Prices of crowns went up when ZoS locked down people being able to buy crowns based on other countries exchange rates real world. Crowns cost more in real money so in game prices reflect that. The crown/gold exchange rate has little to do with the game economy and is instead a reflection of the real world economy.
However, the real question that is not being asked (until now) or being answered is why are some people not able to afford items when others are easily able to buy them. We all have the same opportunity to earn gold in-game, unlike the real works where salaries differ. That is the real question that needs to be answered because that will tell us if something actually needs to be fixed.
At the most basic level it is because what you are saying isn't true. Players do not all have the same opportunity to earn gold in-game, because they have different amounts of time, information, and ability - and the fixed gold that the game gives newer players as starting capital (if they know where to find it in sufficient amounts while knowing how to save in this particular environment) is worth far less today than it was even two years ago.
It's easy to answer your question. Newer players are inherently poorer than we were starting out: Inflation has made their money go less far. That in itself is a *difference in the opportunity to earn gold*. Those little pops of money throughout the game, they don't necessarily stay with newer players, because newer players need to buy from traders. If they save, that money is worth less over time, if they buy assets, that money is now potentially in the hands of price-setters. That money quickly all goes into bigger and bigger bank accounts, where it potentially helps push up prices across the board. Hopefully prices stabilise, but *even if they stabilise where they are* it can be difficult to "onboard" new players into the market, because there is little to no in-game guidance. They have to learn all that external to the game.
On top of that, there is clearly widespread market concern about affordability, because lots of players bring up the prices of various commodities on PCNA specifically - dreugh wax, mundane runes, columbine, Deadly Strike, etc - pretty much constantly.
Not every player has the abilities, time, and knowledge that we have. Not every player knows they need to go to Youtube, Discord, etc to understand ESO. Heck, not every player is an adult. ZOS presumably want to retain those players, and continued inflationary pressures will make that less and less likely.
The big questions to my mind are: How long do new players stay on? How deeply do they engage in or demonstrate understanding of the market in ESO? Are there signs that inflation has reached a point where players are disengaging with core content that devs want players to do (eg, presumably devs want players to gold out gear as they progress)?
doesurmindglow wrote: »The big questions to my mind are: How long do new players stay on? How deeply do they engage in or demonstrate understanding of the market in ESO? Are there signs that inflation has reached a point where players are disengaging with core content that devs want players to do (eg, presumably devs want players to gold out gear as they progress)?
One area Ive started to delve into is the issue of gold prices of crowns. I've not yet finished what has turned out to be an extensive audit -- I'm working through the prices in the bidding channels of the World Crown Exchange Discord from their launch in 2020. At that time, crowns on the NA server could be bought for 85-100 gold per, I kid you not.
On one hand I could see it being good for ZOS that each individual crown now fetches more in-game gold, such that the value proposition for each crown maybe looks better; but on the other, one of the hardest rules in economics is that things with higher prices sell lower quantities, and fewer buyers are available to buy them.
For now I haven't looked at trading volume so I'll probably have to do that on a second pass of the audit, but I'd be pretty surprised if as many crowns are being bought with gold now as there were four years ago. Maybe that means more people are now paying actual USD instead, I dunno. I strongly suspect it's simply that fewer crowns are being sold.
Sure, some may not pay as much but one should not expect to have the same buying power as another player who puts less time and effort into playing the game. If we want them to have the same buying power then we need to ignore this entire thread and create one that suggests ditching the current system for one that lets us get everything for free. Doubt that is a great idea since some enjoy the trading aspect of the game.
As for ability and knowledge, that takes effort. It does not take much effort for most of it but it does take some which starts as simple as talking to guildies for advice. If someone does not want to put forward the effort then that is a personal issue that Zenimax cannot fix.
This applies to new players just as much. It was not long ago that I was a new player. I sought information to help me figure out the game better. It is a personal choice one makes to help themselves improve or not worry about it. Again, Zenimax cannot fix personal behavior like this.
Inflation seems unavoidable in all mmos out there, because the most basic way of obtaining currency will always be the exact same thing that causes inflation irl - printing out more currency into the system. Providing data for this statement would exceed post capacity and would muddy the water of conversation too much.
For contrast, everyone's favourite economy simulator EvE Online, is a curious case study, of having both periods of handling it better and worse. When the top methods of acquiring wealth was coming from farming stuff, that would be sold to other players for their primary currency (ISK), the inflation seemed more tame, but in periods where the most common way of acquiring wealth was tied to being paid ISK from unlimited NPC sources, it was getting worse.
