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Suggestion - Monetizable Deflation Vendor/System

ItzGenesis
I have seen many ideas on how to deal with the current inflation ingame, which may drive new players away. I would like to propose on this one, ideas that are actually possible to be implemented (due to having similarities to already existing systems), is actually monetizable, which won't create a sense of meaningless on the bussiness view of the game and its nothing but a good thing to players.

Please do note that the suggested numbers are just an average prediction of the values that would work on these scenarios, so it needs some more thinking and evaluating with data that ZOS may have. No more talking, let's get into it:

So the idea is that a new NPC is created (or a previous one can be used, like the golden), with new items (Collectibles like Mounts, mementos, skins or even transmute geodes or mages guild citations, for example) into it that can be bought ONLY by gold ingame.

Theres some catches to it:
1) you wouldn't buy the item directly, you would buy some sort of fragment (in the image i call them "Tickets") which would have increasing prices (the more you buy, the more the next one will cost, like the bag space), which would help with inflation, since this gold disapears

2) This Fragments or Tickets would be specific to that item that, so if I want a skin, let's say, I would have to specifically buy the skin tickets and then after you have X amount of those specifics tickets, you would have to buy an scroll (also specific to that type of collectible) that you allow you to consume both the tickets and the scrolls and transform it into a skin (like it happens with the pvp style, "gladiator" I believe).

3) This npc/vendor would NOT be available all the time (that's why the golden is suggested), so it creates a sense of urgency on getting that specific skin or collectible, since it will disappear after that period of time that the NPC is there (in this case, the weekends).

4) Since you are allowing already players who play a lot and farm gold etc, to buy this with nothing but gold (and as consequence, deleting that gold from the game), there's now the possibility of buying these tickets from the crown store (Just like with event tickets), for those that dont play as much, don't make such gold consistently or any other reason, to still get that collectible. This is exactly how it happens on events, but now instead of "specifics quests" for the tickets, you use the gold that you acquired by doing any task in the game.

5) The prices of those tickets will NOT drop back down to the initial scale until they are consumed. Let's say I buy 1 Skin ticket this week, next week, my skin ticket will cost the price of the second skin ticket, not the first one. It will only drop back to the first price when i consume them to make a collectible.

6) These tickets are all account wide (and bound obviously, like the event tickets).

As an example, check this image of a suggestion of what this NPC trading tab would look like:
9kawh5kx3z5o.png

I hope this image made it a bit clearer.

A Suggested scale for the increasing prices would go along the lines of this (it 100% needs some thought into it, I am not following any mathematical pattern, its just a random guess), keep in mind it has to be:
1) "worth" when compared to straight up buying crowns from TCE
2) actually slightly obtainable for not so endgame players
3) actually meaningful when you are talking about deflation, if it is too cheap in gold, it won't be enough to deflate the economy.

1st ticket: 10k gold
2nd ticket: 25k gold
3: 50k gold
4: 80k gold
5: 140k gold
6: 220k gold
7: 350k gold
8: 440k gold
9: 550k gold
10: 700k gold

(The sum is around 2.565.000 gold, I believe anywhere beetween 1.5mil and 3 mil is good)

+ you would have to buy the scroll that would cost you around 500k - 1mil gold, to get 1 of those collectibles, if you wanted the 3 or 4 of them, well its that value x4.

For endgame players this is totally viable, for casual players or begginers, you are encouraged to buy at most 1 of the collectibles, or at least buy for many weeks those tickets while they make enough gold, so it either takes time or you can speed it up with crown tickets if you REAALLLY want what's on that golden that week. So in no way you are getting screwed, no matter which level of play you are.

Yes the focus is on most endgame players or whales because that's usually were the big money is.

Please let me know what you think of it and try to consider something that would bring benefits both to new and old players and also the company.

  • ItzGenesis
    Just adding something: The idea of the values is that the last 1 or 2 tickets are worth buying with crowns, when you compare them to gold.

    For example, if the tickets are 250 crowns on the crown store, the rate is 2000:1, the ticket that is 700k is not worth to buy with gold, because with gold you would spend 700k but if you buy someone else's crowns, you will spend 500k.

