doesurmindglow wrote: »
Assuming again that something like "new boss fight music" doesn't substantially change the gold balance equation, the most likely change at issue is probably the Armory System as it does eliminate a frequent (and therefore, mathematically, quite large) gold sink from the game by reducing or eliminating the cost of respecing characters. It's possible also that curated set drops might have been a driver, but less directly so: fewer farm runs probably do mean less decon fodder, which contracts the supply of materials, and increases their value compared to gold. But this doesn't actually eliminate a gold sink the way the Armory does so I'm less inclined to suspect it.
A vast implementation of free or lower cost respec to replace NPC shrines does seem potentially causative, and though there is the usual caveat that a correlation of the change with an observed inflation a few months later doesn't prove a causation, it seems rationally plausible and supported by these data.
What can be done? One obvious intervention that targets the change directly would be to have armory slots incur a modest gold cost to be equipped. I don't know for sure if players would accept that as a change, though, as it does seem like a progression setback, and many players have purchased armory slots and assistants with crowns, which to me seems like a valid basis for keeping the system the same in order to honor their purchases in full.
Another alternative would potentially be to raise the cost of respecs done outside the armory system, which would make up the lost gold deletion. It's harder to say if this change would be effective, though, as a likely outcome would be greater use of the armory.
A third, and probably most amenable to players, option would simply be to introduce a new gold sink that replaces roughly the gold drawdown once achieved with character respec through the shrines. There are some decent ideas on here, but one of the most obvious would be to offer another NPC vendor that sells in-game items for gold, or to raise the costs of existing NPC vendors.
A fourth option might be to "buff" the existing gold sinks by increasing guild trader commissions, wayshrine costs, bounties, and other similar high frequency gold deleting fees. I'm not sure exactly how much each of these gold deletions would have to be buffed to achieve greater price stability, but I hope that providing some of this data might give developers a relatively strong place to start: essentially, developers should look at the logs in aggregate for the amount paid to respec shrines before and after the armory change and see if there is good data there that suggests a target for a new or improved gold sink.
ShadowPaladin wrote: »I do like your analysis doesurmindglow. But as Sakiri mentioned, your solutions - especially the one with increasing the gold sinks already ingame - are not that good. As Sakiri mentioned, there is a chasm between *rich* and *poor* players. I would say that it is comparable to RL, where you have 10% who own 90% and are super rich and 90% who do only own the remaining 10% and are more or less poor.
Now, if you only want to hit the *rich* players with billions of gold, then the only way I can think of to do so would be to introduce a *wealth tax*. For example, all with more than 250mio gold on any char and in their personal bank will get 5% automatically removed - lets say - each month. This will continue until they fall under a certain threshold, for example 100mio.
This could perhaps stop players from hoarding gold, because it would be meaningless to do so, since they would loose gold if they move passt 100mio. Instead they would start to spent it or they perhaps would stop acquiring gold alltogether.
ShadowPaladin wrote: »Now, if you only want to hit the *rich* players with billions of gold, then the only way I can think of to do so would be to introduce a *wealth tax*. For example, all with more than 250mio gold on any char and in their personal bank will get 5% automatically removed - lets say - each month. This will continue until they fall under a certain threshold, for example 100mio.
SilverBride wrote: »Why should players be punished for making gold? I pay a fee for every item I list on our trader and if I remove the listing, which I have done, I don't get this fee back. I also pay taxes to the guild on every sale I make. Why should more of my earnings be taken from me just because I am good at trading?
ShadowPaladin wrote: »I do like your analysis doesurmindglow. But as Sakiri mentioned, your solutions - especially the one with increasing the gold sinks already ingame - are not that good. As Sakiri mentioned, there is a chasm between *rich* and *poor* players. I would say that it is comparable to RL, where you have 10% who own 90% and are super rich and 90% who do only own the remaining 10% and are more or less poor.
Now, if you only want to hit the *rich* players with billions of gold, then the only way I can think of to do so would be to introduce a *wealth tax*. For example, all with more than 250mio gold on any char and in their personal bank will get 5% automatically removed - lets say - each month. This will continue until they fall under a certain threshold, for example 100mio.
This could perhaps stop players from hoarding gold, because it would be meaningless to do so, since they would loose gold if they move passt 100mio. Instead they would start to spent it or they perhaps would stop acquiring gold alltogether.
valenwood_vegan wrote: »Introducing a tax on "wealth" (ie: hoarded gold) would, in my mind, cause people to spend that gold on commodities in order to remain under the "cap" and avoid triggering the tax. Wouldn't that drive inflation even more?
