Kiralyn2000 wrote: »Oreyn_Bearclaw wrote: »etchedpixels wrote: »Interestingly there is a cap we've not yet reached on gold jewellery mats. At some point gold becomes so worthless that the best way to get gold materials is to buy lots of golden vendor stuff to deconstruct.
It is getting closer all the time, but a long ways off.. since getting a grain is a 50/50 proposition and are only worth 25k. They would have to hit 300k per grain to make it worthwhile, which would be insane and put platings at 3 mil a pop. Of course I remember when upgrading a full set of jewelry was a 800-900k proposition, what is it now, 3.6 million or something?
About that, but yeah. Clearly, there is no inflation in this game... LMAO.
Everything getting more expensive is inflation.
A handful of things getting more expensive is a supply & demand issue.
Oreyn_Bearclaw wrote: »First, stop giving out gold. Replace it with things people want, at conversion rates well below market (which will drive down prices). Example, instead of 100K gold (happening this month, it made me cringe), give out 20 tempering alloy or 200 mundane runes, which are conversion rates far below market, at least on PC. These are things that people want anyways and could be sold if they didn't. You are increasing supply of things that are harder to get and not flooding the market with gold. As a bonus, it breaks speculation and hoarding habits because people never know when huge supply is about to hit the market.
The same is true for crafting dailies. Reduce gold, increase non-gold rewards, either in additional tempers or perhaps housing materials. Do so at conversion rates well below market.
Iam not a fan of this. Like you said there are fewer ppl farming and more buying. In the core many inflation/price threads are about this very matter. These 2 ideas look more like you want to adapt the game towards these players and supprot their lazyness or unwillingness.
Actually, I think the lazy approach on both the devs and the playerbase is to want gold rewards. Whether it's the monthly reward being 20 Temp alloy instead of 100k gold, or crafting writs bumping their gold drops in exchange for the gold currency, you are requiring more work on the part of the player to get gold, because they actually have to engage in the economy.
People miss the point that this actually kills two birds with one stone. It tackles both the Inflation/deflation issue by reducing incoming gold (good thing IMO), AND it tackles the supply and demand issues we have by introducing more supply.
As it is now, the writs I do (or more accurately did aggressively in the past), print gold into the economy and give me more than I will ever need to spend. They also give me more gold mats, than I realistically could use (save maybe chromium). The result is that not only is it contributing to inflation but it is also impacting supply and demand. I never sell gold mats. I don't need to because I have all the gold I need. More importantly, because of inflation, it is smarter for me to hold my wealth in mats, not currency.
If you increase the drop rewards of mats, but reduce the gold, well 2 things happen. One, less gold coming into the economy, so inflation is curbed. Two, because I cant print the gold I need, I am more incentivized to sell my excess mats to generate it. That forces more mats into the market, again helping get prices under control. It is a win win.
Agree that the gold reward from writs could just be removed and a (small) bump in drop rate (although one may not even be needed with current prices), would help keep gold out of the economy.
I'm actually kicking myself (slightly) because I would sell some of my gold mats back in the day, selling those Wax for 8k, Platings for 90k, etc... and now I've lost "value" to the inflation because I converted it to gold instead of hoarding them in my craft bag where they can grow as an asset.
The non-gold drops from writs have always been the most valuable portion of the writs anyways.
Kiralyn2000 wrote: »Agree that the gold reward from writs could just be removed and a (small) bump in drop rate (although one may not even be needed with current prices), would help keep gold out of the economy.
Well, that would certainly screw me over completely.
Since quest & writ rewards, and vendoring gear drops, is the only gold I get. If you took the gold off of writs, my 'income' would drop like a rock. And I wouldn't be able to buy furniture from the weekend vendor, or another house to put it in, etc.
Because I'm never going to sell materials on the market. Adding more gold tempers to the writ rewards would do absolutely zero for me - I don't switch my gear due to nerfs, so I rarely need to gold out anything new. It just goes into my bank & craft bag. I've got plenty of tempers in stock, I don't have a use for more.
