dk_dunkirk wrote: »
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.
That might be just enough to buy a full set of Deadly Strikes gear and weapons in all the right traits. Maybe not. Does that seem a reasonable tradeoff to you? Six months of grinding for 1 set of meta gear? I'm honestly asking. Sure, you could spend all your time PVP'ing and grinding it out there, but it might take that long to do it that way as well. I'm specifically asking about your perception on the value of your time in relation to popular things to buy in the game.
dk_dunkirk wrote: »
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.
That might be just enough to buy a full set of Deadly Strikes gear and weapons in all the right traits. Maybe not. Does that seem a reasonable tradeoff to you? Six months of grinding for 1 set of meta gear? I'm honestly asking. Sure, you could spend all your time PVP'ing and grinding it out there, but it might take that long to do it that way as well. I'm specifically asking about your perception on the value of your time in relation to popular things to buy in the game.
dk_dunkirk wrote: »
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.
That might be just enough to buy a full set of Deadly Strikes gear and weapons in all the right traits. Maybe not. Does that seem a reasonable tradeoff to you? Six months of grinding for 1 set of meta gear? I'm honestly asking. Sure, you could spend all your time PVP'ing and grinding it out there, but it might take that long to do it that way as well. I'm specifically asking about your perception on the value of your time in relation to popular things to buy in the game.
I already have a full set of deadly strike. I bought stuff and transmuted it instead of buying it gold with the best traits. Cost me a few hundred thousand.
dk_dunkirk wrote: »dk_dunkirk wrote: »
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.
That might be just enough to buy a full set of Deadly Strikes gear and weapons in all the right traits. Maybe not. Does that seem a reasonable tradeoff to you? Six months of grinding for 1 set of meta gear? I'm honestly asking. Sure, you could spend all your time PVP'ing and grinding it out there, but it might take that long to do it that way as well. I'm specifically asking about your perception on the value of your time in relation to popular things to buy in the game.
I already have a full set of deadly strike. I bought stuff and transmuted it instead of buying it gold with the best traits. Cost me a few hundred thousand.
I did the same thing, but that's beside the point, and avoids the question entirely.
To answer your question. If you want something, work for it. Do you expect to be able to get millions in less than a week? And what makes you think that people aren't going to continue to sell the daggers for a million each if people are willing to pay that for it?
That's the part you all are missing. PEOPLE. ARE. WILLING. TO. PAY. THAT. THAT is why prices are high. Folks are willing to pay it. And the people with all the money aren't interacting with anything that takes it out of the system. Trading between players only distributes the gold already in existence.
I personally do not buy:
raw mats
tempers
patterns
gear I could get through chests/overland/whatever(only exception was the deadly strike because I detest PvP)
In fact, I buy very, very little. This is why I have money in the first place. I do stuff to earn it, then don't spend it. I farm my own materials. Why? Because I'm typically a tightwad and refuse to be broke in the game for when there *is* something I want to buy. I already have multiple large houses and smaller houses, and some of them are furnished. I hit up the lux vendor every week. I *do* spend gold occasionally, but not constantly on stuff like potions when I can farm mats and make them myself.
It's just like real life, honestly. The ultra rich don't spend their wealth frivolously, they don't hold it in cash, they hold it in assets(hence the term "net worth", not "how much money they actually have"... these people are worth more than their bank balance), and taxing them more just screams jealousy, especially when the vast, VAST majority of them ARE paying taxes. But we're deviating.
All I'm taking from this conversation is that people are mad that people have more money than they do, things cost too much, and they don't want to be bothered to put in some effort to obtain funding or materials for the things they want to do.
xylena_lazarow wrote: »It's a game not a job. If the game is making you do unfavoured tasks to progress, yes that's the game's problem.I_killed_Vivec wrote: »"I don't like doing [insert unfavoured task here]. ZoS, change the game so I don't have to do it."
There's no reason PvPers should need to spend hours picking flowers to be competitive in PvP.
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.
1. If materials rewarded by this new currency, tokens are currency, is significant enough to reduce the price of the same materials in the player-based economy then it will replace that player-based economy to a significant degree. The economics of supply and demand are still in play here. If the demand in the player-based economy is reduced there would be less interest in farming the materials to sell.
