phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
That won't reduce the amount of gold on the server as it will move it only from one player to another. For mudflation to stay tame, the gold needs to be destroyed. e.g. be used for some purchase.
TX12001rwb17_ESO wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
Then make the supply buyable from NPCs for a fixed price, demand will go down because there will be an infinite amount and money spent on buying them will go to the Void reducing the amount of gold ingame.
I think the point that he was trying to make is that writs are also a significant source of gold materials entering the game, so it would balance out: There's more gold entering the game, but there are also more mats entering the game.
So my first counter to that is that writs are a source of gold materials only if your character does writs at max level. That requires a pretty substantial investment of skill points, and there are many people who will do max-level writs on a few characters, and then do tier-1 writs on others just for the gold.
The second is that there are material sinks but not many gold sinks. When you buy 8 dreugh wax from another player, that gold you spent doesn't disappear--it simply gets transferred to another player and remains in the economy. When you use those 8 wax to upgrade a piece of gear, they disappear. So the gold "sticks around", and over time, there is a cumulative imbalance that forms.
Because gold "sticks around" and accumulates in the economy, you can almost think of it like CO2 in the atmosphere, and in the context of that analogy, writs are a pretty "dirty" form of gold material generation, since they create gold mats but also a lot of gold. In contrast, hirelings and harvesting/refinement are "clean" sources of gold material generation, unaccompanied by gold. And I expect that, because writs are relatively more difficult to do on console, a greater proportion of console's gold mats come from these other "clean" sources.
Which is why what I would suggest is a rebalance (not a nerf, as an earlier poster characterized) of the rewards from writs: a significant reduction of the gold rewarded for doing them coupled with a modest compensatory increase in the materials that are rewarded would make writs more balanced, and well, "cleaner" in the context of this analogy.
(Note: Yes, in the context of this analogy, bots are "clean" sources too, and as ZOS gets better at banning bots, prices for materials increase, which causes players to do more writs in order to get materials, but since writs are "dirty" in this context, this exacerbates the inflationary pressures.)
TX12001rwb17_ESO wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
Then make the supply buyable from NPCs for a fixed price, demand will go down because there will be an infinite amount and money spent on buying them will go to the Void reducing the amount of gold ingame.
TX12001rwb17_ESO wrote: »phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
That won't reduce the amount of gold on the server as it will move it only from one player to another. For mudflation to stay tame, the gold needs to be destroyed. e.g. be used for some purchase.
Well you probably cannot do it with Crowns but if Gold Mats were buyable from NPCs the supply of Gold Mats would become Infinite, very quickly demand for more mats would go way down and all money spent on buying them would go to the void, it would also kill off a lot of flippers responsible for increasing the prices, eventually the economy would stabilize.
Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
Viewsfrom6ix wrote: »phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
I definitely want this! But it does not solve the inflation issue from OP. Gold is merely transferred from one user to another. Gold needs to be sent to the shadow realm in order to slow down inflation.
Viewsfrom6ix wrote: »phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
I definitely want this! But it does not solve the inflation issue from OP. Gold is merely transferred from one user to another. Gold needs to be sent to the shadow realm in order to slow down inflation.
Transactions in guild store are a gold sink (4.5%)
TX12001rwb17_ESO wrote: »phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
That won't reduce the amount of gold on the server as it will move it only from one player to another. For mudflation to stay tame, the gold needs to be destroyed. e.g. be used for some purchase.
Well you probably cannot do it with Crowns but if Gold Mats were buyable from NPCs the supply of Gold Mats would become Infinite, very quickly demand for more mats would go way down and all money spent on buying them would go to the void, it would also kill off a lot of flippers responsible for increasing the prices, eventually the economy would stabilize.
crispience wrote: »Viewsfrom6ix wrote: »phaneub17_ESO wrote: »Allow people to sell Crowns like items on guild traders, the cost of them will eventually go down as it becomes a secure avenue to trade them between players and increase accessibility.
I definitely want this! But it does not solve the inflation issue from OP. Gold is merely transferred from one user to another. Gold needs to be sent to the shadow realm in order to slow down inflation.
Transactions in guild store are a gold sink (4.5%)
Yes, but this only applies to successful sales (and I think it is 8% total according to UESP). I think one of the biggest inflationary forces is TamrielTradeCentre which amplifies and propagates listing prices (not actual sale prices!), coupled with the fact that there is a very low fee (1%) for listing an item.
