Increase the supply by adding more traders to bid on.
we do need gold sinks badly in eso. the ability to buy more mega houses with gold instead of crown only would help too., things like 10-20-40 million or something. People might goggle at the prices, but when there are also people walking around dropping 1, 5, 10 million a DAY or week on buying carries for gear, then the people who get paid that money just turn around and just put that back in the economy etc on items.... its just recycled over and over. Inflation is huge atm and nothing in GAME (as in, an actual pay a vendor merchant npc) actually costs in the millions other than the houses and trader bids to get rid of this massive amount of accumulated gold that is growing by the second.
To be honest, the answer might be zos itself coming up with a gold to crown exchange in game.
I've run a social guild since launch. we've had a trader every week minus 3 in the last year from ONLY non obligatory donations. no kidding...
since the new expansion came out i can tell you first hand that trader stalls have become more expensive by the millions.
also note: see that trader stall with hardly anything in it? could it possibly be a large trader guild trying to squelch competition? say it isn't so....
sincerely, shmity
Oreyn_Bearclaw wrote: »we do need gold sinks badly in eso. the ability to buy more mega houses with gold instead of crown only would help too., things like 10-20-40 million or something. People might goggle at the prices, but when there are also people walking around dropping 1, 5, 10 million a DAY or week on buying carries for gear, then the people who get paid that money just turn around and just put that back in the economy etc on items.... its just recycled over and over. Inflation is huge atm and nothing in GAME (as in, an actual pay a vendor merchant npc) actually costs in the millions other than the houses and trader bids to get rid of this massive amount of accumulated gold that is growing by the second.
To be honest, the answer might be zos itself coming up with a gold to crown exchange in game.
That would of course be the best solution, but it simply wont happen. It would hurt their crown sales because they would have to price it competitively to the current crown sale market, or nobody would use it. They really need to work on both ends. They need to introduce new gold sinks AND they need to nerf new gold coming into the game by a decent amount.
I would start by removing all gold drops from crafting writs, and perhaps simultaneously increase Gold Mat drops. This would curb inflation, and put serious downward prices on these commodities. Not only would there be more mats coming in game (increase supply lowers prices), but if writs didnt pump out gold, more people would actually feel compelled to sell their excess mats (also increases supply in the actual market).
I am a perfect example of the problem. Writs have given me enough gold that I can spend recklessly, and I havent ever sold a gold mat because I simply don't need to. I just sit on piles of them. Why would I sell when they are almost certainly going to be worth more tomorrow, and when I do need them, why would I want to buy them back at a higher price? If you turned off the gold from writs, at some point, I am forced to be a seller.
Of course, this is arguably against ZOSs short term interest as well. They want people to have easy access to gold so that those people can buy crowns from other players (with excess real life money). To them, a sale is a sale and they could care less about whether it goes through a middle man. In the long term, well, it is in there interest to do something because at some point, as suggested, run away inflation does kill the economy.
jed your response is contrary to the point i'm making concerning competition in and of itself.
one day not long ago someone with a spare 200 mil bought all the trader kiosks in a busy town. and put nothing in them...
i know there are people in the game with half a billion.
given the state of the trading kiosk acquisition and that kind of money laying around, (that kind of money will always be laying around), how volatile does that make the 'capitalist' 'working as intended' process of the game?
wtlonewolf20 wrote: »Oreyn_Bearclaw wrote: »we do need gold sinks badly in eso. the ability to buy more mega houses with gold instead of crown only would help too., things like 10-20-40 million or something. People might goggle at the prices, but when there are also people walking around dropping 1, 5, 10 million a DAY or week on buying carries for gear, then the people who get paid that money just turn around and just put that back in the economy etc on items.... its just recycled over and over. Inflation is huge atm and nothing in GAME (as in, an actual pay a vendor merchant npc) actually costs in the millions other than the houses and trader bids to get rid of this massive amount of accumulated gold that is growing by the second.
To be honest, the answer might be zos itself coming up with a gold to crown exchange in game.
That would of course be the best solution, but it simply wont happen. It would hurt their crown sales because they would have to price it competitively to the current crown sale market, or nobody would use it. They really need to work on both ends. They need to introduce new gold sinks AND they need to nerf new gold coming into the game by a decent amount.
I would start by removing all gold drops from crafting writs, and perhaps simultaneously increase Gold Mat drops. This would curb inflation, and put serious downward prices on these commodities. Not only would there be more mats coming in game (increase supply lowers prices), but if writs didnt pump out gold, more people would actually feel compelled to sell their excess mats (also increases supply in the actual market).