    So it attacks inflation for the first 8 or 9 tickets, and then it's worth to buy with crowns. And yes, when you are buying someone else's crowns, it also helps ZOS, someone is paying real money, doesn't matter if its you or the other guy that is buying crowns to sell.
  • Luke_Flamesword
    Luke_Flamesword
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    It won't work, because endgame players sits on enormous piles of gold and many casual players will never achieve so much wealth, so they will be frustrated, because only reasonable way to earn many, many millions is trading.

    Since trading is place where are big money are made, maybe ZOS should just increase taxes to sink more gold from all transactions.

    Of course making a new system as gold sink is also nice idea, but it should be something more than just exchanging gold for prizes. It should be something like new, fun system - for example running your own, non-player guild, bussiness, keep or something like this, where you have to invest a lot of gold to keep it running and you for example earn some currencies (tel vars, transmutes, etc.) but with some risks. (for example you invest in some virtual buildings and people, you pay them to go to "mission" and they can bring you 5k tel vars but also they can die and you will have to pay to hire and train new people). It's just simple example, but I think it can be made as attractive gold sink.
    PC | EU | DC |Stam Dk Breton
  • ItzGenesis
    I Agree, love to hear those ideas, i just think that for some of those to be implemented, there needs to be a way where the company can monetize it.

    But yeah i would love if there was a system like you said, where its something more fun and engaging. It just needs something to be monetizable in a reocurring monetizable way. Like the tickets would have to be bought weekly for crowns if you dont have the gold.

    Plus, with the numbers i've suggested, if people want the 4 collectibles (there could be more, or even other stuff like i mentioned, like transmutes or mages guild citations or any "time saver" consumable items) it could reach immense potential of gold deletion, like if I want the 4 collectibles is already like 10mil/week, + transmutes or any of this other consumable stuff.

    It's not meant to solve inflation in a month, its a 1 - 2 years thing. And of course, the values could be pumped up. The idea is not to make the super rich less rich, is to make "super rich" mean 500 mil instead of 10 bil. The people that played more and for years will always have crazy amounts compared to the rest.

    But i would love to hear new ideas for this because inflation really drives new players away.

  • centime
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    ZOS will never make things available for in-game gold that are currently accessible only in the crown store, they won't want to lose out on that revenue. For other content like transmutes the point is to play the game; if everything was buyable there would be less incentive to play certain types of content. And if people want to buy collectibles and other crown store items without using crowns they can go to TCE and buy them with gold easily enough.

    Also, why even do this at all if it would, as you say, primarily be focused on end gamers with uber wealth? What about everyone else? You say the current inflation drives new players away but I don't see that your system would be very welcoming to new players at all.

    The current system isn't perfect but it is what it is for a reason. Not saying there isn't room for improvement, but to me what you are suggesting seems overly complicated and bothersome (please, not more fragments), but that's just my opinion.
    Edited by centime on April 26, 2024 3:49PM
  • Tandor
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    I don't see any reason why new players should be impacted by inflation in the economy, as they have no reason to use the trading system which in any event is largely the province of traders in that they're the only ones with the gold to spend seriously on it in the first place!

    Also, isn't the inflation issue only affecting one server out of the six? I can't see any reason why ZOS would want to devote significant resources to implementing something like this suggestion. If monetisation was the main incentive for them to do so then I don't see how increased monetisation in ESO would be "nothing but a good thing to players", as the usual complaint is that there's too much of it already.
    Edited by Tandor on April 26, 2024 3:39PM
  • Aetherica
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    {bump}
    It won't work, because endgame players sits on enormous piles of gold and many casual players will never achieve so much wealth, so they will be frustrated, because only reasonable way to earn many, many millions is trading.
    {/bump}

    Plus: which online training do I need to follow first, in order to fully understand what's going on here? Way too complex.
  • Necrotech_Master
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    i would never bother using this system lol

    if you want a real gold sink system, you need something cheap (so its available to everyone), and something enticing (that players would want to keep buying)

    for example just adding an NPC vendor that sells housing mats (heartwood, mundane runes, etc) would likely significantly contribute to gold sink + reducing price of mats on vendors

    literally the only people who would complain about that would be the ones selling the goods as they would get less gold out of them
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • ItzGenesis
    What I am suggesting its literally how event tickets work, and as i have mentioned, same as the pvp Gladiator style pages work. I am not suggesting anything new, its literally the same system as the events, but instead of do "X quest for a ticket" you buy that ticket with gold.