Sure, some may not pay as much but one should not expect to have the same buying power as another player who puts less time and effort into playing the game. If we want them to have the same buying power then we need to ignore this entire thread and create one that suggests ditching the current system for one that lets us get everything for free. Doubt that is a great idea since some enjoy the trading aspect of the game.
As for ability and knowledge, that takes effort. It does not take much effort for most of it but it does take some which starts as simple as talking to guildies for advice. If someone does not want to put forward the effort then that is a personal issue that Zenimax cannot fix.
This applies to new players just as much. It was not long ago that I was a new player. I sought information to help me figure out the game better. It is a personal choice one makes to help themselves improve or not worry about it. Again, Zenimax cannot fix personal behavior like this.
In philosophy presenting a situation as though there are only two options is called a false dilemma. Presenting us with a choice of:
EITHER: The market as it stands is adequately managed
OR: Everything might as well just be free
This is a false dilemma, because there are other considerations and options we could add to this, like:
OR: The game could implement better onboarding so players have clearer information about the ESO market
OR: The developers could cautiously introduce more contractionary systems to remove some gold out of the economy
AND: Players can enjoy trading, enjoy participating in a market, but not enjoy fighting an uphill battle against inflation.
And once again you're stating that players have the same buying power, it's just a matter of "time and effort". It is a game. "Time and effort" need to be proportional to the fact that this is a game. The fact that in many MMORPGs there are players willing to sink untold hours into grinding is something I understand, but I don't think that necessarily makes the grind good in terms of game design, and inflation compounds that grind beyond what developers probably intend. But the devs will have data on this, I have no doubt, and if I'm dead wrong, then that data would put me in my place. I'm overly reliant on anecdote and broad community sentiment here, which is very low quality data. There has to be some level of challenge, or there's no fun. The whole question here orbits around challenge vs the median player's ability to access/save gold. That's the game of the economy. That's what should be fun, not punishing, for the median player. We're both power users. We're not the median player.
At any rate, flat out free markets like you appear to be advocating, they don't work. Not in real life, nor in videogames. They are bad for the majority of people in an economy, and running an economy is about the people in that economy and their well-being, the wealth ought to be ancillary to that. (But, again, "ought" is a moralising word). Heck, the word "economy" even means "household". What would we call a household where the parents eat nearly all the food, hoard the rest, and spend ever decreasingly amounts of money to feed grandma and baby? Probably not a "good" household.
A laissez-faire approach to markets, combined with the fact that monetary economies tend suck wealth upwards, where it stays and exerts inflationary pressure that causes mass deprivation. Countries generally have contractionary reserve bank policies to at least some degree for this reason, among others.
At least that's my "very not an economist" understanding. I could be off on multiple scores, and appreciate corrections.
Sure, some may not pay as much but one should not expect to have the same buying power as another player who puts less time and effort into playing the game. If we want them to have the same buying power then we need to ignore this entire thread and create one that suggests ditching the current system for one that lets us get everything for free. Doubt that is a great idea since some enjoy the trading aspect of the game.
As for ability and knowledge, that takes effort. It does not take much effort for most of it but it does take some which starts as simple as talking to guildies for advice. If someone does not want to put forward the effort then that is a personal issue that Zenimax cannot fix.
This applies to new players just as much. It was not long ago that I was a new player. I sought information to help me figure out the game better. It is a personal choice one makes to help themselves improve or not worry about it. Again, Zenimax cannot fix personal behavior like this.
In philosophy presenting a situation as though there are only two options is called a false dilemma. Presenting us with a choice of:
EITHER: The market as it stands is adequately managed
OR: Everything might as well just be free
This is a false dilemma, because there are other considerations and options we could add to this, like:
OR: The game could implement better onboarding so players have clearer information about the ESO market
OR: The developers could cautiously introduce more contractionary systems to remove some gold out of the economy
AND: Players can enjoy trading, enjoy participating in a market, but not enjoy fighting an uphill battle against inflation.
And once again you're stating that players have the same buying power, it's just a matter of "time and effort". It is a game. "Time and effort" need to be proportional to the fact that this is a game. The fact that in many MMORPGs there are players willing to sink untold hours into grinding is something I understand, but I don't think that necessarily makes the grind good in terms of game design, and inflation compounds that grind beyond what developers probably intend. But the devs will have data on this, I have no doubt, and if I'm dead wrong, then that data would put me in my place. I'm overly reliant on anecdote and broad community sentiment here, which is very low quality data. There has to be some level of challenge, or there's no fun. The whole question here orbits around challenge vs the median player's ability to access/save gold. That's the game of the economy. That's what should be fun, not punishing, for the median player. We're both power users. We're not the median player.
