Hoarding gold is never the issue, it's the hoarding of items.
If you want to prevent inflation, force people to sell items - make any drop kept for 3 months automatically bind to the player (and perma ban ANYONE who sends it between their accounts to circumvent this).
Gold flow is rarely the issue versus the rare drops being hoarded to improve scarcity and raise prices. There would also be fewer people who hoard gold because they can no longer purchase items to hoard forever.
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.
Well, one of the suggestions I was given involved mats market flooding.
What if they shut off the writ gold and upped the colored mats return or survey chance? Something that'd make you gold selling to another player rather than more raw gold in the economy.
SilverBride wrote: »I have plenty of things to spend gold on, and I do. I just don't spend all my gold because I want to always have enough for another house and all the crafting mats needed to furnish it.
Just giving more things to spend gold on doesn't mean we will.
SilverBride wrote: »I have plenty of things to spend gold on, and I do. I just don't spend all my gold because I want to always have enough for another house and all the crafting mats needed to furnish it.
Just giving more things to spend gold on doesn't mean we will.
It's not about you as an individual. And it's not about making you spend gold *recklessly*. It's about taking more gold out of the economy in some fashion naturally. Cutting gold out from the bottom appeals to the rich, but it doesn't solve the *gameplay* problems and imbalances that continuing inflation causes.
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.
🤣 So maybe we should form a union and demand a minimum wage of one million per day! 🤣
Hoarding gold is never the issue, it's the hoarding of items.
If you want to prevent inflation, force people to sell items - make any drop kept for 3 months automatically bind to the player (and perma ban ANYONE who sends it between their accounts to circumvent this).
Gold flow is rarely the issue versus the rare drops being hoarded to improve scarcity and raise prices. There would also be fewer people who hoard gold because they can no longer purchase items to hoard forever.
It's not about you as an individual. And it's not about making you spend gold *recklessly*. It's about taking more gold out of the economy in some fashion naturally. Cutting gold out from the bottom appeals to the rich, but it doesn't solve the *gameplay* problems and imbalances that continuing inflation causes.
It's not about you as an individual. And it's not about making you spend gold *recklessly*. It's about taking more gold out of the economy in some fashion naturally. Cutting gold out from the bottom appeals to the rich, but it doesn't solve the *gameplay* problems and imbalances that continuing inflation causes.
JemadarofCaerSalis wrote: »Personally I am all for new gold sinks.
One of the things I have noticed is that, even though I am not that fast of a gold earner, I still have started to accumulate gold, because I don't really find anything to buy.
However, instead of focusing on only luxury, high end traders, or only inexpensive sinks, give a range.
As an example using housing.
Add low level traders that sell basic things. I have wanted to make a garden in game, and looking through UESP, I didn't really find a lot of flowers. So, make a vendor that sells flowers/plants for a small amount. Single flowers for cheapest, with bundles/bushes for more and larger pieces (because of the housing limits) for even more.
Add a vendor, maybe mid level, that sells building blocks, such as walls and floors, and stairs etc.. Pretty much the basic building blocks you would see in the editors for the offline Elder Scrolls games. Another vendor could perhaps sell 'landscaping' such as small hills and rocks etc...
Add high level traders that sell specialty items. Items that cost a million gold each and so on. These would be large items or items that do specific things.
While on the topic of housing, add new housing, for gold. Add flat plains for users to be able to use the building blocks/landscaping.
Then add vendors that sell various types of mounts for gold, one that sells various types of motifs and so on.
If the issue is new assets, then just make a lot of these new items recolored versions of older items. New motifs could be old motifs with certain elements removed (I have seen a lot of hate for the hip flaps that many armors have).
Allow me to customize my mount's tack using the outfit system.
Just give a variety of ways for players to spend gold to the game itself. (I am also not saying no to an official crown to gold trading post type system). Try to hit every popular playstyle with new vendors, especially ones that need multiple instances bought. For the vendors like the motif one, have rotating stock to encourage people to buy the motifs they want before it rotates out for months or longer at a time.
doesurmindglow wrote: »I remember someone IRL recently saying something like "I don't know how to explain to you why you should care about other people." This is that kind of problem, I guess.
SilverBride wrote: »doesurmindglow wrote: »I remember someone IRL recently saying something like "I don't know how to explain to you why you should care about other people." This is that kind of problem, I guess.
This is not that kind of problem. The fact that some players have a lot of gold does not mean they don't care about others. It means they wanted to have the things in game that they enjoy and they figured out how to get them.
Working hard for the things we want in a game does not make us uncaring. It's a game that I play to relax and I am not a bad person for doing what I enjoy when I'm playing it. And if that means accumulating a lot of gold, that's my choice.
SilverBride wrote: »doesurmindglow wrote: »I remember someone IRL recently saying something like "I don't know how to explain to you why you should care about other people." This is that kind of problem, I guess.
This is not that kind of problem. The fact that some players have a lot of gold does not mean they don't care about others. It means they wanted to have the things in game that they enjoy and they figured out how to get them.
Working hard for the things we want in a game does not make us uncaring. It's a game that I play to relax and I am not a bad person for doing what I enjoy when I'm playing it. And if that means accumulating a lot of gold, that's my choice.
If inflation runs rampant, the amount of gold you've hoarded won't mean anything because you won't be able to buy as much with it.
At the same time, new players will have even more trouble getting started in game because it'll cost them 3 million gold just on dreugh wax per item (if inflation is allowed to continue unchecked).
Now, if dreugh wax spikes to say 200K per (which is 100% possible at the current rate of inflation), and you've been sitting on your pile of 5 mill gold feeling rich and happy... suddenly you aren't rich anymore. It won't matter that you save gold and don't spend it, because that gold will in effect become worthless.