    Yes it is directed to endgame players because they are the one CREATING more gold. Creating does NOT have anything to do with how much gold they make. If i do daily craft on 20 different characters, i only CREATE 100k gold (5k per character), even tho the rewards are worth hundreds of thousands.

    The idea is not to fight people getting rich or the trading system, is simply giving a reason for the created/deleted gold RATE be more balanced.

    " If monetisation was the main incentive for them to do so then I don't see how increased monetisation in ESO would be "nothing but a good thing to players",", its a company, monetization is always the main purpose, and no, monetization is not necessarily bad for the players. They already monetize many things that you dont have to buy and impacts absolutely 0.
    I WOULD LOVE for the game to have 1000000 rewards that are free, but its not realistic.

    Of course you can propose beatiful ideas that give them absolutely 0 money and pray that they will make their players happy :D .

    So once again, you are not fighting gold, you are fighting the creation of gold that didn't exist, and the people that create most of it are endgame players. And for any system to be implemented, the company has to earn something from it. The transmute suggestion is just an idea, it does not have to be implemented if affects already existing systems.

    The only reasonable point i see is that there's no reason if crates sell more. Which I totally agree, if not by the potential of lost money from new players being scared away by the inflation.

    But i guess crates probably earn more, so no arguments against that.
  • ItzGenesis
    Raising taxes on guild traders is the only "simple" solution. But then again, that will definitelly have many consequences.
  • Amottica
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    1. It would be simpler and less annoying to be able to buy the item directly for the same price as all the pieces combined. It is not like the price would be hidden to create a gotcha, so splitting an item into tickets has no benefit to the system. It is not like the event tickets, where we can only hold so many tickets as we can hold all the gold we want.

    2. Players who have amassed great wealth do so because we do not waste it or spend it willy-nilly.

    3. 2.5 million is an amount many of us would laugh at if we actually found something in at this new vendor we wanted.

    4. A vendor selling fancy mounts and other gadgets with zero effect on actual gameplay means Zenimax is not selling the items in the crown shop, which is a revenue driver. Seems like ideal cash shop items.

    The first three points are why it would have little effect on inflation. The 4th point is the reason the suggestion is not likely to happen. I am not knocking the suggestion.

    Two core areas need to be examined to address inflation. The first is the supply of a small group of expensive items, as this inflation is not widespread across all items in the game.

    The second is that we gain wealth in the game by playing it, getting rewards for our actions, and selling items we have. There is an artificial means to gain wealth in the game, which is trading crowns for gold. Gold is moving from people like myself who have more gold than they would ever need and do not spend it on people who lack the gold for whatever reason but will pay it after buying it with crowns (via real-world money). The build-up of artificial wealth means more gold is active in the market than would be naturally, creating a greater demand on the supply. We will call this a wealth transfer.

    This wealth transfer is not going away since it is another revenue driver for the game. However, it can be taxed without actually implementing a tax. One needs to look no further than GW2. The game gives players the means to transfer their equivalent of crowns for gold and visa versa, where gems cost more gold than the amount of gold one would spend for the same number of gems. Hence, gold is taken out of the market. The cost varies depending on the supply and demand of this trade. This does not eliminate this trade's inflationary aspects but reduces it.

    Oh, and this is also a safe means to trade gold for crowns since it eliminates the possibility of scamming players. It's a win/win for everyone.

    For the supply aspect, simply increase the supply by a small amount. The game still wants to make it so players are happy selling the items they farm, and no one should expect desirable things to be cheap. As such, the supply would need to be adjusted only slightly for items that have been significantly affected by inflation.

  • Amottica
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    ItzGenesis wrote: »
    Raising taxes on guild traders is the only "simple" solution. But then again, that will definitelly have many consequences.