At any rate, flat out free markets like you appear to be advocating, they don't work. Not in real life, nor in videogames. They are bad for the majority of people in an economy, and running an economy is about the people in that economy and their well-being, the wealth ought to be ancillary to that. (But, again, "ought" is a moralising word). Heck, the word "economy" even means "household". What would we call a household where the parents eat nearly all the food, hoard the rest, and spend ever decreasingly amounts of money to feed grandma and baby? Probably not a "good" household.
A laissez-faire approach to markets, combined with the fact that monetary economies tend suck wealth upwards, where it stays and exerts inflationary pressure that causes mass deprivation. Countries generally have contractionary reserve bank policies to at least some degree for this reason, among others.
At least that's my "very not an economist" understanding. I could be off on multiple scores, and appreciate corrections.
To be fair I did not really suggest there were only two options. That comment was replying directly to a comment that stated players who spent less time in the game had less buying power. Ofc that is obvious since they spend less time. So no false dilemma here. Some who played an hour a day should have less buying power than someone who plays ten hours a day given they put forth as much effort per hour. There is no need to defend them.
Further, if one looks at the suggestion I have put forth one can see I have considered a solution that would have a direct impact on an activity that puts a lot of gold into the market. The issue is not players having hundreds of millions in gold sitting in their banks. That does not cause inflation since it is clearly not being spent. It is when that gold is given to another player it enters the market and that is a great source for a gold sink. My suggestion also creates a safe way to trade crowns and eliminates the means to scam players in such transactions. Win/Win.
Cheers.
MaraxusTheOrc wrote: »When the only way to acquire most things is through the crown store, inflation is expected. No mount gold sinks, no quick alt leveling gold sinks, very few housing gold sinks. The money just keeps circulating in the economy as we buy crates from each other, leveling runs from each other, housing plans and furnishings from each other. They prioritized RMT in the game, and this inflation is the result.
Someone like myself who has more gold than they are likely to ever spend does not add to inflation pressures. However, if I trade that gold for crowns then that gold is going to someone who would be spending more gold than they could have otherwise which does increase inflation pressures.
Sure, some may not pay as much but one should not expect to have the same buying power as another player who puts less time and effort into playing the game. If we want them to have the same buying power then we need to ignore this entire thread and create one that suggests ditching the current system for one that lets us get everything for free. Doubt that is a great idea since some enjoy the trading aspect of the game.
As for ability and knowledge, that takes effort. It does not take much effort for most of it but it does take some which starts as simple as talking to guildies for advice. If someone does not want to put forward the effort then that is a personal issue that Zenimax cannot fix.
This applies to new players just as much. It was not long ago that I was a new player. I sought information to help me figure out the game better. It is a personal choice one makes to help themselves improve or not worry about it. Again, Zenimax cannot fix personal behavior like this.
In philosophy presenting a situation as though there are only two options is called a false dilemma. Presenting us with a choice of:
EITHER: The market as it stands is adequately managed
OR: Everything might as well just be free
This is a false dilemma, because there are other considerations and options we could add to this, like:
OR: The game could implement better onboarding so players have clearer information about the ESO market
OR: The developers could cautiously introduce more contractionary systems to remove some gold out of the economy
AND: Players can enjoy trading, enjoy participating in a market, but not enjoy fighting an uphill battle against inflation.
And once again you're stating that players have the same buying power, it's just a matter of "time and effort". It is a game. "Time and effort" need to be proportional to the fact that this is a game. The fact that in many MMORPGs there are players willing to sink untold hours into grinding is something I understand, but I don't think that necessarily makes the grind good in terms of game design, and inflation compounds that grind beyond what developers probably intend. But the devs will have data on this, I have no doubt, and if I'm dead wrong, then that data would put me in my place. I'm overly reliant on anecdote and broad community sentiment here, which is very low quality data. There has to be some level of challenge, or there's no fun. The whole question here orbits around challenge vs the median player's ability to access/save gold. That's the game of the economy. That's what should be fun, not punishing, for the median player. We're both power users. We're not the median player.