That is the real problem of runaway inflation. Your gold becomes worthless.
spartaxoxo wrote: »I think ZOS needs to do something about the add-ons personally. Lazy writ crafter, for example. Excessive gold sinks would just hurt console players.
Can you describe for us what you believe inflation *is*? That might help me understand why/how you think ESO's economy is immune from it.
spartaxoxo wrote: »I think ZOS needs to do something about the add-ons personally. Lazy writ crafter, for example. Excessive gold sinks would just hurt console players.
Zodiarkslayer wrote: »I had the same problem once, I believed there is inflation and it is bad for us little players and is the rich players fault... bla bla bla ...
But I eventually came to my senses and reached out to my old economics professor. He is fairly young (45) and took an interest in my questions. He is a microeconomics expert. That was about three years ago, I think.
He contacted me back after a weak or so and we discussed what he had found. I offered him my account that week to get him some hands on experience and data with the game.
The jist of it all is that the eso players are experiencing a sandbox, that is designed to be felt as an economy, but doesn't meet most criteria to be a "real economy".
There is for example no way to determine how much gold is in circulation at any point in time. It appears from and disappears back into nothingness. Without explanation.
The amount of gold is highly volatile and rises and drops with any player that enters or leaves the sandbox. Just for practicality's sake alone we have to assume the amount of gold in circulation to be infinite.
The same thing can be said for goods. Numbers for available goods for purchase rise and fall with player counts. And, by the way, in the real world offers of goods and their accompanying prices are often determined by seasonality and rate of deterioration of the good, specifically the cost of keeping a good in its original state until the time of selling it.
In eso we basically have infinite gold for infinite goods in infinite storage.
He also specifically pointed out the in-game "Gold' to not strictly fall under the definition of real world money. It only serves as a transfer medium, but does not meet the other prerequisites to be real money, when you look closer.
Still not sold? Get a grasp on this: At the moment we have players hording super high amounts of gold and using it to buy a lot of goods, circulate them and thus accumulate even more gold.
Now in the real world, if gold would devalue and it we'd have widespread inflation, the above mentioned behaviour wouldn't be rational, because at some point the gold would buy less and less goods, and also the goods wouldn't create more gold from selling and eventually trade would collapse, because noone has the gold anymore to buy anything. And in the real world, the real economy, you'd see the rich buying real estate, high value art, jewelry, gem stones and rare metals to avoid having money that is going to devalue.
But it doesn't happen in ESO. It still works to hord gold, to buy stuff, to sell for more gold!
Because the gold does in fact not devalue!
At the same time, new players will have even more trouble getting started in game because it'll cost them 3 million gold just on dreugh wax per item (if inflation is allowed to continue unchecked).
Now, if dreugh wax spikes to say 200K per (which is 100% possible at the current rate of inflation), and you've been sitting on your pile of 5 mill gold feeling rich and happy... suddenly you aren't rich anymore. It won't matter that you save gold and don't spend it, because that gold will in effect become worthless.
That is the real problem of runaway inflation. Your gold becomes worthless.
doesurmindglow wrote: »That alone would not impact the players who do writs, would not impact players using console, would not "tax" anyone really, and would probably solve the problem by itself.
doesurmindglow wrote: »... The semantics are a little important because they do actually play a pretty huge role in questions like "why is this not a problem on console?" and so on, but for the most part what's actually being experienced by your everyday player, and that we can see with the data that's available, is that more and more gold is in fact required to pay for items players are selling in the in-game markets.Zodiarkslayer wrote: »I had the same problem once, I believed there is inflation and it is bad for us little players and is the rich players fault... bla bla bla ...
spartaxoxo wrote: »It would have a massive impact on console and on players not in trading guilds on PC. Writs are one of the biggest sources of coin, not everyone is in a trading guild or even can be, and mats are not highly valued on console either.
This would be the absolute worst one for me. I couldn't be more opposed to it
SilverBride wrote: »spartaxoxo wrote: »I think ZOS needs to do something about the add-ons personally. Lazy writ crafter, for example. Excessive gold sinks would just hurt console players.
I think that would be a huge mistake, especially after allowing add-ons for 10 years. If add-ons were no longer allowed I am pretty certain they would lose a huge amount of their playerbase.
I think a really good solution that's come up on here a number of times is simply to replace the gold reward for writs with one of the rarer furnishing or style materials that tend to be hard to get, or at least to provide writ crafters with an alternate currency as an option that could be bought for things like that.
spartaxoxo wrote: »SilverBride wrote: »spartaxoxo wrote: »I think ZOS needs to do something about the add-ons personally. Lazy writ crafter, for example. Excessive gold sinks would just hurt console players.
I think that would be a huge mistake, especially after allowing add-ons for 10 years. If add-ons were no longer allowed I am pretty certain they would lose a huge amount of their playerbase.
It doesn't have to be every add-on, just very specific ones that are having a bad effect on the PC economy.
Zodiarkslayer wrote: »There is for example no way to determine how much gold is in circulation at any point in time. It appears from and disappears back into nothingness. Without explanation.
Yes, while the professor is correct on many counts, it's just semantics to argue that gold in ESO does not devalue when there is ample evidence that, in important senses that affect players, it does devalue. I'm just going to have to append an invisible mutatis mutandis to every post, I guess.
There's a huge upwards vacuum of wealth, with excess wealth just compounding the issue. Taking gold out at writs seems very risky. I'm naive here, but couldn't cutting one of the biggest sources of gold for many users potentially have huge negative flow-on? I'd be extremely cautious of implementing anything like it.
It also just seems to compound that issue, because it would confer *even more* power to the big account holders. Gold would print more slowly for everyone, but it would still flow straight up to that point where there's just nothing to spent it on.