So yes, this would reduce inflation of the related items but in the same token, it would work like government-controlled pricing. After all, that is what it would be.
2. The Tax the rich idea would work better as a cash dump though the rich would still be rich and inflation would still be in play. It goes back to why those in the game are rich and why those who are lacking gold are lacking gold It does not change that issue.
chessalavakia_ESO wrote: »The tokens will reduce the price of the materials in the player economy for high priced goods primarily because they will increase the supply.
You might have the occasional case where somebody doesn't use much of something that they might stop buying but, I would not assume that would be the norm.
Unless the price of materials plummets, the farming behaviors are unlikely to significantly move unless the majority of the people farming the materials are deeply tapped into the economy.
chessalavakia_ESO wrote: »You can already buy coffers with materials in other areas of the game so, the government controlled pricing is already a thing.
The goal of suggesting changes is to get something that will improve things that people are also willing to accept.
The rich aren't going to accept something that blatantly threatens them with not being rich and the issues probably aren't bad enough for ZOS to risk annoying them too much.
chessalavakia_ESO wrote: »Slightly increasing the cut on the Guild Trader for people that have made lots of $ will relatively quietly remove gold from the game which will impact inflation.
chessalavakia_ESO wrote: »Interestingly enough, I was looking up some stuff on SWTOR's economy when I went to make this post since they had some of the worse inflation issues of the games I've played and apparently they actually put out some updates that appear to have actually dented it.
ESO's issues aren't anywhere near as bad as SWTOR's were and as such you wouldn't be able to justify going as far as they did but, it is interesting to see that an older game actually made a go at inflation and appears to have hit some success in dealing with it.
master_vanargand wrote: »It cost me 300k to hire a Skywatch vendor seven years ago.
Nowadays, it costs 20 to 30 times more money than it used to.
Inflation is already accelerating.
I think they should stop giving out gold as login bonuses or for effort.
Giving out 100,000 gold to every player would cause astronomical inflation.
It's just like real life, honestly. The ultra rich don't spend their wealth frivolously, they don't hold it in cash, they hold it in assets(hence the term "net worth", not "how much money they actually have"... these people are worth more than their bank balance), and taxing them more just screams jealousy, especially when the vast, VAST majority of them ARE paying taxes. But we're deviating..
Taking away relatively small amounts of gold (given how much the currency has devalued) will only compound the increasing grind for low income players, and hurt overall engagement. It has to hit the top end of the economy, without hitting the bottom hard too.
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.
Cause: More money comes into existence than disappears. Effect: Money worth less and less relative to goods and services.
[Snip]. As others have said, more money is entering the economy than is leaving it. That money tends to shift quickly into the hands of people who already have money, so the value of money decreases as rich players suck up newly generated money and then compete to set ever higher market prices for goods. Each gold piece does less and less for players. Taking some money out of the system slows the devaluation of the in-game currency, and means the market cannot set those excessively high prices into infinity.
[Snip]
[Snip]
[Edited for Baiting]
dk_dunkirk wrote: »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.
As @doesurmindglow has pointed out several times in this thread, inflation hurts the game, whether we see it or not. If you stop playing for a year, and come back, your buying power will have severely diminished because of inflation. You'd have to get to work grinding and farming stuff to sell to catch back up. So, yes, in the short term, inflation is a problem for everyone who doesn't play the game to farm and grind to keep up with the economy. It's working exactly like real life, right now. Your time is worth less, and you have to spend more and more of it to keep up.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.
But you really CAN compare them. I took a long break from PC, and started playing on console. To get into the current Deadly Strikes meta, I bought a full set of gear on PS for about 20K gold. That's eminently reasonable, given playing the game as designed, and collecting gold from questing and selling junk.
Then I switched back to PC again, where the same set of gear cost me 500K gold, and I'm not even talking about the gods-forsaken daggers! Farming motifs or nirncrux or perfect roe, this kind of money represents a pretty significant investment in time. I mean, I'd expect to have to farm 50 low-value motifs or 10 perfect roe. That's 20-30 hours. Is that reasonable? I don't think so, but it's completely subjective. (Please, everyone, don't get pedantic about the numbers; I'm just putting some down to show where I'm coming from.)