At any rate, flat out free markets like you appear to be advocating, they don't work. Not in real life, nor in videogames. They are bad for the majority of people in an economy, and running an economy is about the people in that economy and their well-being, the wealth ought to be ancillary to that. (But, again, "ought" is a moralising word). Heck, the word "economy" even means "household". What would we call a household where the parents eat nearly all the food, hoard the rest, and spend ever decreasingly amounts of money to feed grandma and baby? Probably not a "good" household.
A laissez-faire approach to markets, combined with the fact that monetary economies tend suck wealth upwards, where it stays and exerts inflationary pressure that causes mass deprivation. Countries generally have contractionary reserve bank policies to at least some degree for this reason, among others.
At least that's my "very not an economist" understanding. I could be off on multiple scores, and appreciate corrections.
To be fair I did not really suggest there were only two options. That comment was replying directly to a comment that stated players who spent less time in the game had less buying power. Ofc that is obvious since they spend less time. So no false dilemma here. Some who played an hour a day should have less buying power than someone who plays ten hours a day given they put forth as much effort per hour. There is no need to defend them.
Further, if one looks at the suggestion I have put forth one can see I have considered a solution that would have a direct impact on an activity that puts a lot of gold into the market. The issue is not players having hundreds of millions in gold sitting in their banks. That does not cause inflation since it is clearly not being spent. It is when that gold is given to another player it enters the market and that is a great source for a gold sink. My suggestion also creates a safe way to trade crowns and eliminates the means to scam players in such transactions. Win/Win.
Cheers.
Well.... it's sort of a false dichotomy - but there's the occasional (and might be more than just "occasional" - I don't know for sure) outlier: the player who just logs in sporadically and happens on one of those occasions to wind up with a very rare item; and who also happens to be in a guild where the sporadic player isn't simply "thrown away"....
So that player (yes, I do know a couple of people who've had that happen) manages to get a LOT of gold without much effort at all.
And personally, I love that sort of outlier.
Someone like myself who has more gold than they are likely to ever spend does not add to inflation pressures. However, if I trade that gold for crowns then that gold is going to someone who would be spending more gold than they could have otherwise which does increase inflation pressures.
The fact that an individual has excess gold in the bank does not mean they are not contributing to inflationary pressure in terms of pricing. Their purchases of items at increasingly inflated prices - even if they can easily afford them with money to spare - helps set the inflated market price. Inflation happens, at least in part, because a small number of very rich individuals have deeper and deeper pools of cash to draw from if and when they spend. The fact that some, or even the majority, of that money is in the bank does not change that.
The classic joke about this effect is the ultra-rich Lucille Bluth in "Arrested Development".
"I mean, it's one banana, Michael. What could it cost? 10 dollars?"
Not sure what the point is as I clearly pointed out that those with large sums banked are clearly not spending it as easily as it comes in. It is why we have all that gold. That means we are not adding anywhere near our share to the inflation. It seems as though it should be very obvious that we have that wealth because we do not waste gold so easily.
NoTimeToWait wrote: »
Just curious, what is the current price of Plex in Eve? When I left the game, it was about 200k ISK per PLEX, and it was already inflated from 50k ISK it used to be, when I started playing 3 years prior.
We could say that ESO inflated at least 20-25 times from 1:100 per crown to 1:2500 (before the Crown gifting suspension)
Not sure what the point is as I clearly pointed out that those with large sums banked are clearly not spending it as easily as it comes in. It is why we have all that gold. That means we are not adding anywhere near our share to the inflation. It seems as though it should be very obvious that we have that wealth because we do not waste gold so easily.
Even people who are very studious and careful about spending money contribute to inflationary pressures .
There's a fundamental misunderstanding about how larger and larger concentrations of wealth upwards *as a general tendency* mean very wealthy individuals active in the market - even if they are act with great care of their own finances, and spend very carefully - contribute to devalued currency by being price setters, and buying commodities at price points further and further from the median. I've repeated that point a lot. It bears repeating.Not sure what the point is as I clearly pointed out that those with large sums banked are clearly not spending it as easily as it comes in. It is why we have all that gold. That means we are not adding anywhere near our share to the inflation. It seems as though it should be very obvious that we have that wealth because we do not waste gold so easily.
doesurmindglow wrote: »Players (and people in general) are pretty terrible at understanding the dynamics of monetary policy, and this thread is no exception. ...
Zodiarkslayer wrote: »The only thing I'd like to add is that most players claim they are talking about inflation, while they are actually talking about "wages". Or rather that their labour does not let them purchase the commodities that they want.doesurmindglow wrote: »Players (and people in general) are pretty terrible at understanding the dynamics of monetary policy, and this thread is no exception. ...