    Players can circumvent the trader tax. Raising the taxes on the trader could easily push more players to trade via zone chat, which is chat pollution. I have seen it in other games.
  • Necrotech_Master
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    Amottica wrote: »
    ItzGenesis wrote: »
    Raising taxes on guild traders is the only "simple" solution. But then again, that will definitelly have many consequences.

    Players can circumvent the trader tax. Raising the taxes on the trader could easily push more players to trade via zone chat, which is chat pollution. I have seen it in other games.

    this, anything making the traders worse would just push more people to use zone chat, and WTS spam would litter every zone
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • ItzGenesis
    Thanks for the answer Ammotica.
    I Agree on your points, but i will make this point once again:

    I am not fighting how much gold you HAVE, im fighting how much gold you CREATE.
    It does not matter if 2.5 mil is a "laughable" amount for you, what matter is that 2.5 mil is worth 25 days of your 20 characters daily craft CREATED GOLD, deleted in 1 weekend.

    You can still keep your billions, im not arguing for people to have less money, its for people to be able to CREATE less. And for "simply a npc that sells stuff like heartwood", that touches the same point as transmutes does: its already obtainable via other systems/things you do in the game.

    You need massive gold deletion tools, raising guild trader taxes would be a way, or any NPC that sells anything that is actually WORTH buying. And the only thing WORTH buying that does not affect in game economy is Collectibles (skins, mounts, etc).

    As for the "its earnable in game, so they are not selling on the crown store", i totally agree on it. But they are not putting the radiant apexes on this npc, its the crappy recolor mounts, or a skill styling thing, or a random memento, etc.

    But i totally agree on it, thats why i proposed the MONETIZATION part of it. Ok 700k isnt anything to you?
    What about people on xbox? Ps? PC Eu? Begginers? Huge of majority of people dont have 10mil to spend every weekend. So they would HAVE to buy the tickets from the crown store if they wanted it.

    Its reallistic, you can always go further either to "I dont want monetization and I want the perfect free game :D " or " Everything has to be monetized so the company makes money". The idea is that it has to be balanced.

  • ItzGenesis
    And yes, for those that talked about the consequences of guild trading taxes, that's true, as i said "there's gonna be consequences to it".
  • ItzGenesis
    Oh yes, and you have adressed the point of "No reason to split in tickets". Yes there is:
    If you put it as an Entire item, you cannot buy it half from Gold and half from crowns, which is the idea of the system, as i've stated previously in one of my first posts: The idea is that its worth until a certain point for you to buy the tickets with gold, and worth after a certain point for you to buy the tickets with crowns.

    For different platforms this Exact point will be different: The less GOLD is worth on that platform, the MORE tickets you will buy with it (more golds ends up deleted, because its worth less, so better to spend gold than crowns).

    As i said above on the example, at the ticket that is worth 700k, and if crown is at a 2000:1 rate on your platform and the ticket costs 250 crowns, that would result in a ticket costing 500k, so its worth to buy with crowns.

    On the lesser inflated platforms (basically every other, pc na is probably the worst), the faster you would arrive at this point where its worth to buy with crowns.
  • ItzGenesis
    And to make it clear once more:
    When you trade with another player, doesnt matter if its crowns, items or whatever it DOES NOT affect the inflation, the 100k gold you had, now he has (except for the minor fee from trader npcs). So when you talk about wealth transfer, that has 0 or small impact on the inflation, the gold that exists still basically the same.

    So the way to combat it is to DELETE gold from the game, which is achieved by buying stuff from NPCS (non guild traders), that being items, repairs or upgrades like the bag upgrade.
    his trades values are TOO low and NON REOCURRING (besides repair, which is ridiculously low), so you spend 200k once to increase the bag on that character, and thats it, even if you 20x it, its 4 mil.

    Compare that to the value that could be DELETED weekly. The argument that it could be more accessible for the masses because it would actually end up deleting a bigger amount of gold is valid, but this is the CURRENTonly way that gold is basically deleted is BUYING from NPCS, and for them to implement it, there has to be something for them (monetization).
  • ItzGenesis
    You CANNOT tackle "PEOPLE HAVING 100000000000000 GOLD" because, at least in the game, they can simply choose ALWAYS to save it and not use it, therefore the object is not to make someone that have 3000000 quadrilion not be a quadrilionaire, because that person can just stop logging in their account or spending any cents and that gold is always gonna be there, the first step is to REDUCE the Rate at which gold is created OR CREATE MEANS OF DELETING IT, the most common being Buying from NPCS.