We have expensive things, but gold rains from the sky here.
Can't you see that the whole market is incredibly stacked in yours and my favour, but very heavily against the average player who is just struggling for starter/subsidence capital?
hybridization and oakensoul also happened in that update.
Everyone started wearing medium armor and using daggers/2h, and heavy chests for oakensoul builds.
Oakensoul builds being huge drove up the price for columbine because they don't use spellpower pots, they use tripots.
Also, it's not necessarily inflation. Inflation implies there's poor people and expensive things. We have expensive things, but gold rains from the sky here.
SilverBride wrote: »
I had 100k gold when I joined my first trade guild and have done very well. Now I have 33 houses and have enough gold to continue to buy and decorate more. All because I wanted something and I figured it how to get it.
Other new players can do the same.
SilverBride wrote: »
Where the pinch comes for newer players is mats for builds and chasing the ever-shifting meta...
SilverBride wrote: »Where the pinch comes for newer players is mats for builds and chasing the ever-shifting meta...
Not everyone chases the ever-shifting meta. I find good builds for my characters and I don't feel pressured to completely change my gear every time there is a tweak done, and I do quite fine in group content.
SilverBride wrote: »Where the pinch comes for newer players is mats for builds and chasing the ever-shifting meta...
Not everyone chases the ever-shifting meta. I find good builds for my characters and I don't feel pressured to completely change my gear every time there is a tweak done, and I do quite fine in group content.
So you are fine with the way things are. Fine. Great. I really don't see what you're getting at then, are you just arguing all is fine in Tamriel's PCNA economy?
Cos as it stands I don't see you really making any argument more compelling than: "I'm good, actually".
Which. Ok. Sure. I'm happy for you.
SilverBride wrote: »I am arguing against the suggestion to take gold from my bank just because I have a lot of it. I didn't start this game with a lot of gold and I found a way to change that so I could afford the things I enjoy. It doesn't matter what players need gold for, if they want certain things they need to work for it. Punishing those who have done that just because others haven't isn't any kind of solution.
ShadowPaladin wrote: »Now, if you only want to hit the *rich* players with billions of gold, then the only way I can think of to do so would be to introduce a *wealth tax*. For example, all with more than 250mio gold on any char and in their personal bank will get 5% automatically removed - lets say - each month. This will continue until they fall under a certain threshold, for example 100mio.
SilverBride wrote: »I am arguing against the suggestion to take gold from my bank just because I have a lot of it. I didn't start this game with a lot of gold and I found a way to change that so I could afford the things I enjoy. It doesn't matter what players need gold for, if they want certain things they need to work for it. Punishing those who have done that just because others haven't isn't any kind of solution.Where the pinch comes for newer players is mats for builds and chasing the ever-shifting meta...
doesurmindglow wrote: »Gold inflation is good for no one, including you and every other player: it's bad whether you actively trade markets and keep up with metas, whether you ignore meta chasing and just sit on a large amount you accumulated, or whether you are just starting out and need to gear up for the first time.
We have expensive things, but gold rains from the sky here.
I'm curious about this statement. How do you earn most of your gold? If I do writs every day, gold rains from the sky for me. But that's a boring routine that took a lot of set up, and many players don't immediately know it is a path to riches. They just earning through quests, etc. Gold does not rain from the sky until you're pretty experienced and looped in.
Longer term players have more gold than they know what to do with. That is why prices are so stupid. The problem with the market does not affect those players at all, so they will say things like "gold rains from the sky" as though it's a universal truth.
I'm betting the vast majority of players earn very, very little gold relative to us.
doesurmindglow wrote: »hybridization and oakensoul also happened in that update.
Everyone started wearing medium armor and using daggers/2h, and heavy chests for oakensoul builds.
Oakensoul builds being huge drove up the price for columbine because they don't use spellpower pots, they use tripots.
Also, it's not necessarily inflation. Inflation implies there's poor people and expensive things. We have expensive things, but gold rains from the sky here.
This is why it's important to look at multiple commodities, so that we can see if the pattern is inflation -- meaning "when a means of exchange (money) loses purchasing power" or merely a shift in demand toward one commodity and away from others. My analysis does do this and though there are commodities that lost value, most dramatically increased in price.
