spartaxoxo wrote: »I don't see how they would fix NA problems without harming the economies of console and to a lesser extent EU.
dk_dunkirk wrote: »The biggest problem on PC is mods, which make it VASTLY easier to farm writs on max toons across multiple accounts. It's just too much work on consoles. I believe it only takes a relative few people doing this to affect the global economy. Over my few years in ESO, I've met a handful of people who admit that they do this across 3-6 accounts. I think most people who do this do not advertise it. At ~5K per toon, times 20, times 5, that's an injection of half a million in gold for just one person in a single day, with time left over to do pledges. It would take MONTHS of full time work to earn that on a single character just playing the story. Writs were invented to help people back when the game was introduced, and now they're being abused. IMO, they should limit the number of writs that can be run on a single account per day.
doesurmindglow wrote: »dk_dunkirk wrote: »The biggest problem on PC is mods, which make it VASTLY easier to farm writs on max toons across multiple accounts. It's just too much work on consoles. I believe it only takes a relative few people doing this to affect the global economy. Over my few years in ESO, I've met a handful of people who admit that they do this across 3-6 accounts. I think most people who do this do not advertise it. At ~5K per toon, times 20, times 5, that's an injection of half a million in gold for just one person in a single day, with time left over to do pledges. It would take MONTHS of full time work to earn that on a single character just playing the story. Writs were invented to help people back when the game was introduced, and now they're being abused. IMO, they should limit the number of writs that can be run on a single account per day.
Perhaps, or an alternative could just be reducing the gold reward from these quest turn-ins, as the quests do still produce a non-insubstantial flow of mats into the economy and I'd be concerned about shutting off that spigot if our goal is to stabilize those prices.
You are probably right about the outsize impact of addons in that, and that these particular addons could have an inflationary impact comparing PC prices to consoles. But that's a pretty tangled equation to unpack considering that the quests both consume mats and drop mats, and then also drop other rewards like surveys with downstream knock-on effects of more mat generation vs time. If they adjusted so each quest just gave like 20 fewer gold pieces, maybe they could probably slow the rate pretty substantially in aggregate without wading into the rest of that messy econometric swamp.
doesurmindglow wrote: »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.
No, frankly, it's not. The game does have a monetary policy: it's the gold balance equation, or the net difference between in-game gold sources and gold sinks. The game has gold sinks precisely for the purpose of preventing inflation and many of them do still work quite well. In-game monetary policy is set by the developers and is much less complicated and more predictable than its equivalents in the real world, which should, in theory, make it much easier to understand.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.
The data show that a gold sink was removed and subsequently that inflation resulted. No gold sinks have been added since that happened with the introduction of the Armory System. Otherwise, you would name one, which you haven't.
In short, if your concern is exclusively preserving the wealth of rich players, you need to actively support the introduction of gold sinks to reduce inflation. That isn't my main concern, but for those who think it's "fair" for some players to have a lot more gold than others, inflation is still a very bad thing and one worth addressing.
dk_dunkirk wrote: »spartaxoxo wrote: »I don't see how they would fix NA problems without harming the economies of console and to a lesser extent EU.
The biggest problem on PC is mods, which make it VASTLY easier to farm writs on max toons across multiple accounts. It's just too much work on consoles. I believe it only takes a relative few people doing this to affect the global economy. Over my few years in ESO, I've met a handful of people who admit that they do this across 3-6 accounts. I think most people who do this do not advertise it. At ~5K per toon, times 20, times 5, that's an injection of half a million in gold for just one person in a single day, with time left over to do pledges. It would take MONTHS of full time work to earn that on a single character just playing the story. Writs were invented to help people back when the game was introduced, and now they're being abused. IMO, they should limit the number of writs that can be run on a single account per day.
doesurmindglow wrote: »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.
No, frankly, it's not. The game does have a monetary policy: it's the gold balance equation, or the net difference between in-game gold sources and gold sinks. The game has gold sinks precisely for the purpose of preventing inflation and many of them do still work quite well. In-game monetary policy is set by the developers and is much less complicated and more predictable than its equivalents in the real world, which should, in theory, make it much easier to understand.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.
The data show that a gold sink was removed and subsequently that inflation resulted. No gold sinks have been added since that happened with the introduction of the Armory System. Otherwise, you would name one, which you haven't.
In short, if your concern is exclusively preserving the wealth of rich players, you need to actively support the introduction of gold sinks to reduce inflation. That isn't my main concern, but for those who think it's "fair" for some players to have a lot more gold than others, inflation is still a very bad thing and one worth addressing.
Inflation has occurred in every major MMORPG in existence today. That is not conjecture. In ESO, the minimal changes that reduced some gold sinks pale in comparison to the inflation of certain items that have seen steep climbs over the years.
Heck, Zenimax even added a major gold sink to the game with the bidding on traders. Intersting how inflation still occurred back then. It occurs in ESO and other MMORPGs because the developers have no real monetary policy to manage such things.