    You cannot FORCE anyone to spend gold, so the intent is not to make the person who has more to not have more, is to make the ENTIRE gold from the economy to be less.

    How can we get people to DELETE their gold by buying something from an npcs? The current way definitelly is not enough, we have too much inflation. What are these people that CREATE a lot of money insterested in?

    What can I buy from NPCS that will not ruin some aspect of the economy?

    How about materials? Everyone that sells materials is gonna get screwed.
    How about a recipe? Everyone that sells recipes is gonna get screwed.
    How about Motifs? Everyone that sells motifs is gonna get screwed.

    All of these solutions above are viable, imagine how cool would it be to have a npc that sells heartwood for like 100 gold a piece. But they ALL HAVE CONSEQUENCES, as explained above. For example, lots of changes would happen on the furnishing marketing, praxis, etc due to this heartwood change.

    The only thing that is not linked to ingame Macro economy overall are collectibles. Can you buy crowns? Yes, but that has 0% impact on inflation, since its just you and the other guy exchanging who has the money, the money that exists is the same.

    The solutions have to be viable for all platforms, not ruin an aspect of the game, be monetizable in a way (that being either short, medium or long term), preferably reocurring.

    The fact that it would compete with current crown store can be argued to basically anything. For example, they just gave out Orsinium and Thieves guild for free. Are they super cute good guys? Or have they done it with some purpose on a medium/long term? They also gave out mounts and pets on rewards, those could definitelly be monetizable.

    So as I said previously, there's a line of Return of giving out "free" stuff, plus, as I said, new players could definitelly be pushed away because of inflation, which actually results in money lost.
    For a begginer, Its scary when u do a quest for 500 gold and 1 wax costs 50k.
    So there's an entire analysis that has to go with it, which we do not have access to any of the data.
  • zaria
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    We already has an major gold sink, guild trader fees for renting an trader for an week. this is pretty fair as it don't affect new players at all but hit the rich trading guilds.
    Now I don't disagree capping housing material cost having an npc trader selling them.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • ItzGenesis
    Which clearly isnt enough, if the current gold sink was enough, we would never have inflation, or it would be very very slow, specially knowing that we did NOT have a significant increase in players these last years, maybe a decrease possibly.
    Crown jumped from 1k to 2k in less than i month, i believe it was on the beggining of 2023. Its theoritically functional, but it doesnt seen to be enough.
    Of course im not accounting for any Duplication glitches or anything like that might exist, cause its basically impossible to know.

    There are many solutions as ive said, that would be so cool for us players, but we always end up kinda like at the same spot:
    Why would the company use resources to develop and maintain ANYTHING besides whats currently "working" (even tho clearly not properly), if they wont make any money of it?

    So there has to be something in it for them.
  • Sakiri
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    i would never bother using this system lol

    if you want a real gold sink system, you need something cheap (so its available to everyone), and something enticing (that players would want to keep buying)

    for example just adding an NPC vendor that sells housing mats (heartwood, mundane runes, etc) would likely significantly contribute to gold sink + reducing price of mats on vendors

    literally the only people who would complain about that would be the ones selling the goods as they would get less gold out of them

    Reducing mats prices on traders annoys me because I make money, and making less money is not interesting.

    I hoard gold. I sell excess things sometimes. I'm not interested in making less money because people don't like the price others are willing to pay for something.

    And it's not needed on console or EU. This inflation is exclusively a pc NA problem.

    Gold rains from the sky here...
  • Necrotech_Master
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    Sakiri wrote: »
    i would never bother using this system lol

    if you want a real gold sink system, you need something cheap (so its available to everyone), and something enticing (that players would want to keep buying)

    for example just adding an NPC vendor that sells housing mats (heartwood, mundane runes, etc) would likely significantly contribute to gold sink + reducing price of mats on vendors

    literally the only people who would complain about that would be the ones selling the goods as they would get less gold out of them

    Reducing mats prices on traders annoys me because I make money, and making less money is not interesting.