TX12001rwb17_ESO wrote: »Your joking right? 40-50 mil is a massive amount of a gold, that is enough to buy every notable home in the game as well as hundreds of gold materials, most players don't even have 5% of that.
silvereyes wrote: »For reference, here is the Crown to gold exchange rate history for TCE on PC:
There are very clear and rational RL reasons for each price spike, completely unrelated to any event that dumps gold into the in-game economy.
Here's a Chromium Plating graph for the same time period:
There are some vague similarities, but the timing and degree don't match. The Crown exchange rate doubled between Greymoor's release and when house gifting was introduced with Markarth a few months later. The Chromium prices have also doubled, but more gradually, and they didn't level off until nearly a full Update later.
The recent 200% surge in Crown exchange rate is also nowhere to be found in the Chromium prices. There's been an increase, but closer to 30%, and part of that is due to a couple of normal post-Update bumps that we always see for upgrade mats, as people funnel their gold into new meta gear and away from other things.
This is one of the few items you can cherry-pick that even has the vague shape of the Crown exchange rate graph, and it isn't even particularly close. Most of the other price graphs look quite different.
Crown exchange rates are not a good index for in-game inflation.
No it is not. Appreciation ≠ inflation.Oreyn_Bearclaw wrote: »Keeping your wealth in your craft bag is much wiser than keeping it in currency, because your currency is worth less every single day. That is Inflation.
silvereyes wrote: »No it is not. Appreciation ≠ inflation.Oreyn_Bearclaw wrote: »Keeping your wealth in your craft bag is much wiser than keeping it in currency, because your currency is worth less every single day. That is Inflation.
It is a logical fallacy to assume that because you can buy fewer of certain crafting materials today with the same gold than you did a year ago, that the currency itself is worth less. It just means people value those particular materials more.
Case-in-point: Perfect Roe - why has it gone up in price so much? Could it be perhaps that ZOS revamping the XP curve for CP 2.0 increased the demand for XP pots?
Focusing on a handful of items like gold upgrade mats, Hakeijo and Perfect Roe, it's easy to feel like everything costs more, but that's not really the case. You can still buy Rubedo Leather for pretty much the same price as it was years ago.
Afraid not. Sorry. I don't know anything about console exchanges. I just put that graph together using announcements from the TCE Discord.Oreyn_Bearclaw wrote: »silvereyes wrote: »For reference, here is the Crown to gold exchange rate history for TCE on PC:
There are very clear and rational RL reasons for each price spike, completely unrelated to any event that dumps gold into the in-game economy.
Here's a Chromium Plating graph for the same time period:
There are some vague similarities, but the timing and degree don't match. The Crown exchange rate doubled between Greymoor's release and when house gifting was introduced with Markarth a few months later. The Chromium prices have also doubled, but more gradually, and they didn't level off until nearly a full Update later.
The recent 200% surge in Crown exchange rate is also nowhere to be found in the Chromium prices. There's been an increase, but closer to 30%, and part of that is due to a couple of normal post-Update bumps that we always see for upgrade mats, as people funnel their gold into new meta gear and away from other things.
This is one of the few items you can cherry-pick that even has the vague shape of the Crown exchange rate graph, and it isn't even particularly close. Most of the other price graphs look quite different.
Crown exchange rates are not a good index for in-game inflation.
You have that same graph for Crown prices on console?
The crown exchange rate on PC was stable around 200:1 for a long time before Greymoor. Are you suggesting there was no inflation before Greymoor?Oreyn_Bearclaw wrote: »Crown prices may not be a perfect metric to measure inflation, but inflation (if present) would certainly affect crown prices. How could it not?
