EvilGoatKing wrote: »JHartEllis who is a stream team member, has degrees in business, etc etc, did like 3 hour presentation covering the game economy & its issues and ideas for them to consider.https://www.youtube.com/watch?v=Eg4oeeLWMqs
If they wont listen to or respond to him what chance do you think any of us have?
I think something really needs to be done: implement official currency exchange, and add many gold sinks.
As an example, I play GW2 which has both of these features. There are many crazy gold sinks in game, and it seems this is the very thing which allows everyone to spend their preferred currency.
Default exchange rate there increased from "120 gold per 400 gems" to "180 gold per 400 gems" in the past two years, but it's still not bad, because earning gold didn't become more difficult. They are also introducing too many fancy cosmetics (look for pictures of Beach wear, we really can't dream of such revealing costumes in ESO) and do lot of sales. No breathing room now, there is always something everyone wants in the storeThis is the only reason I can see for such permanent rate increase there.
Compare this to ESO's increase in gifting rate - from "400 gold per crown" to "2400 gold per crown" in the past 3 yearsI don't know how people earn enough gold to justify this rate - I still earn gold at the very same rate as few years ago (even worse, because too many items are much cheaper to sell now), so I can't see any reason for such high exchange rate, and I can't justify wasting my gold on it.
I would think Housing is insane gold sing (I spent more gold on furniture than the Ebonheart Chateau costed to buy), but it's clearly not enough...
Introduce more stuff to buy with lot of gold. For example:
1) new Mounts and Pets for many millions of gold (can be additionally tied to achievements)
2) titles which require player to spend lot of gold for certain achievements. Magnate title, for example, for some noble goals. King/Queen of thieves for paying many millions as bounty to Guards/Fences.
3) Legendary crafting system, where Grand Master Crafters buy stuff (together with completing lengthy achievements). Allow them to craft weapons and armor with unique styles and effects/trails/sounds upon completions of those achievements.
4) bound outfit/weapon styles etc which require lot of gold (together with achievements to unlock them)
5) more expensive Houses available for gold (plus achievements), and titles for owning them all
This way, there will be many stuff to do in game, many ways to spend gold, and someone will always need to use official currency exchange to convert their crowns to gold (because not many players would be able to afford so many cool stuff without help of currency exchange)
As it is currently, economy situation is boring and depressing, in my opinion
I think something really needs to be done: implement official currency exchange, and add many gold sinks.
Default exchange rate there increased from "120 gold per 400 gems" to "180 gold per 400 gems" in the past two years, but it's still not bad, because earning gold didn't become more difficult. They are also introducing too many fancy cosmetics (look for pictures of Beach wear, we really can't dream of such revealing costumes in ESO) and do lot of sales. No breathing room now, there is always something everyone wants in the storeThis is the only reason I can see for such permanent rate increase there.
Compare this to ESO's increase in gifting rate - from "400 gold per crown" to "2400 gold per crown" in the past 3 yearsI don't know how people earn enough gold to justify this rate - I still earn gold at the very same rate as few years ago (even worse, because too many items are much cheaper to sell now), so I can't see any reason for such high exchange rate, and I can't justify wasting my gold on it.
(
Twohothardware wrote: »ESO needs Crossplay enabled to solve the main economy issue which is lack of demand from low player counts.
After that they need to change gold level crafting mats to only drop from max level resources and get rid of the chance of obtaining high level resources when your crafting is lvl 1. This eliminates all of the lvl 3 bots that are the primary source of crating mats that flood the ESO market.
Gold sellers could then also be removed from the game by using AI to detect and auto-ban them from chat whenever it detects the typical stuff they spam in zones.
I honestly don't understand the complaints about the reduced listing times regarding the economy. Oh no, another 1% tax for listing a item for 30 days.
If the government told Wal-Mart that they were going to tax them 1% more, Wal-Mart would increase prices to account for the tax. Nobody IRL would ever reduce their prices 15-20% to avoid paying a 1% tax, but that seems to be what a lot of people are saying about ESO's extra 1% tax on items that hang around for longer than 14 days. How does that make sense to anyone? We're collectively eating a 20% profit loss to avoid eating a 1% profit loss? That's ludicrous.