    I hoard gold. I sell excess things sometimes. I'm not interested in making less money because people don't like the price others are willing to pay for something.

    And it's not needed on console or EU. This inflation is exclusively a pc NA problem.

    Gold rains from the sky here...

    i did say that in my post lol, that those who sell the mats wouldnt like the idea

    but selling stuff on the guild trader is basically not a gold sink, as the total in taxes is like only a few % of the entire transaction + the listing fee

    i hoard gold too, i have 100 mil in the bank right now, but all of these other ideas about gold sinks are definitely going about it wrong

    adding an NPC selling housing mats for like 500-1000g each would actually sink more gold out of the system than move it around on traders, and if the "floor price" for selling these was 1000g each, that would be slightly less on a few and slightly more on others without being too crazy expensive for an average user to buy up
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Araneae6537
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    Add more to the luxury vendor each week — sooo many furnishings we yet totally lack in game but they are only added at a slow drip or even bizarrely not at all (weapons, armor, most instruments, despite being common in the game world).
  • ItzGenesis
    Yeah totally agree with you man, both Necrotech and Araneae, but its the same thing i said, its unlikely they will do unless, directly or not, short or long term, "theres something in it for them". That's why i believe we need some sort of system that needs monetization.

    Theres no denying that more furnishing and overall "cosmetics" in the game for more gold sink, and let's call them "NON CROWN" rewards, but i dont believe its realistic, considering every single patch and change they have made thru the years.

    That's Why the "Complex System". Because you need more than just "it will work", you have to convince them that it will generate more money than they will spend (time coding, bug fixing, for EVERY platform), etc .

    If not, its just the equivalent of me suggesting something like:

    "Hey guys how about you give us more Mounts on the daily Rewards :D???? "

    It sounds good, it just not gonna happen.
  • freespirit
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    Thing is people love housing, adding more items and more expensive items at Luxury Vendor would help remove some gold from the economy.

    Also more furniture = need more houses, so ZoS can continue to crank out ridiculously priced Crown only homes, both ZoS and economy benefit!

    Add in some new gold purchasable houses, make them expensive and gold disappears even faster!
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
  • thinkaboutit
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    Spell/Hero Potion vendor /thread
  • Necrotech_Master
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    freespirit wrote: »
    Thing is people love housing, adding more items and more expensive items at Luxury Vendor would help remove some gold from the economy.

    Also more furniture = need more houses, so ZoS can continue to crank out ridiculously priced Crown only homes, both ZoS and economy benefit!

    Add in some new gold purchasable houses, make them expensive and gold disappears even faster!

    the problem with that is houses are not gold sinks, they are 1 large single purchase and then never have to think about it again

    a true sink is something that people would go back to repeatedly

    stuff like furnishing vendors (pre-made furnishings, housing mats), potion vendors (that sold stuff other than extremely basic health/mag/stam pots), other various consumables
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Amottica
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    ItzGenesis wrote: »
    Thanks for the answer Ammotica.
    I Agree on your points, but i will make this point once again:

    I am not fighting how much gold you HAVE, im fighting how much gold you CREATE.
    It does not matter if 2.5 mil is a "laughable" amount for you, what matter is that 2.5 mil is worth 25 days of your 20 characters daily craft CREATED GOLD, deleted in 1 weekend.

    You can still keep your billions, im not arguing for people to have less money, its for people to be able to CREATE less. And for "simply a npc that sells stuff like heartwood", that touches the same point as transmutes does: its already obtainable via other systems/things you do in the game.

    You need massive gold deletion tools, raising guild trader taxes would be a way, or any NPC that sells anything that is actually WORTH buying. And the only thing WORTH buying that does not affect in game economy is Collectibles (skins, mounts, etc).

    As for the "its earnable in game, so they are not selling on the crown store", i totally agree on it. But they are not putting the radiant apexes on this npc, its the crappy recolor mounts, or a skill styling thing, or a random memento, etc.