My graphs above have examples of not just Tempering Alloy and Columbine but also Dreugh Wax, Dragon Rheum, and Platinum Ounces, all of which are largely unaffected by (and in some cases, undermined by) a shift to tripots or heavy armor. Hybridization might move demand (and therefore gold) from one commodity to another, but it will not result in across-the-board price increases as we've seen. I've looked at other examples I didn't include that have a similar pattern -- Kuta is an example, here's that graph:
It's doubtful people are using more Kuta as a result of hybridization, but it is likely that it would gain value in an inflationary scenario. Even some of those that lost value are really kind of close to even, which really shows that gold has been losing its value right alongside them. The only "pure" cases of deflationary trends I've seen in commodity pricing are those rare cases where the developers have made a significant change to the drop tables that govern them, such as the recent change to jewelry materials.
If someone else wants to go through the ESO data and try to substantiate the case that gold itself has not lost value, they're welcome to do so at UESP: https://esosales.uesp.net/viewSales.php
I think most players' experiences, anecdotal as they may be, better align with the data I've looked at but I'm open to new data and new interpretations.
NoTimeToWait wrote: »Tommy_The_Gun wrote: »If one would think about it, in theory it makes scalping crafting materials to manipulate prices possible. I mean, imagine if like 10 or more people would just buy off like 90% of the entire market supply of Platinum Ounce and then sell it at much higher price. Craft bag = no limit for how many mats one account can have.Dax_Draconis wrote: »Craft bags have unlimited storage so there is little incentive to sell any mats at all unless the current market rate is temptingly high. Players with subscriptions can hoard them indefinitely.
I know someone who does this periodically. He picks a specific mat and buys out the entire map.
This happens in other games.
I'm particularly thinking about World of Warcraft, where the inflation has gotten so bad that when I quit last summer, weapon enchants sold for 90,000 gold on US Area 52, and I hear they're worse now. Gold is also harder to make unless you're an AH goblin. I quit with like 2 or 3 million gold and for the first time in the history of the game, I felt POOR.
But from there, there's an idea for a gold sink. Black market auction house. Stick crown mounts on it, set a stupid high price and let people bid to oblivion. In wow there's certain items that go for gold cap.
Black market AH for select exclusive items is actually a good idea. Basically, luxury furnisher with no price ceiling. But it really needs to have exclusive items too, because crown items would be inhibited by the current crown to gold ratio.
I actually like this idea A LOT. People want to brag about being rich in-game, why not give them a unique chance to become one of a single-digit number of owners of a certain cosmetic item from Black market AH that they can show off.
The Store works like said Luxury furnisher, with a couple of items being sold over a weekend, going to the highest bidder at the end. Items change every week and rotate over the year. So the first winner gets to be a sole owner for the whole year, before the item returns, after which there would be 2 owners etc. And the item visuals don't necessarily need to be better than crown store analogues, just good enough for showing off, the exclusivity will sell the items.
I am positive these items would sell for dozens if not hundreds millions of gold (and if the AH Seller has 10 items weekly, that's billions of gold taken out of economy every week)
I think you're misunderstanding inflation.
The influx of gold has gone up. More raw gold than ever is being produced.
What I want to know is why EU doesn't have this supposed problem.
SilverBride wrote: »Taking my gold that I worked hard to accumulate and maintain so I can have things in game that I enjoy is not a solution.
In the end, the market, which is players, decides what the price is. Find something costing more than one wants to pay then they can easily go farm it or they can farm something else and then sell it to gain the gold for what they really want.
ShadowPaladin wrote: »I do like your analysis doesurmindglow. But as Sakiri mentioned, your solutions - especially the one with increasing the gold sinks already ingame - are not that good. As Sakiri mentioned, there is a chasm between *rich* and *poor* players. I would say that it is comparable to RL, where you have 10% who own 90% and are super rich and 90% who do only own the remaining 10% and are more or less poor.
Now, if you only want to hit the *rich* players with billions of gold, then the only way I can think of to do so would be to introduce a *wealth tax*. For example, all with more than 250mio gold on any char and in their personal bank will get 5% automatically removed - lets say - each month. This will continue until they fall under a certain threshold, for example 100mio.
This could perhaps stop players from hoarding gold, because it would be meaningless to do so, since they would loose gold if they move passt 100mio. Instead they would start to spent it or they perhaps would stop acquiring gold alltogether.
AnduinTryggva wrote: »Check for minute 4:33