The other alternative, of course, is actually playing enough PVP to farm the in-game loot boxes, and try to win the desired traits, and that's the same on either platform. You can say, see, it's not broken, because you can just "farm" the gear directly, but PVP is a whole other argument. No, strike that, it's a whole other catalog of arguments. Thanks, but no thanks. ;-)
My point is that playing the game as ZOS designed it yields a certain gold per hour. On console, the prices of things seem to be in line with that design. On PC, well, that's what we're all arguing about here. Sure, you can go farm expensive things to earn gold to buy stuff you want, and you're arguing that this effectively renders the problem moot, but it breaks the game design, and forces a bunch of people to focus on the things that are NOT "the game," per se.
I think this shows up in strange places, like in the threads on the way jerks run ahead in random dungeons. They're on a schedule to get their random and/or pledges done, and GET BACK TO FARMING to keep up and get ahead in the economy. I think there are many knock-on effects that demonstrate that the economy on PC bends the game out of shape. The flip side of the argument that "it's not broken is": Just because some people put in the work to navigate the new shape doesn't mean it's NOT.
dk_dunkirk wrote: »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.
As @doesurmindglow has pointed out several times in this thread, inflation hurts the game, whether we see it or not. If you stop playing for a year, and come back, your buying power will have severely diminished because of inflation. You'd have to get to work grinding and farming stuff to sell to catch back up. So, yes, in the short term, inflation is a problem for everyone who doesn't play the game to farm and grind to keep up with the economy. It's working exactly like real life, right now. Your time is worth less, and you have to spend more and more of it to keep up.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.
But you really CAN compare them. I took a long break from PC, and started playing on console. To get into the current Deadly Strikes meta, I bought a full set of gear on PS for about 20K gold. That's eminently reasonable, given playing the game as designed, and collecting gold from questing and selling junk.
Then I switched back to PC again, where the same set of gear cost me 500K gold, and I'm not even talking about the gods-forsaken daggers! Farming motifs or nirncrux or perfect roe, this kind of money represents a pretty significant investment in time. I mean, I'd expect to have to farm 50 low-value motifs or 10 perfect roe. That's 20-30 hours. Is that reasonable? I don't think so, but it's completely subjective. (Please, everyone, don't get pedantic about the numbers; I'm just putting some down to show where I'm coming from.)
The other alternative, of course, is actually playing enough PVP to farm the in-game loot boxes, and try to win the desired traits, and that's the same on either platform. You can say, see, it's not broken, because you can just "farm" the gear directly, but PVP is a whole other argument. No, strike that, it's a whole other catalog of arguments. Thanks, but no thanks. ;-)
My point is that playing the game as ZOS designed it yields a certain gold per hour. On console, the prices of things seem to be in line with that design. On PC, well, that's what we're all arguing about here. Sure, you can go farm expensive things to earn gold to buy stuff you want, and you're arguing that this effectively renders the problem moot, but it breaks the game design, and forces a bunch of people to focus on the things that are NOT "the game," per se.
I think this shows up in strange places, like in the threads on the way jerks run ahead in random dungeons. They're on a schedule to get their random and/or pledges done, and GET BACK TO FARMING to keep up and get ahead in the economy. I think there are many knock-on effects that demonstrate that the economy on PC bends the game out of shape. The flip side of the argument that "it's not broken is": Just because some people put in the work to navigate the new shape doesn't mean it's NOT.
@dk_dunkirk
I am somehow attributed to the comments quoted but do not recall saying any of that. Did I really say all that?
Cheers.
chessalavakia_ESO wrote: »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.
1. If materials rewarded by this new currency, tokens are currency, is significant enough to reduce the price of the same materials in the player-based economy then it will replace that player-based economy to a significant degree. The economics of supply and demand are still in play here. If the demand in the player-based economy is reduced there would be less interest in farming the materials to sell.
So yes, this would reduce inflation of the related items but in the same token, it would work like government-controlled pricing. After all, that is what it would be.
2. The Tax the rich idea would work better as a cash dump though the rich would still be rich and inflation would still be in play. It goes back to why those in the game are rich and why those who are lacking gold are lacking gold It does not change that issue.