    But i totally agree on it, thats why i proposed the MONETIZATION part of it. Ok 700k isnt anything to you?
    What about people on xbox? Ps? PC Eu? Begginers? Huge of majority of people dont have 10mil to spend every weekend. So they would HAVE to buy the tickets from the crown store if they wanted it.

    Its reallistic, you can always go further either to "I dont want monetization and I want the perfect free game :D " or " Everything has to be monetized so the company makes money". The idea is that it has to be balanced.

    You are absolutely correct that a majority of players do not have 10 mill (or hundreds of millions) of gold to spend. Those that do have all that gold are not serious contributors to inflation.

    However, it is those that do not have the gold to spend but are willing to part with real world currency (or the crowns they get from a sub) are buying gold from wealthy players to spend in game.

    That is gold that otherwise would not be contributing to inflation. It is also a transaction that is enticing to a portion of the player base. A great transaction to tax to remove gold from the economy.

    Why ignore a source of inflation when trying to relieve the inflation? All while trying to make transactions safer for players.

    Win/win.

    When attempting to solve a problem it helps to understand some causes of the problem to find a good solution.

    I noted two causes and solutions related to both.

    Let us not forget the main reason why such a vendor will not happen. Microsoft can sell those mounts and whatever else via the cash shop. They aren’t going to lose revenue because some players do not like the price of some popular items. That is a cold hard reality.

  • Didgik
    Didgik
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    You can increase the number of NPC guild merchants. And do temporary things. For example, firewood in the fireplace. They burn for a day / week, they burn out, you need to buy new ones. Or a beautiful campfire, like a one-time Assistants. You build a fire, craft food, put out a fire, buy a new one.
    Тискать каджита!
  • Amottica
    Amottica
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    ItzGenesis wrote: »
    And to make it clear once more:
    When you trade with another player, doesnt matter if its crowns, items or whatever it DOES NOT affect the inflation, the 100k gold you had, now he has (except for the minor fee from trader npcs). So when you talk about wealth transfer, that has 0 or small impact on the inflation, the gold that exists still basically the same.

    So the way to combat it is to DELETE gold from the game, which is achieved by buying stuff from NPCS (non guild traders), that being items, repairs or upgrades like the bag upgrade.
    his trades values are TOO low and NON REOCURRING (besides repair, which is ridiculously low), so you spend 200k once to increase the bag on that character, and thats it, even if you 20x it, its 4 mil.

    Compare that to the value that could be DELETED weekly. The argument that it could be more accessible for the masses because it would actually end up deleting a bigger amount of gold is valid, but this is the CURRENTonly way that gold is basically deleted is BUYING from NPCS, and for them to implement it, there has to be something for them (monetization).

    It is a fact that when currency is added to the market it will spur inflation.

    That means when someone trades for gold for crowns they are giving up gold they had no use for it and are giving it to someone who will spend it quickly.

    Hence, that action is adding gold to the market and will sour inflation. Economics 101.


  • wolfie1.0.
    wolfie1.0.
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    The system proposed MAY work, but it also might not. I honestly thing its too complicated for ZOS to implement such a thing within the next 1-2 years. i would be surprised if they did. the key problem i that i will point out is that most of the cosmetics that get created now are in crown crates which are paired with the endeavor system.

    There are far easier solutions to addressing gold issues.

    A good example is plating, prices fell and havnt come close to what they were before the rates changes. Another is the anniversary event. almost all items dropped from the event have dropped in price.

    I will also point out that for a lot of items out in the world, the demand for them is practically non existent. show me a green or blue recipe for a furnishing or food/drink and i can show you an item that is almost not worth the cost of listing it. Motifs are almost in the same boat and are declining in price every day.

    these are not necessarily bad things, but are indicative of how items are aquired in the game and the imbalance of it. some style pages are so easy to obtain they should be green, other so hard they should be beyond legendary.

    before zos looks at removing gold from the game they should first look at addressing the imbalances of each area where trade can occur. Prehaps buffing foods and drinks so that everyone doesn't use the same ones? or altering Alchemy for the same reason? or have armor sets used by 3 classes all use the same improvement tree? or how about addressing the mat bloat?

    lets balance the existing system out first with relatively easy changes before we add whole new mechanics to the game that may or may not actually work.
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