The wealthiest players, even the ones with a couple of million gold, have that because they are active in the game and are not big spenders. Please quote one post in this thread with a suggestion that would pull money out of their pockets without harming the lower end of the economic scale. Without such a suggestion that is workable the wealthy will remain wealthy and the newer player and lower end of the economic scale would be harmed disproportionately.
Or looking at it the other direction prices increased to reflect the amount of gold coming in.
chessalavakia_ESO wrote: »
Replace the gold rewarded for completing daily crafting writs with tokens that can be exchanged for materials once you get enough or gold.
The idea behind this is that in high gold environments the materials will hold more value and players will thus choose to exchange for materials instead of gold which will cut the amount of gold being added to the game and somewhat reduce the value of materials as it increases the supply.
If the player would rather have the gold they would get now they can just exchange the token for gold.
Reward players with Achievements and other rewards (that don't turn into gold) based on the amount of gold they have made selling items on the Guild Trader while also raising the amount that the Guild Trader eats for those players.
If you look at most of the richer players the gold they have generally comes from the Guild Traders. Increasing the fees will increase the amount removed from the game. Tying the fee increase to achievements will prevent the increase from impacting players that are newer immediately. Adding the achievements for the amount of gold made from sales will also reduce the screaming from the wealthy somewhat as they are getting both carrot and stick.
chessalavakia_ESO wrote: »
Replace the gold rewarded for completing daily crafting writs with tokens that can be exchanged for materials once you get enough or gold.
The idea behind this is that in high gold environments the materials will hold more value and players will thus choose to exchange for materials instead of gold which will cut the amount of gold being added to the game and somewhat reduce the value of materials as it increases the supply.
If the player would rather have the gold they would get now they can just exchange the token for gold.
Reward players with Achievements and other rewards (that don't turn into gold) based on the amount of gold they have made selling items on the Guild Trader while also raising the amount that the Guild Trader eats for those players.
If you look at most of the richer players the gold they have generally comes from the Guild Traders. Increasing the fees will increase the amount removed from the game. Tying the fee increase to achievements will prevent the increase from impacting players that are newer immediately. Adding the achievements for the amount of gold made from sales will also reduce the screaming from the wealthy somewhat as they are getting both carrot and stick.
dk_dunkirk wrote: »Or looking at it the other direction prices increased to reflect the amount of gold coming in.
This is the literal definition of inflation.
On console, if I wanted to buy a perfect roe, I could reasonably expect to buy one around 9,000g. That's not entirely unreasonable. That represents a couple hours of playing, and selling your junk. Surprise, surprise, that's about how much fishing time I would expect to take to harvest one myself. That seems a perfectly reasonable and rational tradeoff. On PC, perfect roe go for 10x that amount. To me, that's broken.
My guess is that this is more complicated than simply the fact they added the Armory Station. I don't have data to make that case. None of us do. ZOS might. I wonder if they have an economist on staff. All we can do is look at the data and engage in educated speculation as to cause. It doesn't really matter. We are in a period of inflation.
Thanks for the feedback! Your quoted section wasn't the point of my post, but I can understand that you thought it was.
I was trying to add to the conversation. I failed.
doesurmindglow wrote: »There is another option probably worth considering: do nothing. We see a degree of price stability over the last year or so, and though prices remain much higher than they were prior to the inflation, it does not appear to be continuing at least over the last six to eight months or so. I'd be interested in a data driven analysis to support this approach, but unfortunately too many of the players engaging this that support that approach are mostly making self-centered arguments instead of systemic ones, ie. "I don't think inflation is bad because it's not a problem for ME." Like great, input received. We still are looking for evidence that the current level of price stability is sustainable.
doesurmindglow wrote: »Thanks for the feedback! Your quoted section wasn't the point of my post, but I can understand that you thought it was.
I was trying to add to the conversation. I failed.
My quotes weren't a characterization of your comments. More the comments of others that aren't really presenting much by way of evidence other than anecdotal testimonies.
We have this on the "anti-paying more for things" side of the debate as well, and I don't mind that either, but I have at least made an effort to substantiate that position with actual data, and then to engage in some preliminary analysis of what causes that data might suggest, but I concede your point that the cause isn't as important (or as easy to identify) as the effect.
chessalavakia_ESO wrote: »doesurmindglow wrote: »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.
No, frankly, it's not. The game does have a monetary policy: it's the gold balance equation, or the net difference between in-game gold sources and gold sinks. The game has gold sinks precisely for the purpose of preventing inflation and many of them do still work quite well. In-game monetary policy is set by the developers and is much less complicated and more predictable than its equivalents in the real world, which should, in theory, make it much easier to understand.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.
The data show that a gold sink was removed and subsequently that inflation resulted. No gold sinks have been added since that happened with the introduction of the Armory System. Otherwise, you would name one, which you haven't.
In short, if your concern is exclusively preserving the wealth of rich players, you need to actively support the introduction of gold sinks to reduce inflation. That isn't my main concern, but for those who think it's "fair" for some players to have a lot more gold than others, inflation is still a very bad thing and one worth addressing.
