SilverBride wrote: »I never said that inflation was good. I just don't like being punished because I'm a successful trader. Taking my gold wouldn't fix anything any way.
The real solution would be for ZoS to increase the drop rate for mats and decrease the amount of mats needed to craft. When supply goes up prices go down. This solution also doesn't target players for being successful.
doesurmindglow wrote: »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.
This isn't precisely true either. While players certainly do dictate the day to day fluctuations in prices through market forces, a change in the game's monetary policy has a much stronger effect, which is why all players are paying more now for items on the NA server than they did two years ago. Only a change to less inflationary monetary policy can solve this, as players do not control the total amount of gold in circulation.
To improve price stability, a less accommodative gold supply equation should be implemented through one thing or another. I would prefer a gold sink that either has high per-transaction amounts, such as another luxury vendor NPC, personally, though I don't know if that alone would be enough to negate the impact of a much higher frequency gold sink (respecs) from being effectively removed from the game. Which is why I've taken pains to point the developers to the data that shows when this trend began, so they can more effectively explore potential solutions to offset it.
My comment is very much accurate in explaining the exactly how the price of items is set in ESO.
ESO does not have the monetary policy we have in the real world. Ofc, the lack of a monetary policy in itself is still a policy but that leaves things to the pure market force of S&D. Zenimax cannot introduce policies that we have in the real world because there is no structure for them to exist.
The suggestion of a gold sink has already been proven to not work in ESO and many other MMORPGs. Zenimax has added gold sinks and if the idea was to decrease inflaciton then they certainly failed.
More importantly, those that are already flush with gold are in that position because of two things. They are active in the game which is why they have the gold to start with and they do not waste it. Unless an increase in gold sinks hits a necessary activity in a notable manner it will do nothing to take gold out of my pocket. If it is a necessary and has a meaningful impact then it will harm the newer players who have do not have the gold revenue.
I think a new, real gold sink could definitely help. One that could be balanced across platforms could be premium, normally cash shop locked items, available on a very limited basis as an auction. Like... 3 radiant apex mounts from the current crate season. Or two of the newest house. It could even be something entirely unique. Top bids win. Bids would need to be transparent.
I could see this taking a significant amount of gold out of the market, depending on how often it was done and the volume of items offered.
chessalavakia_ESO wrote: »Keep in mind that the gold listed on just one of the illegal gold selling sites is over a hundred of billion for just PC NA.
You'd be needing to eat up an absolutely massive amount to actually make much of a dent with auctions and you'd also have the issue of it potentially leading to more illegal gold sales which might make the illegal gold sellers do more of whatever it is they do to make the gold on PC NA.
The solution, then, is to have things buyable with AP that translate into gold. There are some, but a lot of them are really RNG-based and the average PvPer isn't likely to convert enough AP to gold to fund their potions on a weekly or monthly basis.
Curious to know, with current pricing, how much gold the average PvP player needs each week to buy all the pots they'd like to have.
Depends how much they are pvping. A stack of tripots or heroism pots will last about 3-4 hours, give or take, so that's either 300K or 2m a night, depending on what you're using (on PC NA).
So, 75k per hour on tripots expense using 1 pot every ~2 mins. One hour of mediocre node farming can easily earn 500k. For every 6 hours of PvP, assuming absolutely no other income sources, it's one hour of farming. 86% of their time PvPing, 14% farming.
If I mathed right.
doesurmindglow wrote: »Yeah unfortunately this does suggest that the better solution might be one that is a small gold sink at very high frequency: something like extending the wayshrine cost to more instances of fast travel, or something to that effect.
SilverBride wrote: »And that would cancel out one of the Champion Points.
Necrotech_Master wrote: »adding cost to wayshrines would not do anything, because theres a lot of ways to mitigate that even without the CP reducing the wayshrine cost.