I do get the complaints about increased micromanagement, but I don't at all understand how the connection between "lower sale prices" and "paying 1% more to list items for the same time period" has become so widespread. It just doesn't make any sense.
I'm not sure it's just lack of demand from low player counts. There's the lack of demand, too, caused by players not participating in the economy and consequently not having much gold to buy anything *because being able to sell items is currently gated behind guild membership*.
scrappy1342 wrote: »I'm not sure it's just lack of demand from low player counts. There's the lack of demand, too, caused by players not participating in the economy and consequently not having much gold to buy anything *because being able to sell items is currently gated behind guild membership*.
this. i stopped buying things years ago when i wasted an entire day trying to hunt down some style motifs and furniture patterns that weren't on any of the traders that ttc had them listed on. the economy was great when you had all these flippers running around buying things up and listing them higher on more accessible traders. i know we'll never get real numbers on population... but a lot of these ppl are gone and the sales just aren't there. prices have dropped down to what they were 4+ years ago but at least then you could still list things for current prices and have it sell. listing things at current prices now, they sit and half the time they don't sell. it's turned into a gamble just to try to sell things.
i would love to see an auction house in the game. have always hated the trader system. someone mentioned about X amount of ppl threaten to leave if they put an auction house in. how many ppl have left because it doesn't have one? played other mmo's that had them... never had the problems these ppl are talking about with small numbers of ppl controlling the prices on everything. if i did run across that unknowingly, then it was working in my favor. when wow first put in the game tokens, i was able to drop my subscription and pay with in game gold for years until i quit playing (not by choice. years ago, they made the game completely unplayable on a satellite connection). putting an auction house in would make things worse before they got better, though. i would certainly love to be able to sell all this junk in my craft bag that has a use, but just isn't worth taking up one of my few precious trading slots. trait/cooking mats/etc. are useful. ppl need them. luckily if new ppl need them and they are in a decent guild, ppl just give them away because trying to find them on a trader when you need them is impossible.
For starters let's put the Global Auction House question to rest, the devs should issue a definitive opinion on this. Dithering and vague statements only leads to more confusion.
VaranisArano wrote: »Before we rehash all the pros/cons of Auction Houses and Guilds, here's ome reminders of ZOS' intentions and official comments for Guild Traders.
March 2013: "Will there be an auction house?" asked of Creative Director Paul Sage @5:00 into the video: https://www.buffed.de/TESO-The-Elder-Scrolls-Online-Spiel-15582/News/The-Elder-Scrolls-Online-Creative-Director-Paul-Sage-aeussert-sich-zur-Item-Progression-zu-Mounts-und-zum-Gildensystem-im-Video-1072227/
August 2014: Benefits of Guilds - "The Road Ahead" https://www.elderscrollsonline.com/en-us/news/post/1059
August 2014: Introduction of PVE Guild Traders - Creating ESO: Identity and Update 3 https://www.elderscrollsonline.com/en-us/news/post/1087
May 2014: Lack of an Auction House - Ask Us Anything Variety Pack # 14: https://www.elderscrollsonline.com/en-us/news/post/947
April 10, 2015: ESO Live @ https://forums.elderscrollsonline.com/en/discussion/comment/3924079#Comment_3924079
April 28,2015 : ESO Live "Ask Us Anything" @37:40 "Player guilds are actually an integral part of our world and trader access is a key benefit to guild membership. We don't have any plans to change this at this time." Also, the transcripte: https://forums.elderscrollsonline.com/en/discussion/comment/1760019#Comment_1760019https://forums.elderscrollsonline.com/en/discussion/comment/2875274#Comment_2875274https://www.youtube.com/watch?v=5N17KZ_ZCK0&list=PLZng8hzxXSt6-402bM1G2UuZbtnlrMn0z&index=23
There well may be more. I don't regularly watch ESO Live, so I only pick up those comments when someone on the forums referenced a specific ESO Live.