Motifs are a terrible example. They drop rarely, in content that the player base engages with less and less as it ages and more DLC are released. All this example tells me is that some players have accumulated grotesque amounts of wealth over the years, and that rare items continue to become rarer.Oreyn_Bearclaw wrote: »I remember after the April event that drops all the motifs, I used to just spend the following few weeks buying up every motif I that was released over the last year. It would take like 1-2 million gold. As the years went on, that number just kept going up and up to the point that I stopped doing it. You could spend 40 million gold on a single carry run or a handful of style pages. Nothing cost that much 3-4 years ago, not even close.
Of course not. The OP asked why certain materials and consumables are orders of magnitude more expensive than they were a year and a half ago. I'm arguing that some sort of hyperinflation over that time is not the reason.Oreyn_Bearclaw wrote: »Are you really suggesting that inflation is not present on PC? Certainly, we can quibble about magnitude, but to suggest it is not present borders on the absurd.
Oreyn_Bearclaw wrote: »LMAO. You are so missing the point here. Selfishly, anyone that does a lot of writs doesnt want the gold turned off. Believe me, I get it. Other than perhaps Mr. Brinks, I would put my total number of writs done against darn near anybody. I have done tons of them. If they turned off the gold, it would force you (and myself) to become a seller of our stockpile of mats if/when we needed gold.
silvereyes wrote: »Afraid not. Sorry. I don't know anything about console exchanges. I just put that graph together using announcements from the TCE Discord.Oreyn_Bearclaw wrote: »silvereyes wrote: »For reference, here is the Crown to gold exchange rate history for TCE on PC:
There are very clear and rational RL reasons for each price spike, completely unrelated to any event that dumps gold into the in-game economy.
Here's a Chromium Plating graph for the same time period:
There are some vague similarities, but the timing and degree don't match. The Crown exchange rate doubled between Greymoor's release and when house gifting was introduced with Markarth a few months later. The Chromium prices have also doubled, but more gradually, and they didn't level off until nearly a full Update later.
The recent 200% surge in Crown exchange rate is also nowhere to be found in the Chromium prices. There's been an increase, but closer to 30%, and part of that is due to a couple of normal post-Update bumps that we always see for upgrade mats, as people funnel their gold into new meta gear and away from other things.
This is one of the few items you can cherry-pick that even has the vague shape of the Crown exchange rate graph, and it isn't even particularly close. Most of the other price graphs look quite different.
Crown exchange rates are not a good index for in-game inflation.
You have that same graph for Crown prices on console?The crown exchange rate on PC was stable around 200:1 for a long time before Greymoor. Are you suggesting there was no inflation before Greymoor?Oreyn_Bearclaw wrote: »Crown prices may not be a perfect metric to measure inflation, but inflation (if present) would certainly affect crown prices. How could it not?Motifs are a terrible example. They drop rarely, in content that the player base engages with less and less as it ages and more DLC are released. All this example tells me is that some players have accumulated grotesque amounts of wealth over the years, and that rare items continue to become rarer.Oreyn_Bearclaw wrote: »I remember after the April event that drops all the motifs, I used to just spend the following few weeks buying up every motif I that was released over the last year. It would take like 1-2 million gold. As the years went on, that number just kept going up and up to the point that I stopped doing it. You could spend 40 million gold on a single carry run or a handful of style pages. Nothing cost that much 3-4 years ago, not even close.
Yeah, well, as you can see from my graph above, 800 gp / Crown of that exchange rate increase was from a single event that only affected PC, specifically, Steam. It's completely unrelated to anything in-game. It used to be possible to buy crowns very cheaply in other countries using Steam-TOS-violating tricks and RL exchange rates. That all changed around June 2021, when ZOS started pricing crowns in other countries based on US Crown prices and current exchange rates. The gravy train ended, and there was a massive shock to Crowns supply. This is 100% supply and demand.Oreyn_Bearclaw wrote: »The second thing (which I know is starting to get repetitive), is that I started seeing more and more threads, specifically about PC crown prices, escalating very fast. Again, I have never bought nor sold a crown, so I have no first hand experience (or skin in the game). It also seems from the limited info I have, that the same phenomenon is not happening on console, which lead me to think critically about the fundamental differences between the two economies.