I think if the listing fee was increased to 5% or more and the trader's cut reduced correspondingly, the total fee for successful sales would remain the same, but there would be a greater penalty for listing items at inflated prices.
Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
Grandchamp1989 wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
I dont follow you here, what do you mean since supply was increased so was demand? One dont automaticly increase the other.
If we get an increase in say.. Gold mat drops then there would be more materials in circulation to feed the insane demand going on right now which would at the very least keep prices steady and not increase as they do now. They would need to add quite a bit more drop rate for the price of mats to actually fall, but it would be great for the game.
Code is right we need more materials in circulation and less gold.
And for the person who said not to touch materials as it is his source of gold income, if this inflation keeps up soon his gold will be worthless.
Bouldercleave wrote: »Grandchamp1989 wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
I dont follow you here, what do you mean since supply was increased so was demand? One dont automaticly increase the other.
If we get an increase in say.. Gold mat drops then there would be more materials in circulation to feed the insane demand going on right now which would at the very least keep prices steady and not increase as they do now. They would need to add quite a bit more drop rate for the price of mats to actually fall, but it would be great for the game.
Code is right we need more materials in circulation and less gold.
And for the person who said not to touch materials as it is his source of gold income, if this inflation keeps up soon his gold will be worthless.
If you are referring to my comment, I never said don't touch mats. Increasing supply is a very viable option to curb inflation based off of demand. I stated ( clearly stated I thought ) that I was against selling mats through NPCs. That would not curb inflation - it would eliminate farmers and crafters instantly thus destroying a large part of the game for many people and in fact several crafting specific Guilds.
I'll just repost what I wrote in another thread...I think the point that he was trying to make is that writs are also a significant source of gold materials entering the game, so it would balance out: There's more gold entering the game, but there are also more mats entering the game.
So my first counter to that is that writs are a source of gold materials only if your character does writs at max level. That requires a pretty substantial investment of skill points, and there are many people who will do max-level writs on a few characters, and then do tier-1 writs on others just for the gold.
The second is that there are material sinks but not many gold sinks. When you buy 8 dreugh wax from another player, that gold you spent doesn't disappear--it simply gets transferred to another player and remains in the economy. When you use those 8 wax to upgrade a piece of gear, they disappear. So the gold "sticks around", and over time, there is a cumulative imbalance that forms.
Because gold "sticks around" and accumulates in the economy, you can almost think of it like CO2 in the atmosphere, and in the context of that analogy, writs are a pretty "dirty" form of gold material generation, since they create gold mats but also a lot of gold. In contrast, hirelings and harvesting/refinement are "clean" sources of gold material generation, unaccompanied by gold. And I expect that, because writs are relatively more difficult to do on console, a greater proportion of console's gold mats come from these other "clean" sources.
Which is why what I would suggest is a rebalance (not a nerf, as an earlier poster characterized) of the rewards from writs: a significant reduction of the gold rewarded for doing them coupled with a modest compensatory increase in the materials that are rewarded would make writs more balanced, and well, "cleaner" in the context of this analogy.
(Note: Yes, in the context of this analogy, bots are "clean" sources too, and as ZOS gets better at banning bots, prices for materials increase, which causes players to do more writs in order to get materials, but since writs are "dirty" in this context, this exacerbates the inflationary pressures.)
Yes, adding more gold sinks, as suggested in this thread, will be good, but you can't ignore the gushing gold firehose on the other side of the equation.
Grandchamp1989 wrote: »Bouldercleave wrote: »Grandchamp1989 wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
I dont follow you here, what do you mean since supply was increased so was demand? One dont automaticly increase the other.
If we get an increase in say.. Gold mat drops then there would be more materials in circulation to feed the insane demand going on right now which would at the very least keep prices steady and not increase as they do now. They would need to add quite a bit more drop rate for the price of mats to actually fall, but it would be great for the game.
Code is right we need more materials in circulation and less gold.
And for the person who said not to touch materials as it is his source of gold income, if this inflation keeps up soon his gold will be worthless.
If you are referring to my comment, I never said don't touch mats. Increasing supply is a very viable option to curb inflation based off of demand. I stated ( clearly stated I thought ) that I was against selling mats through NPCs. That would not curb inflation - it would eliminate farmers and crafters instantly thus destroying a large part of the game for many people and in fact several crafting specific Guilds.
