doesurmindglow wrote: »First off, inflation is a wealth tax. It means you're always losing money just with passage of time, unless you're actively working all of the time to accumulate gold to keep up with the inflation. If you haven't actively doubled your gold since the inflation began about 650 days ago, you lost half of your wealth as a result. Basically if you haven't logged in for three years and had a huge amount of gold when you left, your gold still would only buy half what it did when you last traded. Gold is being effectively taken from your bank as a result of your diminishing purchasing power.
Meanwhile PvPers have seen Hakeijos for armor glyphs go from 5k each to near 100k, and Columbine for tris and immovables go from 400 to 4k. The reward for winning a PvP campaign is the same 15k gold that it's been since launch. This phenomenon gatekeeps a lot of players from being competitive in PvP. The random grinders ITT will probably never encounter a PvPer in game or outside this thread, they don't see any difference between PvP and picking flowers.Blood_again wrote: »Gold doesn't lose any purchasing power in this area.
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
I believe this is part of their intent in placing gold upgrade mats in the monthly login rewards. Not enough to tank the prices but little adjustments to see what happens. But in March they did 4 of each instead of one so this seems to be their plan going forward— additional currency and mats via login rewards to help control inflation.
They need to include nirncrux and columbine next. The columbine thing is entirely their fault though, making one plant with the most desirable traits for both pve and PvP.
xylena_lazarow wrote: »Meanwhile PvPers have seen Hakeijos for armor glyphs go from 5k each to near 100k, and Columbine for tris and immovables go from 400 to 4k. The reward for winning a PvP campaign is the same 15k gold that it's been since launch. This phenomenon gatekeeps a lot of players from being competitive in PvP. The random grinders ITT will probably never encounter a PvPer in game or outside this thread, they don't see any difference between PvP and picking flowers.Blood_again wrote: »Gold doesn't lose any purchasing power in this area.
doesurmindglow wrote: »AnduinTryggva wrote: »Check for minute 4:33
I can't say for certain, but I'm pretty sure this player is on the PTS: He also has 6 million undaunted keys, which would require him under the old system to be running all three pledges on hard mode on 20 different characters... ... Every single day since 1887.
Given that the game launched in 2014, I don't see this as likely.
xylena_lazarow wrote: »Meanwhile PvPers have seen Hakeijos for armor glyphs go from 5k each to near 100k, and Columbine for tris and immovables go from 400 to 4k. The reward for winning a PvP campaign is the same 15k gold that it's been since launch. This phenomenon gatekeeps a lot of players from being competitive in PvP. The random grinders ITT will probably never encounter a PvPer in game or outside this thread, they don't see any difference between PvP and picking flowers.Blood_again wrote: »Gold doesn't lose any purchasing power in this area.
Grand overlord, Former EmperorThe random grinders ITT will probably never encounter a PvPer in game or outside this thread
Don't know if this has been suggested, but a good way of decreasing the generated gold without screwing up players actually would be to remove completely the gold given by daily writs' quests, while slightly increasing the drop chances for yellow materials to compensate (yellow materials drop chance increase could also apply to blue and purple ones). Since daily writs are much more of a prominent factor on the PC servers due to a lot of automation with addons, they generate much more gold than in does on consoles.
xylena_lazarow wrote: »Meanwhile PvPers have seen Hakeijos for armor glyphs go from 5k each to near 100k, and Columbine for tris and immovables go from 400 to 4k. The reward for winning a PvP campaign is the same 15k gold that it's been since launch. This phenomenon gatekeeps a lot of players from being competitive in PvP. The random grinders ITT will probably never encounter a PvPer in game or outside this thread, they don't see any difference between PvP and picking flowers.Blood_again wrote: »Gold doesn't lose any purchasing power in this area.
That thing rains money on your for merely existing there.
AnduinTryggva wrote: »I've never seen a zone devoid of a node type...
Surely it is not 100% because they do respawn. But it is sufficient if only 10% remain and they are scattered all over the place that farming becomes a lottery for people trying to get hardeners.
It also depends on the time. I don't know how it looks on the NA server but on the EU server before noon it can be hard to find sufficient cloth nodes that have a meaning when looking to get a gear up to gold level. Certain DLC regions are less concerned of course but there are folks that don't have access to these regions.
This explains the prices for dreughwax or how do you explain that dreughwax is so expensive? If cloth nodes were abundant you'd pick them up on the fly.
To be honest, I think such ressources like dreughwax should be available on normal sellers for a reasonable price. Not cheap but not as expensive as we see now. This would quickly eliminate that bot farming and leave enough cloth for those people who want to save gold.
One thing that would have a big impact would just be increasing supply by making existing loot boxes give mats.
Preferably systems that give back to other players, either through guilds, or some new communal venture, so that they're marketable within an MMO where broad appeal is everything: "Your guild leader/your rich friends/rich randos in the overworld can now provide you with access to this useful effect."
The big challenge is they have to be purposeful, engaging, and rewarding, or people won't sink gold into them.
The guild traders are a great example of this kind of system. They eat millions upon millions of gold back out of the economy in a way that feels competitive, natural and necessary. But players *need* them. They have purpose. They are extremely rewarding.
That thing rains money on your for merely existing there.
It depends, doesn't it. Are you investing siege? Are you dropping camps? How much of your AP and drops go back into the campaign? Are you changing campaigns, cos there's a frankly ridiculous AP sink on doing that (why not just reset progress when switching?)
If you go to Cyro to earn gold via AP or RWoTW drops, and you're not heavily investing in builds, or rep kits, or siege, then of course you'll profit.