Kiralyn2000 wrote: »Oreyn_Bearclaw wrote: »etchedpixels wrote: »Interestingly there is a cap we've not yet reached on gold jewellery mats. At some point gold becomes so worthless that the best way to get gold materials is to buy lots of golden vendor stuff to deconstruct.
It is getting closer all the time, but a long ways off.. since getting a grain is a 50/50 proposition and are only worth 25k. They would have to hit 300k per grain to make it worthwhile, which would be insane and put platings at 3 mil a pop. Of course I remember when upgrading a full set of jewelry was a 800-900k proposition, what is it now, 3.6 million or something?
About that, but yeah. Clearly, there is no inflation in this game... LMAO.
Everything getting more expensive is inflation.
A handful of things getting more expensive is a supply & demand issue.
It's more than just those, but there are structural reasons for many of them, usually related to constrained supply. I hesitate to recommend tackling supply problems with the same tools one would use to tackle inflation. ZOS would most likely do more harm than good.The fact is if inflation was truly an issue vs a supply/demand issue with a small number of items then we would see a larger sampling of items increasing in price than just one rare gold upgrade matt, one rare enchanting component, and consumable potion related items.
One last point of correction. This is misinformation. There is plenty of demand for Rubedo Leather. It is a high volume commodity.Oreyn_Bearclaw wrote: »Refined Rubedo hasnt moved much, not surprise, but I also have 5 figures of it in my craft bag. I will never run out of it, and there is very little demand for it.
Kiralyn2000 wrote: »Oreyn_Bearclaw wrote: »etchedpixels wrote: »Interestingly there is a cap we've not yet reached on gold jewellery mats. At some point gold becomes so worthless that the best way to get gold materials is to buy lots of golden vendor stuff to deconstruct.
It is getting closer all the time, but a long ways off.. since getting a grain is a 50/50 proposition and are only worth 25k. They would have to hit 300k per grain to make it worthwhile, which would be insane and put platings at 3 mil a pop. Of course I remember when upgrading a full set of jewelry was a 800-900k proposition, what is it now, 3.6 million or something?
About that, but yeah. Clearly, there is no inflation in this game... LMAO.
Everything getting more expensive is inflation.
A handful of things getting more expensive is a supply & demand issue.
silvereyes wrote: »It's more than just those, but there are structural reasons for many of them, usually related to constrained supply. I hesitate to recommend tackling supply problems with the same tools one would use to tackle inflation. ZOS would most likely do more harm than good.The fact is if inflation was truly an issue vs a supply/demand issue with a small number of items then we would see a larger sampling of items increasing in price than just one rare gold upgrade matt, one rare enchanting component, and consumable potion related items.
When it comes to inflation, @ZOS_PhilipDraven has said in the past that he gets reports on how the various gold drains and faucets in the game perform, and ZOS can introduce new drains as needed if things get out of whack. I tend to trust the guy who's actually able to get the raw reports on inflation. I trust arguments that focus heavily on prices in a small sector of the economy far less.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »First, stop giving out gold. Replace it with things people want, at conversion rates well below market (which will drive down prices). Example, instead of 100K gold (happening this month, it made me cringe), give out 20 tempering alloy or 200 mundane runes, which are conversion rates far below market, at least on PC. These are things that people want anyways and could be sold if they didn't. You are increasing supply of things that are harder to get and not flooding the market with gold. As a bonus, it breaks speculation and hoarding habits because people never know when huge supply is about to hit the market.
The same is true for crafting dailies. Reduce gold, increase non-gold rewards, either in additional tempers or perhaps housing materials. Do so at conversion rates well below market.
Iam not a fan of this. Like you said there are fewer ppl farming and more buying. In the core many inflation/price threads are about this very matter. These 2 ideas look more like you want to adapt the game towards these players and supprot their lazyness or unwillingness.