The tokens will reduce the price of the materials in the player economy for high priced goods primarily because they will increase the supply.
You might have the occasional case where somebody doesn't use much of something that they might stop buying but, I would not assume that would be the norm.
Unless the price of materials plummets, the farming behaviors are unlikely to significantly move unless the majority of the people farming the materials are deeply tapped into the economy.
You can already buy coffers with materials in other areas of the game so, the government controlled pricing is already a thing.
The goal of suggesting changes is to get something that will improve things that people are also willing to accept.
The rich aren't going to accept something that blatantly threatens them with not being rich and the issues probably aren't bad enough for ZOS to risk annoying them too much.
Slightly increasing the cut on the Guild Trader for people that have made lots of $ will relatively quietly remove gold from the game which will impact inflation.
Interestingly enough, I was looking up some stuff on SWTOR's economy when I went to make this post since they had some of the worse inflation issues of the games I've played and apparently they actually put out some updates that appear to have actually dented it.
ESO's issues aren't anywhere near as bad as SWTOR's were and as such you wouldn't be able to justify going as far as they did but, it is interesting to see that an older game actually made a go at inflation and appears to have hit some success in dealing with it.
dk_dunkirk wrote: »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.
As @doesurmindglow has pointed out several times in this thread, inflation hurts the game, whether we see it or not. If you stop playing for a year, and come back, your buying power will have severely diminished because of inflation. You'd have to get to work grinding and farming stuff to sell to catch back up. So, yes, in the short term, inflation is a problem for everyone who doesn't play the game to farm and grind to keep up with the economy. It's working exactly like real life, right now. Your time is worth less, and you have to spend more and more of it to keep up.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.
But you really CAN compare them. I took a long break from PC, and started playing on console. To get into the current Deadly Strikes meta, I bought a full set of gear on PS for about 20K gold. That's eminently reasonable, given playing the game as designed, and collecting gold from questing and selling junk.
Then I switched back to PC again, where the same set of gear cost me 500K gold, and I'm not even talking about the gods-forsaken daggers! Farming motifs or nirncrux or perfect roe, this kind of money represents a pretty significant investment in time. I mean, I'd expect to have to farm 50 low-value motifs or 10 perfect roe. That's 20-30 hours. Is that reasonable? I don't think so, but it's completely subjective. (Please, everyone, don't get pedantic about the numbers; I'm just putting some down to show where I'm coming from.)
The other alternative, of course, is actually playing enough PVP to farm the in-game loot boxes, and try to win the desired traits, and that's the same on either platform. You can say, see, it's not broken, because you can just "farm" the gear directly, but PVP is a whole other argument. No, strike that, it's a whole other catalog of arguments. Thanks, but no thanks. ;-)
My point is that playing the game as ZOS designed it yields a certain gold per hour. On console, the prices of things seem to be in line with that design. On PC, well, that's what we're all arguing about here. Sure, you can go farm expensive things to earn gold to buy stuff you want, and you're arguing that this effectively renders the problem moot, but it breaks the game design, and forces a bunch of people to focus on the things that are NOT "the game," per se.
I think this shows up in strange places, like in the threads on the way jerks run ahead in random dungeons. They're on a schedule to get their random and/or pledges done, and GET BACK TO FARMING to keep up and get ahead in the economy. I think there are many knock-on effects that demonstrate that the economy on PC bends the game out of shape. The flip side of the argument that "it's not broken is": Just because some people put in the work to navigate the new shape doesn't mean it's NOT.
@dk_dunkirk
I am somehow attributed to the comments quoted but do not recall saying any of that. Did I really say all that?
Cheers.
No, it wasn't you. It was Kargen27, post #225.
@dk_dunkirk
I am somehow attributed to the comments quoted but do not recall saying any of that. Did I really say all that?
Cheers.
No, it wasn't you. It was Kargen27, post #225.
Ok, thx. For some reason, the quotes attribute the statements to me.
However, the real question that is not being asked (until now) or being answered is why are some people not able to afford items when others are easily able to buy them. We all have the same opportunity to earn gold in-game, unlike the real works where salaries differ. That is the real question that needs to be answered because that will tell us if something actually needs to be fixed.