Wasn't in relation with your post mate.
WrathOfInnos wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Adding to this, potions available for gold would be a great gold sink. We have Alliance Potions available for AP, why not something similar for gold?
TX12001rwb17_ESO wrote: »Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
Then make the supply buyable from NPCs for a fixed price, demand will go down because there will be an infinite amount and money spent on buying them will go to the Void reducing the amount of gold ingame.
Grandchamp1989 wrote: »Increase supply of sought after mats to match the insane demand, so the economy stabilize and they can figure out some more permanent solutions.
Supply was increased. Since supply got increased so did demand.
I'll just repost what I wrote in another thread...I think the point that he was trying to make is that writs are also a significant source of gold materials entering the game, so it would balance out: There's more gold entering the game, but there are also more mats entering the game.
So my first counter to that is that writs are a source of gold materials only if your character does writs at max level. That requires a pretty substantial investment of skill points, and there are many people who will do max-level writs on a few characters, and then do tier-1 writs on others just for the gold.
The second is that there are material sinks but not many gold sinks. When you buy 8 dreugh wax from another player, that gold you spent doesn't disappear--it simply gets transferred to another player and remains in the economy. When you use those 8 wax to upgrade a piece of gear, they disappear. So the gold "sticks around", and over time, there is a cumulative imbalance that forms.
Because gold "sticks around" and accumulates in the economy, you can almost think of it like CO2 in the atmosphere, and in the context of that analogy, writs are a pretty "dirty" form of gold material generation, since they create gold mats but also a lot of gold. In contrast, hirelings and harvesting/refinement are "clean" sources of gold material generation, unaccompanied by gold. And I expect that, because writs are relatively more difficult to do on console, a greater proportion of console's gold mats come from these other "clean" sources.
Which is why what I would suggest is a rebalance (not a nerf, as an earlier poster characterized) of the rewards from writs: a significant reduction of the gold rewarded for doing them coupled with a modest compensatory increase in the materials that are rewarded would make writs more balanced, and well, "cleaner" in the context of this analogy.
(Note: Yes, in the context of this analogy, bots are "clean" sources too, and as ZOS gets better at banning bots, prices for materials increase, which causes players to do more writs in order to get materials, but since writs are "dirty" in this context, this exacerbates the inflationary pressures.)
Yes, adding more gold sinks, as suggested in this thread, will be good, but you can't ignore the gushing gold firehose on the other side of the equation.
starkerealm wrote: »I'll just repost what I wrote in another thread...I think the point that he was trying to make is that writs are also a significant source of gold materials entering the game, so it would balance out: There's more gold entering the game, but there are also more mats entering the game.
So my first counter to that is that writs are a source of gold materials only if your character does writs at max level. That requires a pretty substantial investment of skill points, and there are many people who will do max-level writs on a few characters, and then do tier-1 writs on others just for the gold.
The second is that there are material sinks but not many gold sinks. When you buy 8 dreugh wax from another player, that gold you spent doesn't disappear--it simply gets transferred to another player and remains in the economy. When you use those 8 wax to upgrade a piece of gear, they disappear. So the gold "sticks around", and over time, there is a cumulative imbalance that forms.
Because gold "sticks around" and accumulates in the economy, you can almost think of it like CO2 in the atmosphere, and in the context of that analogy, writs are a pretty "dirty" form of gold material generation, since they create gold mats but also a lot of gold. In contrast, hirelings and harvesting/refinement are "clean" sources of gold material generation, unaccompanied by gold. And I expect that, because writs are relatively more difficult to do on console, a greater proportion of console's gold mats come from these other "clean" sources.
Which is why what I would suggest is a rebalance (not a nerf, as an earlier poster characterized) of the rewards from writs: a significant reduction of the gold rewarded for doing them coupled with a modest compensatory increase in the materials that are rewarded would make writs more balanced, and well, "cleaner" in the context of this analogy.
(Note: Yes, in the context of this analogy, bots are "clean" sources too, and as ZOS gets better at banning bots, prices for materials increase, which causes players to do more writs in order to get materials, but since writs are "dirty" in this context, this exacerbates the inflationary pressures.)
Yes, adding more gold sinks, as suggested in this thread, will be good, but you can't ignore the gushing gold firehose on the other side of the equation.
Here's a wild thought. Limit all daily quests to once per day, per account.