Monte_Cristo wrote: »Another reason for the lower gold cost of crowns in the past is that when crown trading first arrived, the sellers had a surplus of crowns they didn't need. Once that supply went, the cost went up.
Carry guilds have begun organizing in Discord to raise prices for "consistency" because a handful of top sites (not posting names) decided to DOUBLE their rates from 4 million gold for titles/personality runs to 8 million, with trial carries running upwards of 30 MILLION GOLD.
All this is a direct result of the runaway crown to gold conversion rate.
It is not a conspiracy to observe that ZOS benefits from this increase, while new players (and players in general) suffer as their gold and thus TIME is worth less and less.
How does ZOS benefit? With 1 or 2 massive crown exchange sites effectively corning the market and rigging prices higher and higher, the number with gold to buy crowns through gifting decreases, and the number who can't afford the gold or just give up and buy it with money increases.
This directly increases ZOS's earnings in the short term, while contributing to FOMO burnout in the long term.
The handful of super-monopolists only have so much they are interested in or can buy with that gold or crowns. But by effectively allowing the exchange rate to skyrocket out of control, ZOS effectively creates a defacto scenario that walks back their crown gifting system by making it inaccessible to the average player, who just ends up spending real money.
It also creates a very bad image of the company in the eyes of the average customer being pushed out and effectively told their time is no longer worth even half what it was just 3 years ago.
The best thing ZOS could do at this point is what WoW did with tokens, and just set a sliding scale exchange rate and allow people to buy things directly from the crown store with gold just like houses, and cut out the increasingly corrupt and greedy middlemen who are driving customers away with their exclusive price fixing.
wolfie1.0. wrote: »Playboy_Shrek wrote: »Crowns prices have little to do with in game economy. Changes were made to how crowns could be purchased and that caused a price increase for many that were selling crowns. Also had a change where ZoS allowed homes to be gifted so that increased demand.
There has been some inflation in game but it isn't runaway inflation by any means. For the most part the economy is fluid and adjusts well to supply and demand. Items priced below market value being snatched up and flipped isn't causing inflation. If we could see average price the original price would be higher to match the true market value.
Furnishing materials have shot up in price because demand has greatly increased.
there has nothing to do with supply and demand, less people play this game now than they did in 2020 or 2021. the prices of mats and generally everything have to do with the lack of in game gold sink and flipping. ridiculous argument
Please explain to me why then green provisioning recipes can not be sold for more than 100 gold? Or why certain event motifs and styles sell for less? I have 1500 Firepot pieces of each type that I can't sell for 25 gold each. If inflation were not impacted by supply and demand then I should be able to sell those for several thousand gold each right?
Supply and demand are major factors of the in game economy, they are just not the only factors. Less people are playing right now.
And yes players flip items. But players doing the flipping have been doing it for years.
And yes I agree that we need more stuff to buy with gold preferably cosmetics. Zos really should consider more options around that.
Maybe someone can explain this to me better. What I don't get is if crowns on console have always been sold for the standard price (no steam exploits), and now crowns in the PC market are being sold for the standard price, why the massive discrepancy in crown exchange rates?
It actually feels like the inflation is artificially generated i.e. by PC players who manipulated the market to increase the crown rates.
Maybe someone can explain this to me better. What I don't get is if crowns on console have always been sold for the standard price (no steam exploits), and now crowns in the PC market are being sold for the standard price, why the massive discrepancy in crown exchange rates?
It actually feels like the inflation is artificially generated i.e. by PC players who manipulated the market to increase the crown rates.
No, it is not about manipulation, it is about PC addons for daily writs which are generating unlimited golds for people, who are running writ factories and massive multiaccounts.
Playboy_Shrek wrote: »
what writ gold is nothing. the amount of mats being dropped is like 50% more ...
Day has only 24 hours... I don't think it is possible to do it as you suggest. Even if I do it on like 8 characters it takes 1,5 hours at minimum. And I need to prepare for something like this in advance. I need extra crafting mats stacks, but even then I have to stop at some point & resupply. Also I am lucky if the game won't kick if I re-log to other characters too often.Just basic calculation about golds.