TaSheen wrote:The devs are already still deeply into tweak mode to raise floor/lower ceiling, and not having a lot of success.
doesurmindglow wrote: »One area I think is super obviously needed along those lines is stripping out most of the "pulverized" and "raw" trait and style materials, which are largely relics of a dated system that no longer really makes sense. (I'm looking at you, Grain of Pearl Sand.) Like with the jewelry changes this does have the problem of really just freeing up the gold to move into other commodities, but it's not a bad change just for its own reasons.YandereGirlfriend wrote: »Would love to see ZOS pull a "Chromium" on the current prices of Dreugh Wax.
I was really surprised when they didn't do this during the jewelry update. I would have thought it would be a big drop to the number of items the game has to deal with, and that's why I just assumed it was part and parcel of the jewelry changes.
The big questions to my mind are: How long do new players stay on? How deeply do they engage in or demonstrate understanding of the market in ESO? Are there signs that inflation has reached a point where players are disengaging with core content that devs want players to do (eg, presumably devs want players to gold out gear as they progress)?
doesurmindglow wrote: »I don't know that they'll touch the weird "pulverized" style materials.
doesurmindglow wrote: »One area Ive started to delve into is the issue of gold prices of crowns. I've not yet finished what has turned out to be an extensive audit -- I'm working through the prices in the bidding channels of the World Crown Exchange Discord from their launch in 2020. At that time, crowns on the NA server could be bought for 85-100 gold per, I kid you not.
I can only speak for myself, but I've never bought crowns for gold. I've played years. I've bought some crowns. I don't know how atypical I am for a long-term player (started Dec 2017). I've always regarded the crown-gold market as a waste of gold, because I've always been squeezed for gold. I've had breaks for a year while working full time and come back to see my savings depreciated back to a point where I'm struggling, after I thought I'd be good. I feel that in this thread some very common types of ESO players get blamed for always being squeezed for gold. Heck. I once blew literally everything I had ever saved in my first few years on one PA Ice Staff that a guild told me I *had* to have. Bad information. Bad decision. Back to square one monetarily. I have dyscalculia. I have ADHD. Both I try not to use as excuses, but nevertheless they have an effect on my ability to save and track finances. IRL I can hire an accountant. I cannot, nor would I, hire an accountant to help me overcome challenges in a videogame. I do budget in ESO. I do use spreadsheets for ESO, which probably isn't typical ESO player behaviour. Evenso, I struggle to keep on top of even my weekly dues because I am inattentive (the ADHD). There is some moralising and blaming going on pretty freely on that score, in the sense that players like me in the past (I have enough gold at the moment) are being presented as... ... morally ... ...dysfunctional? At least that is how certain posts are making me feel. Those feelings have driven me to some inappropriate responses in this thread.
Edit: No, the exact term is "Jealous". I don't think it's fair to imply that all, or even most, players who struggle financially and want lower prices are merely jealous. I'm not jealous of others' wealth, I just want to be able to enjoy the game more fully as a game. Sometimes the sheer grind in terms of time or gold (or time to get enough gold for the things I need) saps that enjoyment pretty damn hard..
doesurmindglow wrote: »The big questions to my mind are: How long do new players stay on? How deeply do they engage in or demonstrate understanding of the market in ESO? Are there signs that inflation has reached a point where players are disengaging with core content that devs want players to do (eg, presumably devs want players to gold out gear as they progress)?
One area Ive started to delve into is the issue of gold prices of crowns. I've not yet finished what has turned out to be an extensive audit -- I'm working through the prices in the bidding channels of the World Crown Exchange Discord from their launch in 2020. At that time, crowns on the NA server could be bought for 85-100 gold per, I kid you not.
On one hand I could see it being good for ZOS that each individual crown now fetches more in-game gold, such that the value proposition for each crown maybe looks better; but on the other, one of the hardest rules in economics is that things with higher prices sell lower quantities, and fewer buyers are available to buy them.
For now I haven't looked at trading volume so I'll probably have to do that on a second pass of the audit, but I'd be pretty surprised if as many crowns are being bought with gold now as there were four years ago. Maybe that means more people are now paying actual USD instead, I dunno. I strongly suspect it's simply that fewer crowns are being sold.