Are those going to convince the pro-AH crowd? Probably not. Hope springs eternal, and there's all sorts of arguments about "Well, they said they weren't and then they did!" or "But all of those are old quotes!"
Sure. Whatever. If you really want an Auction House, I don't expect the Devs' thinking to convince you. You want what you want. To be frank, I'm pretty sure an undated "Nope, still not doing it" wouldn't stop the debate.
The above links are for the people going "What have the Devs actually said about the possibility of an Auction House?"
So far? A resounding "No."
Erickson9610 wrote: »Leave ZOS out of the economy and let players sort it out through supply and demand.
Twohothardware wrote: »ESO needs Crossplay enabled to solve the main economy issue which is lack of demand from low player counts.
After that they need to change gold level crafting mats to only drop from max level resources and get rid of the chance of obtaining high level resources when your crafting is lvl 1. This eliminates all of the lvl 3 bots that are the primary source of crating mats that flood the ESO market.
Gold sellers could then also be removed from the game by using AI to detect and auto-ban them from chat whenever it detects the typical stuff they spam in zones.
I'm not sure it's just lack of demand from low player counts. There's the lack of demand, too, caused by players not participating in the economy and consequently not having much gold to buy anything *because being able to sell items is currently gated behind guild membership*.
barney2525 wrote: »It's a Player Based economy for a reason.
Worse thing that could happen is ZOS setting prices and just turning everything into an in-game store.
xylena_lazarow wrote: »Whatever they did last year to fix the inflation was very much welcome.
SerafinaWaterstar wrote: »Ability to sell is not ‘gated’ - there are many guilds that have a free trader (I belong to 3, all sell stuff regularly).
And I take issue with someone complaining about trading guilds on PSEU - I belong to one of the Silk Road trading guilds and they are helpful & fair.
But yes, I would love to be able to buy more things like mounts etc in-game rather than have to spend crowns or consider having to buy crates for gems. Or get involved in dubious gold-for-crowns transactions.
SerafinaWaterstar wrote: »Ability to sell is not ‘gated’ - there are many guilds that have a free trader (I belong to 3, all sell stuff regularly).
And I take issue with someone complaining about trading guilds on PSEU - I belong to one of the Silk Road trading guilds and they are helpful & fair.
But yes, I would love to be able to buy more things like mounts etc in-game rather than have to spend crowns or consider having to buy crates for gems. Or get involved in dubious gold-for-crowns transactions.
There is definitely a big subset of ESO players that resent being asked to engage with other people for any reason; those folks are also going to be annoyed at needing to join a guild with a trader to sell stuff (effectively, without zone chat). The question of dues—high, cheap, or free—is a whole 'nother issue.
I don't think it's a great strategy to change more game systems to support the segment of the player base that desperately wishes ESO was a single-player game, though.
I can't deny that an AH is fantastic for buyers; the folks manipulating the market can make bank off of volume in such a system, so they'll have no trouble listing heartwood for 100gp each and selling 3000 stacks. Especially when their scraper bots automatically find any that's listed less, snatch it up in seconds, and flip it. An individual wouldn't bother (unless it's a fantastic deal), because they're not making enough money even in the best case to support the time required for that sort of activity, but when you're dealing with tens of thousands of mats, it adds up and becomes profitable.
That's how basic mats work in GW2, and we already have more than one person on these forums who has admitted/humble-bragged about having been a part of groups that do it in WoW. So no, someone who's only buying and not trying to sell probably wouldn't notice anti-competitive market manipulation strategies. Buyers will only notice when harvesters and motif-grinders get tired of wasting their time on an activity that provides basically negligible returns and stop doing it.
That doesn't even take into account the price crash that will come from the "this is my single-player game" crowd cleaning out their banks/craft bags. Again, fantastic for shoppers... until the harvesters stop selling their excess altogether. There's a whole list of things that are already equally profitable to vendor as they are to list (filled soul gems and most types of sanded wood, for instance). That list is only going to grow with an AH, even assuming that every ESO player is honorable and fair and would never stoop to any form of artificial market shadiness.