This requires an assumption that the very wealthy are taking these actions without basis. Please provide real information to back up the claim. Even Lucille Bluth would agree with that.
I do find it interesting how my suggestion that would add a gold sink to a real aspect that puts inflationary pressure on the market is being ignored. I have brought up a real solution to an actual real problem and yet we discuss semantics. I will stick with that.
NoTimeToWait wrote: »
Just curious, what is the current price of Plex in Eve? When I left the game, it was about 200k ISK per PLEX, and it was already inflated from 50k ISK it used to be, when I started playing 3 years prior.
We could say that ESO inflated at least 20-25 times from 1:100 per crown to 1:2500 (before the Crown gifting suspension)
Cannot say for now, since I stopped playing completely after CCP decided that renting out skills is a good idea, but I recall it going for million+ ISK per plex when I was last interacting with it. When I started plex was singular item, not currency, and during my time it went from 300-400mil per month of game time, to 1 Bill+ up to the point where they did the revamp to break it down into miniplexes (that take 500 of to get the sub going for a month) Note to bear in mind that for big chunk of time before the revamp, CCP was taking active steps to manage PLEX prices specifically (would drop some plex into market from banned accounts stuff when price got to high).
Wages can be devalued by inflation like anything else. But releasing more gold in at the bottom in this case (ie, increasing the "wages" for doing in-game "work") will only exacerbate the inflationary pressures on prices because those wages are likely to go straight up into the relatively small number of accounts that are driving prices.
Zodiarkslayer wrote: »
I am contesting the idea of there being an inflation at all. Players who claim that, are in denial about them being *** poor and too lazy to farm gold effectively.
Players who leave ESO are the biggest gold sink. And there are players who sit on a mountain of gold, so large that they have to make multiple accounts to hold all their gold. Look to the GMs of the largest trade guilds for some reality check.
Zodiarkslayer wrote: »
I am contesting the idea of there being an inflation at all. Players who claim that, are in denial about them being *** poor and too lazy to farm gold effectively.
Players who leave ESO are the biggest gold sink. And there are players who sit on a mountain of gold, so large that they have to make multiple accounts to hold all their gold. Look to the GMs of the largest trade guilds for some reality check.
No one else is sort of contesting that there is inflation, because the data shows there is, in varying amounts on the platforms.
It makes little sense to suggest that everybody argueing that inflation is bad are poor, because rich peoples purchasing power weakens under inflation as well, and they'll have to watch their fortunes be worth less or work harder to keep up too.
...
Zodiarkslayer wrote: »No. It's a fantasy that a virtual simulacrum of an economy in an online mmo follows the rules of a real economy, with real money, real labour and real commodities.
Well, what do you think they should do? Right now, mats for example, are flooding the market, and prices for say, dreugh wax don't seem to be going down much.
NoTimeToWait wrote: »NoTimeToWait wrote: »
Just curious, what is the current price of Plex in Eve? When I left the game, it was about 200k ISK per PLEX, and it was already inflated from 50k ISK it used to be, when I started playing 3 years prior.
We could say that ESO inflated at least 20-25 times from 1:100 per crown to 1:2500 (before the Crown gifting suspension)
Cannot say for now, since I stopped playing completely after CCP decided that renting out skills is a good idea, but I recall it going for million+ ISK per plex when I was last interacting with it. When I started plex was singular item, not currency, and during my time it went from 300-400mil per month of game time, to 1 Bill+ up to the point where they did the revamp to break it down into miniplexes (that take 500 of to get the sub going for a month) Note to bear in mind that for big chunk of time before the revamp, CCP was taking active steps to manage PLEX prices specifically (would drop some plex into market from banned accounts stuff when price got to high).
hmm, maybe it was million ISK not thousands, like 50 mil per plex, since I left before miniplex became a thing (don't even know what miniplex is), I was talking about singular PLEX items. I think the Minmatar Rifter was 30k or so at that time, so it would be strange for Plex to cost almost the same lol
Well, what do you think they should do? Right now, mats for example, are flooding the market, and prices for say, dreugh wax don't seem to be going down much.
There is always a delay in the reporting of price decreases for mats during/following events that drop them, I believe. But just increasingly supply doesn't address inflation itself. Also, commodity speculation means wealthy players will be buying up stuff like dreugh wax en masse, assuming that it will continue to rise in price, so although it is releasing to the market, and prices may fall temporarily, it'll be bought up quickly either for use, or for speculation. The flood will be a blip in the overall trend because it's temporary and seasonal.