Talking about economics in a game where gold is infinite is quite funny.
DenverRalphy wrote: »The ESO economy is just a myth. A really big lie that players who like to hoard gold like to perpetuate whenever there's a dip in their acquisition rate.
At best, all events like Jubilee do is temporarily shift the Traders market from a Sellers market to a Buyers market. Nothing more.
There are no bills to pay. No mortgages. No financial oblligations. No going bankrupt or broke.
Trade guilds will rant and rave whenever they're even within spitting distance of other guilds being able to bid competitively against them. But that's about it. Because all the while they're screaming that the economy is failing, somebody is obviously generating enough coin to outbid them.
Heck, I myself do well with Trade guilds. But I can recognize the truth for what it is when there's a dip in my revenue. I'm still turning a profit. Sometimes just not as fast.
belial5221_ESO wrote: »They need to atleast limit daily wirt crafting to one of each type per account,cause ppl will farm those on 20 chars,lol.They did it for zenithar event,cause of the flooding of stuff.
ImmortalCX wrote: »
wolfie1.0. wrote: »Talking about economics in a game where gold is infinite is quite funny.
Gold is only generated as fast as players do activities to create it. There is no passive generation of gold. I can't go afk for a day, week, month, year and come back and have created any new resource for the game. Remember that technically a guild trader sale is a transfer of gold with a fee assigned that is a net loss of gold generation so it doesn't count as a net gain for the game as a whole.
You have to actively log in and participate in activities to generate gold. So the resource is players time, effort, and activity choices.
More players, more time, more activities equals more gold generation. Fewer of those, equals less gold created on the macro level.
DenverRalphy wrote: »ImmortalCX wrote: »wolfie1.0. wrote: »Talking about economics in a game where gold is infinite is quite funny.
Gold is only generated as fast as players do activities to create it. There is no passive generation of gold. I can't go afk for a day, week, month, year and come back and have created any new resource for the game. Remember that technically a guild trader sale is a transfer of gold with a fee assigned that is a net loss of gold generation so it doesn't count as a net gain for the game as a whole.
You have to actively log in and participate in activities to generate gold. So the resource is players time, effort, and activity choices.
More players, more time, more activities equals more gold generation. Fewer of those, equals less gold created on the macro level.
He said that it is infinite. Not that it generates on its own.
And he's right. There's an infinite amount of gold in the game. All a player needs to do is go out and get it. How fast players get it doesn't matter. There's an infinite supply to be had regardless whether you loot enough to make 1gp a day or 10mil a week.
[edit] Caveat: I just picked a random pronoun. If I got it wrong, apologies.
ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »wolfie1.0. wrote: »Talking about economics in a game where gold is infinite is quite funny.
Gold is only generated as fast as players do activities to create it. There is no passive generation of gold. I can't go afk for a day, week, month, year and come back and have created any new resource for the game. Remember that technically a guild trader sale is a transfer of gold with a fee assigned that is a net loss of gold generation so it doesn't count as a net gain for the game as a whole.
You have to actively log in and participate in activities to generate gold. So the resource is players time, effort, and activity choices.
More players, more time, more activities equals more gold generation. Fewer of those, equals less gold created on the macro level.
He said that it is infinite. Not that it generates on its own.
And he's right. There's an infinite amount of gold in the game. All a player needs to do is go out and get it. How fast players get it doesn't matter. There's an infinite supply to be had regardless whether you loot enough to make 1gp a day or 10mil a week.
[edit] Caveat: I just picked a random pronoun. If I got it wrong, apologies.
Is the speed of a rocket infinite? No.
It can accelerate at a fast rate, but it will never reach infinity. Same is true of eso gold. Unknown how they represent gold in the code, but time constrains it to never be infinite.
Your argument doesn't hold.
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DenverRalphy wrote: »ImmortalCX wrote: »DenverRalphy wrote: »ImmortalCX wrote: »wolfie1.0. wrote: »Talking about economics in a game where gold is infinite is quite funny.