Inflation has occurred in every major MMORPG in existence today. That is not conjecture. In ESO, the minimal changes that reduced some gold sinks pale in comparison to the inflation of certain items that have seen steep climbs over the years.
Heck, Zenimax even added a major gold sink to the game with the bidding on traders. Intersting how inflation still occurred back then. It occurs in ESO and other MMORPGs because the developers have no real monetary policy to manage such things.
The wealthiest players, even the ones with a couple of million gold, have that because they are active in the game and are not big spenders. Please quote one post in this thread with a suggestion that would pull money out of their pockets without harming the lower end of the economic scale. Without such a suggestion that is workable the wealthy will remain wealthy and the newer player and lower end of the economic scale would be harmed disproportionately.
Replace the gold rewarded for completing daily crafting writs with tokens that can be exchanged for materials once you get enough or gold.
The idea behind this is that in high gold environments the materials will hold more value and players will thus choose to exchange for materials instead of gold which will cut the amount of gold being added to the game and somewhat reduce the value of materials as it increases the supply.
If the player would rather have the gold they would get now they can just exchange the token for gold.
Reward players with Achievements and other rewards (that don't turn into gold) based on the amount of gold they have made selling items on the Guild Trader while also raising the amount that the Guild Trader eats for those players.
If you look at most of the richer players the gold they have generally comes from the Guild Traders. Increasing the fees will increase the amount removed from the game. Tying the fee increase to achievements will prevent the increase from impacting players that are newer immediately. Adding the achievements for the amount of gold made from sales will also reduce the screaming from the wealthy somewhat as they are getting both carrot and stick.
doesurmindglow wrote: »
Further, anyone who has spend significant time in MMORPGs has seen heavy inflation. It is often attributed to being able to sell cash shop items in the game but even that is an opinion as no one has demonstrated a cause and effect.
I suspect some players who have sacrificed very, very unhealthy amounts of time to accrue great in-game wealth simply resent the idea that maybe the game shouldn't require *quite* such a time investment.
That's understandable. Nobody wants their hard work devalued.
And saying it *shouldn't* cost such an investment in time is a moral conclusion. "Should" is a moralising word. But set morality aside, it also reflects a desire to see the game easy to engage with on a deeper level for more players.
If I were full-time right now, this game be off the cards. It just requires too much of my time. Game design is more and more frequently reflecting the lack of leisure time the working people have. MMOs need to catch up, or more and more new players than necessary will come, struggle a year or so, then leave, perhaps having never even joined a guild, let alone a trading guild. Heck, ESO refuses to even have a minimap, which might conceivably be about "immersion", but in reality all the lack of that feature really does is <b>deliberately waste players time</b>.
All that said, they're not doing *nothing*. The reward structure of ToT was clearly intended to increase supply of many inflated commodities, for example. I need to go look at the great data-crunch posts and see if there was any effect there. ToT may have a small community of actual players, but it has plenty of bot accounts farming mats from it. ZOS are clearly aware of the issue, but being understandably conservative about how they tackle it, lest they cause an economic meltdown. And do we actually trust ZoS to tackle inflation in a way that doesn't cause an economic meltdown, after Update 35? Do we trust their comms team to sell it? Do as they're already doing might actually be wisest, especially given it takes time to truly see results from the things they've done so far.
I understand that when you responded to my post, you were actually commenting on post from other people.
I understand that you still don't understand my post. That's OK. I wish you the best. You are very smart in some areas. I think we are both finished with this conversation.
doesurmindglow wrote: »My issue is that their interventions so far have targeted the commodities supply, which is not a bad approach necessarily, but that it's probably going to be a bit of a stopgap if the gold supply question isn't addressed.
I share exactly that concern, and was thinking it as I wrote it. It's great to see supply crunches for specific commodities addressed. It does make it hard to see inflationary effects in the data of individual commodities, though, right? You have to look at a range of commodities, as you've been doing. In NZ we have a CPI (Consumer Price Index) to track inflation. It'd be good if we had something similar to track in ESO, and I'd assume the devs already have an analogue that they track.
doesurmindglow wrote: »I don't know if ZOS has a CPI or not but I am tempted to try and create one. I'm thinking about taking a look at the data we have about trading volumes -- these are things like quantities of listings or sales, and begin keeping track of the most traded goods as a kind of "basket" that benchmarks an index telling us more about how the value (purchasing power) of gold is actually changing over time.
Poor choice of words on my part. The buying power remains unchanged meaning the inflation is not a problem. That is what we see in the game. Items cost more but players have more. So buying power remains the same and the economy stays vibrant.
My poor choice of words doesn't change that people in this thread are trying to fix a problem that does not exist. Comparing markets/economies that can never co-exist or crossover isn't how you check for the health of either economy.
New players within a couple of hours can afford everything they need. Doesn't take long before they can begin purchasing things not out of need but out of want. That is a sign of a strong and stable economy. The beauty is no matter the server players can earn the gold they need for just about anything in game and usually in a reasonable amount of time.
I managed to max my bank and bag space and build up to about 5 million in the course of six months. People just need to get off their butts and do stuff to make money.