Actually, I think the lazy approach on both the devs and the playerbase is to want gold rewards. Whether it's the monthly reward being 20 Temp alloy instead of 100k gold, or crafting writs bumping their gold drops in exchange for the gold currency, you are requiring more work on the part of the player to get gold, because they actually have to engage in the economy.
People miss the point that this actually kills two birds with one stone. It tackles both the Inflation/deflation issue by reducing incoming gold (good thing IMO), AND it tackles the supply and demand issues we have by introducing more supply.
As it is now, the writs I do (or more accurately did aggressively in the past), print gold into the economy and give me more than I will ever need to spend. They also give me more gold mats, than I realistically could use (save maybe chromium). The result is that not only is it contributing to inflation but it is also impacting supply and demand. I never sell gold mats. I don't need to because I have all the gold I need. More importantly, because of inflation, it is smarter for me to hold my wealth in mats, not currency.
If you increase the drop rewards of mats, but reduce the gold, well 2 things happen. One, less gold coming into the economy, so inflation is curbed. Two, because I cant print the gold I need, I am more incentivized to sell my excess mats to generate it. That forces more mats into the market, again helping get prices under control. It is a win win.
Agree that the gold reward from writs could just be removed and a (small) bump in drop rate (although one may not even be needed with current prices), would help keep gold out of the economy.
I'm actually kicking myself (slightly) because I would sell some of my gold mats back in the day, selling those Wax for 8k, Platings for 90k, etc... and now I've lost "value" to the inflation because I converted it to gold instead of hoarding them in my craft bag where they can grow as an asset.
The non-gold drops from writs have always been the most valuable portion of the writs anyways.
@tmbrinks
Totally missed your comment, the writ master has spoken, LOL.
But you are of course correct, selling gold mats at almost any point in the past was financially a bad move unless you had liquidity issues, or you were actively buying AND selling to time market fluctuations (like a day trader).
Anyone that does writs consistently on multiple toons, likely has never had a liquidity issue because they generate lot of gold. Keeping your wealth in your craft bag is much wiser than keeping it in currency, because your currency is worth less every single day. That is Inflation.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »First, stop giving out gold. Replace it with things people want, at conversion rates well below market (which will drive down prices). Example, instead of 100K gold (happening this month, it made me cringe), give out 20 tempering alloy or 200 mundane runes, which are conversion rates far below market, at least on PC. These are things that people want anyways and could be sold if they didn't. You are increasing supply of things that are harder to get and not flooding the market with gold. As a bonus, it breaks speculation and hoarding habits because people never know when huge supply is about to hit the market.
The same is true for crafting dailies. Reduce gold, increase non-gold rewards, either in additional tempers or perhaps housing materials. Do so at conversion rates well below market.
Iam not a fan of this. Like you said there are fewer ppl farming and more buying. In the core many inflation/price threads are about this very matter. These 2 ideas look more like you want to adapt the game towards these players and supprot their lazyness or unwillingness.
Actually, I think the lazy approach on both the devs and the playerbase is to want gold rewards. Whether it's the monthly reward being 20 Temp alloy instead of 100k gold, or crafting writs bumping their gold drops in exchange for the gold currency, you are requiring more work on the part of the player to get gold, because they actually have to engage in the economy.
People miss the point that this actually kills two birds with one stone. It tackles both the Inflation/deflation issue by reducing incoming gold (good thing IMO), AND it tackles the supply and demand issues we have by introducing more supply.
As it is now, the writs I do (or more accurately did aggressively in the past), print gold into the economy and give me more than I will ever need to spend. They also give me more gold mats, than I realistically could use (save maybe chromium). The result is that not only is it contributing to inflation but it is also impacting supply and demand. I never sell gold mats. I don't need to because I have all the gold I need. More importantly, because of inflation, it is smarter for me to hold my wealth in mats, not currency.
If you increase the drop rewards of mats, but reduce the gold, well 2 things happen. One, less gold coming into the economy, so inflation is curbed. Two, because I cant print the gold I need, I am more incentivized to sell my excess mats to generate it. That forces more mats into the market, again helping get prices under control. It is a win win.
