ItMustBeThursday wrote: »I think there are ways that they could fix the economy without a reset. Events that give away the commonly very expensive items will drive prices down and have a cascading effect
ItMustBeThursday wrote: »I think there are ways that they could fix the economy without a reset. Events that give away the commonly very expensive items will drive prices down and have a cascading effect
ShadowPaladin wrote: »That is something which always happens in MMOs. The longer they run, the higher prices will get. I have seen this in SWToR (prices went from 10k for an item 8 years ago to 1mio for the same item today) and also in AION (here prices went from 100k to 100mio within 8 years for one item).
The only way to stop this would be to reset currencies back to zero within certain time frames or fix prices for items - for example by implementing caped selling prices or offering items through vendors for certain prices. Both things would need to be implemented BEFORE the game is released or shortly after its release. If done afterwards the playerbase will be in uproar.
Tommy_The_Gun wrote: »I think that primary cause of the inflation is the fact that there is no cap on the biding for the vendor NPC system. This is the biggest gold sink in the game. Over the time number of trading guild have grown. There are more & more "rich" guilds who basically fight over trading spots. And since there is no cap, I would imagine that bidding cash is going up & up. And the gold cost is reflected in prices. This gold sink is being filled up by players (buyers). Normally, people tend to buy the cheapest stuff, but TTC is kinda preventing that, as not only it "suggests" what the price should be, but also makes scalping easier.
I always thought that that "lack of cap" on the vendor NPC biding was designed the way it is to force certain "rotation", so you would not have a situation where trading guilds are permanently occupying one or two trading spots. But it seems that it is exactly what is happening.
ssewallb14_ESO wrote: »Inflation can be hard to fix. Even a little deflation can incentivize selling and hoarding gold which spirals out of control quickly, especially once people expect it.
I do think the inflation is excessive, though it's calmed down a bit. People speculate on gold mats, columbine, etc which isn't healthy either.
I think it could be improved by chilling with the gold printing a bit (trial vendor junk and writ turn-ins are good targets), and maybe consider changing or adding new alchemy ingredients to take some stress of of columbine. Alliance tripots would help too.
ShadowPaladin wrote: »That is something which always happens in MMOs. The longer they run, the higher prices will get. I have seen this in SWToR (prices went from 10k for an item 8 years ago to 1mio for the same item today) and also in AION (here prices went from 100k to 100mio within 8 years for one item).
The only way to stop this would be to reset currencies back to zero within certain time frames or fix prices for items - for example by implementing caped selling prices or offering items through vendors for certain prices. Both things would need to be implemented BEFORE the game is released or shortly after its release. If done afterwards the playerbase will be in uproar.
Gold sinks don't always work. I ignore them, for example.
ZOS can't fix a player created issue like inflation. Sorry.
AnduinTryggva wrote: »ShadowPaladin wrote: »That is something which always happens in MMOs. The longer they run, the higher prices will get. I have seen this in SWToR (prices went from 10k for an item 8 years ago to 1mio for the same item today) and also in AION (here prices went from 100k to 100mio within 8 years for one item).
The only way to stop this would be to reset currencies back to zero within certain time frames or fix prices for items - for example by implementing caped selling prices or offering items through vendors for certain prices. Both things would need to be implemented BEFORE the game is released or shortly after its release. If done afterwards the playerbase will be in uproar.
We have a fee system that has a fix percentage. This proportion could increase with increasing prices.
ShadowPaladin wrote: »That is something which always happens in MMOs. The longer they run, the higher prices will get. I have seen this in SWToR (prices went from 10k for an item 8 years ago to 1mio for the same item today) and also in AION (here prices went from 100k to 100mio within 8 years for one item).
The only way to stop this would be to reset currencies back to zero within certain time frames or fix prices for items - for example by implementing caped selling prices or offering items through vendors for certain prices. Both things would need to be implemented BEFORE the game is released or shortly after its release. If done afterwards the playerbase will be in uproar.
ShadowPaladin wrote: »That is something which always happens in MMOs. The longer they run, the higher prices will get. I have seen this in SWToR (prices went from 10k for an item 8 years ago to 1mio for the same item today) and also in AION (here prices went from 100k to 100mio within 8 years for one item).
The only way to stop this would be to reset currencies back to zero within certain time frames or fix prices for items - for example by implementing caped selling prices or offering items through vendors for certain prices. Both things would need to be implemented BEFORE the game is released or shortly after its release. If done afterwards the playerbase will be in uproar.
It's a game not a job. If the game is making you do unfavoured tasks to progress, yes that's the game's problem.I_killed_Vivec wrote: »"I don't like doing [insert unfavoured task here]. ZoS, change the game so I don't have to do it."