I am a perfect example of the problem. Writs have given me enough gold that I can spend recklessly, and I havent ever sold a gold mat because I simply don't need to. I just sit on piles of them. Why would I sell when they are almost certainly going to be worth more tomorrow, and when I do need them, why would I want to buy them back at a higher price? If you turned off the gold from writs, at some point, I am forced to be a seller.
Of course, this is arguably against ZOSs short term interest as well. They want people to have easy access to gold so that those people can buy crowns from other players (with excess real life money). To them, a sale is a sale and they could care less about whether it goes through a middle man. In the long term, well, it is in there interest to do something because at some point, as suggested, run away inflation does kill the economy.
Changing writ gold won't do enough to curb inflation. Also the craft bag is likely the number one reason that people don't sell excess mats and prices
- i would remove ALL passives that directly increase gold generation and replace them. As in any passives that increase gold from stealing, loot, etc.
- further scale repair costs and teleportation fees to account for inflation.
- Increase the amount of traders
- Add much sought after weapons to weekend golden vender (ie Mothers Sorrow Inferno, Medusa Inferno, etc)
- Allow players to BUY event tickets with gold: Since event tickets are earned by in game activities there should be no harm in doing this if priced adequately. I know many players that would pay gold just to by pass PVP events or PVE events.
- Allow players to convert gold to seals of endeavors, that DO NOT exceed the daily/weekly limits for that day.
- Allow horse training to be completed faster, but scale it to do so and increase it to 500 gold per tick, then apply an exponential factor to it to get it done quicker, with a 20hour cool down on each tick. this would make it so that you can max out the mount in one day, but to do so would be exponential more costly than doing so normally, thus speeding up the process without impacting people that want to take it slower.
- Add more bank/character storage slots, but scale the costs even higher.
- remove gold from daily rewards and Seals of endeavors rewards
- Sell more houses for GOLD
- Sell more MOUNTS for GOLD
- Sell more PETS for GOLD
- sell more OUTFIT Styles for gold
- Allow conversions of gold to transmute stones or undaunted keys something like 500k for 1 key or 20 transmute stones or something like that.
- Place a soft limit on what gets stored in the craft bag, Players can exceed said limit however, introduce a weekly maintenance fee paid in gold to keep the excessive items in the bag. failure to pay results in the deletion of said items. won't be popular but introduces incentive to use it or lose it.
really what needs to happen is that the gold sinks need to be spread out so much that you can avoid most of the gold sinks but not ALL of them. Also there needs to be a real incentive for players to willingly sink gold OUT of the game. Part of this is really on ZOS, because for one other than the "FREE" event houses they have offered they have not given us a large home to buy with gold for quite some time. They also have not really added anything NEW to the golden vendor or the luxury vendor in that time 1 new furnishing a week is NOT enough to make a meaningful impact. ZOS you need to adjust your gold sinks or create new ones or inflation is going to run out of control.
jed your response is contrary to the point i'm making concerning competition in and of itself.
one day not long ago someone with a spare 200 mil bought all the trader kiosks in a busy town. and put nothing in them...
i know there are people in the game with half a billion.
given the state of the trading kiosk acquisition and that kind of money laying around, (that kind of money will always be laying around), how volatile does that make the 'capitalist' 'working as intended' process of the game?
varnis thank you for the thoughtful and fair response.
yes it is a problem for zos. without checks and balances 'by zos' and leaving the stability of the entire games economy to whom has the cash...yah that's a problem for zos. please don't take this the wrong way I'm not being accusatory. It's a simple given and conclusion.
jed your response is contrary to the point i'm making concerning competition in and of itself.
one day not long ago someone with a spare 200 mil bought all the trader kiosks in a busy town. and put nothing in them...
i know there are people in the game with half a billion.
given the state of the trading kiosk acquisition and that kind of money laying around, (that kind of money will always be laying around), how volatile does that make the 'capitalist' 'working as intended' process of the game?
jedtb16_ESO wrote: »I've run a social guild since launch. we've had a trader every week minus 3 in the last year from ONLY non obligatory donations. no kidding...
since the new expansion came out i can tell you first hand that trader stalls have become more expensive by the millions.
also note: see that trader stall with hardly anything in it? could it possibly be a large trader guild trying to squelch competition? say it isn't so....
sincerely, shmity
it is called competition. a feature of capitalist systems and working as intended.