Good luck getting ruby ash for writs when the woodcutters start vendoring it (since they don't feel like waiting 3 days for an extra 100gp). Or, assuming even a small contingent of less honorable players, get ready to see trains of bots running around in the newbie zones factory-farming wood for the AH. Trading guilds make that sort of thing much less common for several reasons. First, all the bot accounts have to be accepted into a guild (or make a guild), and second, those guilds aren't going to make enough money on cheap bulk mats to afford expensive bids for prime traders, so the cheap mats would only be for sale in one out-of-the-way spot. Bidding on traders dramatically cuts down on the amount of profit a business based exclusively on volume can make. Also, gathering all the shady bot accounts under one banner makes it super easy to mass-ban them when they're discovered and someone snitches. It's not impossible to do all this now, but it's logistically taxing and requires extra steps. An AH removes all of those barriers.
sans-culottes wrote: »
Ultimately, a single, transparent market structure would likely reduce market manipulation, increase fair competition, improve player accessibility, and even discourage botting by centralizing economic oversight. While your concerns about price manipulation are valid, the guild trader system hasn’t solved them; it has only obscured them from easy view.
Ultimately, a single, transparent market structure would likely reduce market manipulation, increase fair competition, improve player accessibility, and even discourage botting by centralizing economic oversight. While your concerns about price manipulation are valid, the guild trader system hasn’t solved them; it has only obscured them from easy view.
I'd go so far as to say the guild trader system actually makes these issues very considerably worse, because the reality is that it is an economy based in Mournhold, Vivec, etc --ie a small subset of the total number of people actually selling -- because so many players simply cannot be bothered to look at traders further afield. So a small fraction of players paticipating in the overall economy can manipulate prevailing market prices in ALL of it, and there is no real countervailing force from sellers located outside those locations. The latter are basically irrelevant, economically speaking, except as a paradise for flippers to perpetuate price-maintaining behaviour.
There have been a number of threads that go into the fallacies of "the guild traders prevent manipulation", "the guild traders stop inflation" (they don't -- the bidding system *causes it*, as does driving players to use non-trading means to get gold to buy things by putting a hoop in the way of being able to sell), etc in huge depth so I'm keeping it short here!
sans-culottes wrote: »
While your concerns about potential market manipulation under an auction house system are understandable,
the current guild trader setup doesn’t actually prevent the very behaviors you describe.
In fact, top trading guilds—often run or coordinated by the same small circle of players—frequently engage in exactly the kind of price arbitrage and market manipulation you’re worried about.
The absence of a centralized marketplace doesn’t eliminate flipping
it simply makes price transparency opaque, giving even more power to those willing and able to exploit informational asymmetry.
Furthermore, your argument that introducing a centralized marketplace would empower bot-farmers and crash prices doesn’t really hold up to scrutiny.
Bots and farmers already exist precisely because of ESO’s fragmented system, which incentivizes cornering local markets and flipping goods in multiple small trader stalls.
A unified marketplace, by contrast, would actually make such behaviors more visible—and easier for Zenimax to monitor and intervene against.
Accessibility isn’t about catering solely to solo-oriented players, but about addressing a widespread frustration among players who find it cumbersome—or exclusionary—to have their ability to engage economically tied directly to joining high-fee guilds. The current system doesn’t encourage social play so much as gatekeep economic participation behind high guild fees and insider access.
Moreover, suggesting harvesters would suddenly stop providing essential materials due to an auction house ignores basic economic incentives. Supply adjusts to demand, and if ruby ash or other resources became scarce or undervalued, then their prices would rise, incentivizing gatherers to resume production.
Your hypothetical scenario—woodcutters vendoring ruby ash out of frustration—is not realistic.
Materials necessary for daily writs will always maintain stable demand; there’s no rational reason sellers would choose negligible vendor prices over a liquid auction market.
Ultimately, a single, transparent market structure would likely reduce market manipulation, increase fair competition, improve player accessibility, and even discourage botting by centralizing economic oversight.