1 player, 100 multiaccounts, 1000 chars.
Every char completes
Alchemy Writ.
Blacksmithing Writ.
Clothier Writ.
Enchanting Writ.
Woodworking Writ.
Provisioning Writ
It is 6000 writs per day.
Tommy_The_Gun wrote: »Day has only 24 hours... I don't think it is possible to do it as you suggest. Even if I do it on like 8 characters it takes 1,5 hours at minimum. And I need to prepare for something like this in advance. I need extra crafting mats stacks, but even then I have to stop at some point & resupply. Also I am lucky if the game won't kick if I re-log to other characters too often.Just basic calculation about golds.
1 player, 100 multiaccounts, 1000 chars.
Every char completes
Alchemy Writ.
Blacksmithing Writ.
Clothier Writ.
Enchanting Writ.
Woodworking Writ.
Provisioning Writ
It is 6000 writs per day.
Oh and one more thing. The only situation in which I can see myself doing crafting dailies for 8 hours is if someone literally paid RL cash to do so lol.
Tommy_The_Gun wrote: »Day has only 24 hours... I don't think
Tommy_The_Gun wrote: »Day has only 24 hours... I don't think
[snip]
I'm very unhappy to burst your bubble but all the factory owner needs to do is one click to start the script as everything is automated and runs without any human supervision.
The only thing they need to care about and what needs manual work is creating new accounts and chars and lvl them to the level 6.
[snip]
Pepegrillos wrote: »There are flippers, there are bots, there are dupers, and then there are hackers that can create gold out of nowhere. Some things can be managed, some probably can't. If you look at other MMORPGs, inflation seems common and rarely gets eradicated.
It seems that it is more like the proportion of those two that might be the issue. If more & more players have cash & budget for the "flipping" investment, but at the same time supply remains the same, then "flipping" kinda outpaces the supply, meaning that prices on things goes up. Less non-fliped items on the market also causes base price of those to go up.Flipping is not the issue. Supply is the issue.
Tommy_The_Gun wrote: »It seems that it is more like the proportion of those two that might be the issue. If more & more players have cash & budget for the "flipping" investment, but at the same time supply remains the same, then "flipping" kinda outpaces the supply, meaning that prices on things goes up. Less non-fliped items on the market also causes base price of those to go up.Flipping is not the issue. Supply is the issue.
Flipping is not the issue. Supply is the issue. Flipping is someone just handling the inefficient ESO trader system, and for some, that is the game (like for some it's farming, fishing, thieving, pick-pocketing, dungeon runs, etc.).
We all have limits to how much we'll spend for something, and if price rises too high you get to the point you determine you don't need an item, or decide to farm/grind/earn the item yourself.
My general perspective is to set a price for items I'm comfortable with, and not worry about the flippers.
Once again. This is not true inflation but merely a difference in supply and demand. Fluctuations in the number of players, what they are most interested in playing, the actions they take to acquire currency all have an effect on commodity prices.
Even on the example of material upgrades you can see that we are not dealing here with inflation per se (that is, a general decrease in the value of the currency) but only with an increase in certain goods - so if we start building shopping baskets then we will be able to prove both that there is inflation and there is not - so I do not try to choose goods for the thesis.
How do the prices of individual material upgrades change?
The price of Chromium Plating increased about 3 times.
Price of Dreugh Wax increased 2.5-3 times.
Tempering Alloy price increased 2 times.
Price of Kuta increased 1,5 times.
Price of Rosin did not change.
Prices of alchemical reagents.
Price of Lorkhan's Tears decreased.
Price of most reagents except Columbine, Corn Flower and Lady Smock remained unchanged.
And so each category can be analyzed. All in all, we are not dealing here with inflation but with supply and demand imbalance.
Perhaps the players who have provided larger amounts of materials so far have stopped doing so? Maybe there are more players focused on those aspects of the game that require the most sought after goods.
There are probably many reasons, which in effect overlapped contributed to the current situation.