Necrotech_Master wrote: »the problem with a gold sink, is that if its too large most players wont end up using it. it has to be a small enough cost that has a big enough draw to make players want to buy the item
doesurmindglow wrote: »Necrotech_Master wrote: »adding cost to wayshrines would not do anything, because theres a lot of ways to mitigate that even without the CP reducing the wayshrine cost.
I'm not sure: you're definitely right that wayshrines are avoided by most experienced players, but the advantage wayshrines have as a potent gold sink is that they are very high frequency -- even experienced players with addons, a full guild list, and numerous houses probably still do end up paying the wayshrine charge a couple times a day.
It's probably not as frequent as guild trader commissions or even NPC repairs, but even so it has to be among the most repeated gold sinking transactions.
That all being said, i do like your other ideas too: a style mat vendor is especially interesting.
Necrotech_Master wrote: »the cost for wayshrines and repairs is so low its usually covered just by selling junk
for example i do 1 run of a vet trial, and i make 15-20k gold in junk sellables, and i pay less than 1k gold in repairs most of the time
i know i for sure still pay for wayshrine travel occasionally, but its so infrequently that i dont really care lol, i usually on avg make several hundred thousand to 2 mil in a week selling stuff on guild stores (because the market is where it is), but i mostly hoard the gold i dont spend it a whole lot (i have slightly over 100 mil gold in my bank right now)
thats why i think it would be better to introduce a sink in the form of an NPC vendor that actually sells items that people want, that also get consumed frequently (tripots, exotic style mats, furnishing mats) as all of those are unnecessarily difficult to obtain in most cases, especially when crafting for houses can require like up to 10-20 of a single one of these rare mats for 1 single item craft
it kind of goes the same for tripots, where ive seen some people say on this forum that they go through hundreds of tripots a week if they are in progs
sure you could still craft the pots, and maybe have the crafted pots be slightly better than the ones you can buy, but at least it would help sustain them instead of driving up prices on mats (low supply high demand)
SilverBride wrote: »Punishing players by adding costs to things that are currently free, such is traveling to friends and guildies, etc., won't have any positive effect on inflation. Rather it will make traders increase their prices to make up for the new cost.
doesurmindglow wrote: »We need to remove gold from circulation in order to address it, and that has been the actual focus of this conversation.
AnduinTryggva wrote: »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.
I have found again the video where you can see that this player has nearly a billion gold! This is such an insane amount of money and I am quite certain there are more like this one.
https://www.youtube.com/watch?v=UbuB6ERGvfo
Check for minute 4:33
"SilverBride wrote: »I don't agree with that and I certainly don't agree with punishing players that have been successful at making gold so they can no longer play the way they wish.
I want houses and furnishings and I will not have my gold taken away from me so I can no longer enjoy the things I have worked to be able to afford.
RichestGuyinEso wrote: »Inflation is an issue. Id be happy with a nice gold sink besides trader bids. Issue is with Consoles tho, need to think of something smartly to make all platforms fine.
I think whatever gold sink is implemented or adjusted, it should either be completely unique, or common but small, so that it removes gold without impacting the average player.
I remember when inflation first started taking off a while ago, there was a suspicion that the amount of gold being produced by the game itself was increasing. In addition to the removal of a gold sink with the armory station in the Deadlands patch, Greymoor also added antiquities - which print small but steady amounts of gold during scrying.
SilverBride wrote: »doesurmindglow wrote: »We need to remove gold from circulation in order to address it, and that has been the actual focus of this conversation.
I don't agree with that and I certainly don't agree with punishing players that have been successful at making gold so they can no longer play the way they wish.
dk_dunkirk wrote: »You're both right. It's not a algebra problem (subtract X, add Y), it's a differential equation problem (decrease d$/dt). They shouldn't just *remove* gold, but they need to change the RATES of how it builds up in the economy. "All they need to do" is slow the rate of the incoming gold, and increase the outgoing rates, and things will settle into a new normal.
How does node farming net so much? Do you perhaps have a guide you can share?