Gold is only generated as fast as players do activities to create it. There is no passive generation of gold. I can't go afk for a day, week, month, year and come back and have created any new resource for the game. Remember that technically a guild trader sale is a transfer of gold with a fee assigned that is a net loss of gold generation so it doesn't count as a net gain for the game as a whole.
You have to actively log in and participate in activities to generate gold. So the resource is players time, effort, and activity choices.
More players, more time, more activities equals more gold generation. Fewer of those, equals less gold created on the macro level.
He said that it is infinite. Not that it generates on its own.
And he's right. There's an infinite amount of gold in the game. All a player needs to do is go out and get it. How fast players get it doesn't matter. There's an infinite supply to be had regardless whether you loot enough to make 1gp a day or 10mil a week.
[edit] Caveat: I just picked a random pronoun. If I got it wrong, apologies.
Is the speed of a rocket infinite? No.
It can accelerate at a fast rate, but it will never reach infinity. Same is true of eso gold. Unknown how they represent gold in the code, but time constrains it to never be infinite.
Your argument doesn't hold.
Why are you trying to quate speed with a quantity?
They weren't saying that gold can come in at an infinite rate. They were saying that there is an infinite supply of gold.
I highly doubt they did it for the Zenithar event because of "flooding". If that was the case they'd have changed how the Jubilee gives out rewards/limited the dailies you can do more than they have/limited the rewards way before now. This is the 11th year of it and it runs the same way it always has.belial5221_ESO wrote: »They need to atleast limit daily wirt crafting to one of each type per account,cause ppl will farm those on 20 chars,lol.They did it for zenithar event,cause of the flooding of stuff.
Yes, it does. My main source of income was to sell items gathered from writs on 20 tunes. Now nothing gotten from the event is worth much of anything because everyone else has gotten the items, and there aren't enough new players to buy things anymore.
Yes, it does. My main source of income was to sell items gathered from writs on 20 tunes. Now nothing gotten from the event is worth much of anything because everyone else has gotten the items, and there aren't enough new players to buy things anymore.
I'm... I really can't understand your logic.
The anniversary event was your main source of income, so it was good for your economy. And you explicitly state that the lack of new players is a cause of this source of income becoming dry. So... maybe the main problem is not the event in itself, but the lack of new players ?
And in any way, the well you were tapping on and apparently made profits from would have become dry at some point, since, you know, everyone was tapping on it - appart from new players ? And anyway, a part of the things you were selling - motifs, plans - are not consumables, once someone got one, they don't need another. So, you were actively reducing your income the more you were selling.
So once again, according to your statement the problem is not the event in itself, it's... you generating income from it.
Could you please try to be a bit more rational in the future ?
Yeah, if you're trying to sell while the Jubilee is actively going or sell right after it ends. I've only missed like one Jubilee and that was last year's; I still get millions in gold from the event by selling the extra stuff I get AFTER the event has ended and AFTER prices have had a good four-6 months to go back up once most other people have already sold their stuff.AngryPenguin wrote: »Yes, it does. My main source of income was to sell items gathered from writs on 20 tunes. Now nothing gotten from the event is worth much of anything because everyone else has gotten the items, and there aren't enough new players to buy things anymore.
I'm... I really can't understand your logic.
The anniversary event was your main source of income, so it was good for your economy. And you explicitly state that the lack of new players is a cause of this source of income becoming dry. So... maybe the main problem is not the event in itself, but the lack of new players ?
And in any way, the well you were tapping on and apparently made profits from would have become dry at some point, since, you know, everyone was tapping on it - appart from new players ? And anyway, a part of the things you were selling - motifs, plans - are not consumables, once someone got one, they don't need another. So, you were actively reducing your income the more you were selling.
So once again, according to your statement the problem is not the event in itself, it's... you generating income from it.
Could you please try to be a bit more rational in the future ?
There is nothing irrational what so ever about reazea's post. I agree with him completely. The lack of market for the items gained from the event removes the motivation to participate in the event. It's really simple and straight forward.