As for PVPers gatekeeping PVP, the cause of the short supply of Hakeijo is compounded in many ways - particularly the fact that ZOS initially intended to build a robust PVP aspect of the game that would supply this stuff, but then neglected it for the better part of a decade to the point where there just isn't a large community of suppliers. Demand outstripping supply is part of the problem there, but the inflationary pressure on Hakeijo prices is part of a much broader economic problem in the game: There's almost nothing higher-end players want/need to spend gold on, except competing with each other in driving up the prices of generally useful stuff that everyone needs.
doesurmindglow wrote: »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.
Ok but what happens to the gold you accumulate and maintain if the price of everything on the server doubles? Well, it's taken from you at twice the rate. Inflation is the same thing as implementing a wealth tax. There is no difference between what's been occurring on the server and what the poster was proposing, in actual effect.
SilverBride wrote: »doesurmindglow wrote: »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.
Ok but what happens to the gold you accumulate and maintain if the price of everything on the server doubles? Well, it's taken from you at twice the rate. Inflation is the same thing as implementing a wealth tax. There is no difference between what's been occurring on the server and what the poster was proposing, in actual effect.
Nothing would be taken from me at twice the rate because I have control over what I purchase and how much I am willing to spend for it. A wealth tax would just take my gold for nothing in return. I'm pretty certain that ZoS would never do this because it would cause quite an uproar.
If you really have so much wealth that extremely, extremely high prices are a non-issue, would it actually do you any meaningful damage to sacrifice? Is this just about bragging rights for having bigger numbers, economy be damned?
Blood_again wrote: »Sorry, it is only partially true.
The main point is that MMO market consists of two parts with common currency (gold): dynamic part (player to player) and static part (NPC to player).
SilverBride wrote: »A wealth tax would just take my gold for nothing in return..
doesurmindglow wrote: »SilverBride wrote: »A wealth tax would just take my gold for nothing in return..
Inflation does the same thing. No matter how much gold you claim to have, you don't have enough to actually dictate prices across the entire market. As a result, you inevitably pay more and get nothing in return.
The moment hybridization happened, every build that ever existed was changed and outdated. Builds suddenly weren't mag or stam. People had to experiment to find what worked. People started to tinker. This actually was a big gold sink because I (and I know I'm not alone here), actually started hitting the respec shrine on an almost daily, but at least weekly basis. I had 15 toons that needed their builds redone if I wanted to play them competitively.
That sink did nothing for the demand for mats though, which exploded and there was already enough gold in player chests to warrant higher prices. Everything jumped. Had there been some new inflation mechanic, then the curves would keep rising, but they're not really. Technically, they are normalized with various ebbs and flows and a few outliers.
A new gold sink can work, but I don't think that's really the cause of some of these inflationary surges. Your own research kind of points to this because only some items have continued to increase dramatically past that surge in 2022.
I think the mat that clearly stands out amongst them is columbine - a mat that is needed by literally all combat related end game players, who all would rather spend their time in combat rather than farming. It's one alchemy item that is hard to acquire and end game potions can only be crafted with it.
If ZOS were to expand alchemy recipes to allow for tripots to be made with Lady's Smock, you'd instantly see a drop in columbine and the decrease would stick because 1. people have a ton of stored lady's smock, 2. farming for mats yields more chances to generate the final product, and 3. the demand for one mat is regulated by the demand for the other.
A modified gold sink that could help decrease money could be a scaling cost for wayshrines, respecs, or anything that requires giving gold to NPCs in the game, which would restrict the cost for new players and ramp up in cost for players who are 1000CP, 2000CP, and max CP. The higher you go in level, the more you'd pay. The reasoning is simply that by increasing your level, you are proving that you're participating in a part of the game economy that actively creates inflation.
This would obviously reduce the supply of gold tempers and increase the price of them who benefit who?Don't know if this has been suggested, but a good way of decreasing the generated gold without screwing up players actually would be to remove completely the gold given by daily writs' quests, while slightly increasing the drop chances for yellow materials to compensate (yellow materials drop chance increase could also apply to blue and purple ones). Since daily writs are much more of a prominent factor on the PC servers due to a lot of automation with addons, they generate much more gold than in does on consoles.
This, obvious solution is to spend 20 million gold buying heartwooddoesurmindglow wrote: »Again, I don't advocate a wealth tax, but it certainly strikes me as potentially better than the status quo. Some form contractionary economic system at the top end of the wealth scale seems long overdue in this game. Money is oversupplied at the top, so they need to create more demand for money up there - and that demand needs to be real demand, not just punitive.
I don't think the wealth tax is a viable solution to inflation either, mostly because I think it would just trigger players with large gold reserves to spend them, which would probably make the problem worse. But let's be real: this poster just doesn't understand how inflation affects them, and thinks this discussion is political, which is that it's about creating fairness for poorer players at the expense of richer ones. They're against that for selfish ideological reasons, which is fine, but irrelevant.
That's not actually what the discussion is about, as you've rightly pointed out. Inflation is an interesting force in economics in that it's one of very few that hurt the poor and the rich at the same time. Arguably, the effect is even worse if you are rich, as you have something for it to work against.
Agreed. I didn't see it at first, but it's entirely connected to IRL ideology, with no real concern about monetary policy or economics or the state of the game mixed in at all. I see there's really no point continuing with that particular conversation in this thread.
YandereGirlfriend wrote: »Would love to see ZOS pull a "Chromium" on the current prices of Dreugh Wax.