Agree that the gold reward from writs could just be removed and a (small) bump in drop rate (although one may not even be needed with current prices), would help keep gold out of the economy.
I'm actually kicking myself (slightly) because I would sell some of my gold mats back in the day, selling those Wax for 8k, Platings for 90k, etc... and now I've lost "value" to the inflation because I converted it to gold instead of hoarding them in my craft bag where they can grow as an asset.
The non-gold drops from writs have always been the most valuable portion of the writs anyways.
@tmbrinks
Totally missed your comment, the writ master has spoken, LOL.
But you are of course correct, selling gold mats at almost any point in the past was financially a bad move unless you had liquidity issues, or you were actively buying AND selling to time market fluctuations (like a day trader).
Anyone that does writs consistently on multiple toons, likely has never had a liquidity issue because they generate lot of gold. Keeping your wealth in your craft bag is much wiser than keeping it in currency, because your currency is worth less every single day. That is Inflation.
It wasn't entirely a bad move, since most of that gold I made from selling was used to buy items from the crown exchanges (with the rates being lower in the past), or to buy other in-game items (style pages, motifs, etc...), many of which have also experienced some increase in price (more of a barter w/ the gold as a middle man, which is how our modern, real-world, currency works). There were some though that I sold just "to sell" since I liked seeing that number of liquid gold I had go up, rather than keeping it in asset form. For some reason, this is a lesson I've learned in the real-world, but didn't apply it in-game
Could I have been a little bit wealthier now had I not sold as much, yes. Would it have changed my situation at all? Not in the least.
silvereyes wrote: »One last point of correction. This is misinformation. There is plenty of demand for Rubedo Leather. It is a high volume commodity.Oreyn_Bearclaw wrote: »Refined Rubedo hasnt moved much, not surprise, but I also have 5 figures of it in my craft bag. I will never run out of it, and there is very little demand for it.
For the last year:
Average price for Rubedo Leather sold (56819 sold, 9944979 items): 15.62 gp
Total Rubedo Leather gp sold in UESP data set: 155,340,571
https://esosales.uesp.net/viewSales.php?viewsales=939&saletype=sold&trends=1&timeperiod=31558150
Contrast that with Chromium Plating over the last year:
Average price for Chromium Plating sold (501 sold, 722 items): 175030 gp
Total Chromium Plating gp sold in UESP data set: 126,371,660
https://esosales.uesp.net/viewSales.php?viewsales=488733&saletype=sold&trends=1&timeperiod=31558150
Do not confuse a low price with a lack of demand.
Granted, this is a limited data set, but you get the idea. A small price times a large volume makes a substantial sum when you are talking about the entire economy. In this specific data set, it's a bigger chunk of the economy than Chromium Plating is, despite the gigantic price increases there.
I know this is a tangent, but you know you can sell that to an NPC merchant? I know it's dreadfully dull transferring from the craft bag and selling, but 100k Alkahest will net you 300k gp with practically no work.Oreyn_Bearclaw wrote: »ZOS could double gold sources overnight which would by definition result in inflation or devaluation of the currency, but I still think the 100k+ alkahest in my craft bag would essentially worthless.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »First, stop giving out gold. Replace it with things people want, at conversion rates well below market (which will drive down prices). Example, instead of 100K gold (happening this month, it made me cringe), give out 20 tempering alloy or 200 mundane runes, which are conversion rates far below market, at least on PC. These are things that people want anyways and could be sold if they didn't. You are increasing supply of things that are harder to get and not flooding the market with gold. As a bonus, it breaks speculation and hoarding habits because people never know when huge supply is about to hit the market.
The same is true for crafting dailies. Reduce gold, increase non-gold rewards, either in additional tempers or perhaps housing materials. Do so at conversion rates well below market.
Iam not a fan of this. Like you said there are fewer ppl farming and more buying. In the core many inflation/price threads are about this very matter. These 2 ideas look more like you want to adapt the game towards these players and supprot their lazyness or unwillingness.
