxes, discard greens.
Cameron_Vayle wrote: »I think it is about time to either raise the limit on how many items you can sell/launder.as 140 is just to low. Some of us like to redistribute the wealth from the rich to well..us <GRIN>. If the limit can't be changed or removed how about an in game item you can purchase that will reset the total that can be sold with the item being sold by the fences.
Oliwaltony wrote: »The only difference is that it would also allow us to sell our green and white and not only try and get blues.
SeaGtGruff wrote: »Oliwaltony wrote: »The only difference is that it would also allow us to sell our green and white and not only try and get blues.
If I'm on a thieving run because I need a bit of gold, I'll pick up whatever I find. But once I reach the limit set by how many inventory slots I've got available, I'll start destroying lower-quality items so I can pick up higher-quality ones.
But you're right that thieving and fencing can get very boring. Sometimes I think the most enjoyable part of it-- aside from the occasionally purple item-- is seeing what the devs have dreamed up as "treasure," because some of the items are funny. But after you've had a chuckle over them a few times, even that gets old.