Actually, I think the lazy approach on both the devs and the playerbase is to want gold rewards. Whether it's the monthly reward being 20 Temp alloy instead of 100k gold, or crafting writs bumping their gold drops in exchange for the gold currency, you are requiring more work on the part of the player to get gold, because they actually have to engage in the economy.
People miss the point that this actually kills two birds with one stone. It tackles both the Inflation/deflation issue by reducing incoming gold (good thing IMO), AND it tackles the supply and demand issues we have by introducing more supply.
As it is now, the writs I do (or more accurately did aggressively in the past), print gold into the economy and give me more than I will ever need to spend. They also give me more gold mats, than I realistically could use (save maybe chromium). The result is that not only is it contributing to inflation but it is also impacting supply and demand. I never sell gold mats. I don't need to because I have all the gold I need. More importantly, because of inflation, it is smarter for me to hold my wealth in mats, not currency.
If you increase the drop rewards of mats, but reduce the gold, well 2 things happen. One, less gold coming into the economy, so inflation is curbed. Two, because I cant print the gold I need, I am more incentivized to sell my excess mats to generate it. That forces more mats into the market, again helping get prices under control. It is a win win.
Agree that the gold reward from writs could just be removed and a (small) bump in drop rate (although one may not even be needed with current prices), would help keep gold out of the economy.
I'm actually kicking myself (slightly) because I would sell some of my gold mats back in the day, selling those Wax for 8k, Platings for 90k, etc... and now I've lost "value" to the inflation because I converted it to gold instead of hoarding them in my craft bag where they can grow as an asset.
The non-gold drops from writs have always been the most valuable portion of the writs anyways.
@tmbrinks
Totally missed your comment, the writ master has spoken, LOL.
But you are of course correct, selling gold mats at almost any point in the past was financially a bad move unless you had liquidity issues, or you were actively buying AND selling to time market fluctuations (like a day trader).
Anyone that does writs consistently on multiple toons, likely has never had a liquidity issue because they generate lot of gold. Keeping your wealth in your craft bag is much wiser than keeping it in currency, because your currency is worth less every single day. That is Inflation.
It wasn't entirely a bad move, since most of that gold I made from selling was used to buy items from the crown exchanges (with the rates being lower in the past), or to buy other in-game items (style pages, motifs, etc...), many of which have also experienced some increase in price (more of a barter w/ the gold as a middle man, which is how our modern, real-world, currency works). There were some though that I sold just "to sell" since I liked seeing that number of liquid gold I had go up, rather than keeping it in asset form. For some reason, this is a lesson I've learned in the real-world, but didn't apply it in-game
Could I have been a little bit wealthier now had I not sold as much, yes. Would it have changed my situation at all? Not in the least.
I am guessing you are about as rich as they come, LOL.
Dang! It actually exists? I could have sworn that was just a legend.(I did balk at spending 50m for Chef Arquitius's Lost Thesis when I saw it on sale... somebody else did after I had found it for sale)
silvereyes wrote: »
Except the price increases for Jewelry Crafting mats didn't start with Markarth in November 2020 when the sticker book was released. They started six months earlier, shortly after the PC Greymoor release on June 1, 2020.With the sticker book Chromium Platings have shot up in price to around 250k now, where back in the day they were around 80-100k.
silvereyes wrote: »Between the introduction of Mythic items, and a ton of combat and item set changes, way more builds than usual were nerfed and needed to be reworked.
The guild trader market is all player-run. There's lots of groups who will manipulate the market and raise prices for the same amount and availability of goods to make more gold out of it. Eventually people going around buying all of an available item and flipping them for higher prices made things that used to be lower in cost extremely expensive.
spacefracking wrote: »Perhaps they could raise rates on guild trader listings to discourage speculative investment
spacefracking wrote: »increase the supply of fungible goods such as crafting tempers (higher drop rate)