Drachenfier wrote: »I notice nobody mentions that the 'global auction house' economies in other games are notoriously abused (and later left to fester and rot as carcasses) by large gold-farming rings, greedy nitwits and silly rabbits, who buyout everything, increase the pricing and toss them back on the auction block.
Then you didn't read the thread, its been mentioned many times, and it's utterly nonsensical. It's the most common mentioned excuse, and the least common occurrence in reality. The real reason people don't want a global economy is so that they can continue to artificially inflate prices by limiting supply to small markets.
Utterly nonsensical... Kind of like staying in a guild that allows its members to inflate prices (and that's a choice in this game, not an economic absolute) by limiting supply to small markets.
And no I didn't read through the whole thread, I skimmed it (sorry to all those who mentioned AH abuse, I really do try to read 5 pages a minute, but I'm only 1/10 that good). But I did it to avoid the inevitable groan that comes from reading posts by people who sterilize the content of other people's posts by presenting counterarguments based on supposition, and presenting them as facts. You can bet your head and every gold tooth that the vast majority of AHs on other games have major inflation problems the longer they run. How can you deny it? Anyone who's played those games has seen the evidence first hand! I even gave a prime example in Diablo3, would you like more examples? Actually, I'm sure you've read about it elsewhere, you can argue with those people if you like.
On the other hand, let's say I agree, for a moment, that limiting supply in small markets is the REAL reason people don't want a global economy... and not because I personally don't want to see all the crazy gold-farming, and/or gold purchasing shizbirds out there to be running around will a full set of gold gear because mommy (/spouse or /you) has a big wallet, and ESO's terms be damned! Wait a second, no, I really do disagree. I've seen this process happen, indirectly and directly, in a great many games, and *startling correlation* those games had global AH! And no I am not the kind of profiteer that you mention, I get all my gear and gold from pvp and dungeons (in cyrodiil)
IF I agreed for a moment, that the guild store needs improvement, I'd say that yes, the guild bank/store interface should probably be expanded on.... OH WAIT! I did say that. I forget, I barely read my own posts, let alone everyone else's. Shoot.
If by "dirt cheap" you mean the only people who can afford it don't need it, then yeah, you're right. Just because Bill Gates can use his lunch money to buy a new yacht does not mean the yacht is "dirt cheap" to anyone but him though.
But how many yachts is Bill Gates going to buy? When Bill Gates stops buying yachts, then the price of yachts will fall until:
- The price of the yachts meets the price to produce the yachts, at which no profit is made, and thus no benefit in producing the yachts.
- Someone else starts buying the yachts at whatever price they have descended to.
Ah, but we're not talking about yachts, are we? We're talking about the wood to build them. Goldfarm Lumber Company bought out everyone else and is selling the wood, which is easy to collect, at exorbitant prices. Artificially inflating the price of both the wood and the yacht and preventing anyone who is not already wealthy from getting either. Nobody can compete with them because there is no other market to go to. Your only choice if you want wood but don't want to pay three years salary for it is to grab an axe and cut it yourself.
Drachenfier wrote: »Drachenfier wrote: »I notice nobody mentions that the 'global auction house' economies in other games are notoriously abused (and later left to fester and rot as carcasses) by large gold-farming rings, greedy nitwits and silly rabbits, who buyout everything, increase the pricing and toss them back on the auction block.
Then you didn't read the thread, its been mentioned many times, and it's utterly nonsensical. It's the most common mentioned excuse, and the least common occurrence in reality. The real reason people don't want a global economy is so that they can continue to artificially inflate prices by limiting supply to small markets.
Utterly nonsensical... Kind of like staying in a guild that allows its members to inflate prices (and that's a choice in this game, not an economic absolute) by limiting supply to small markets.
And no I didn't read through the whole thread, I skimmed it (sorry to all those who mentioned AH abuse, I really do try to read 5 pages a minute, but I'm only 1/10 that good). But I did it to avoid the inevitable groan that comes from reading posts by people who sterilize the content of other people's posts by presenting counterarguments based on supposition, and presenting them as facts. You can bet your head and every gold tooth that the vast majority of AHs on other games have major inflation problems the longer they run. How can you deny it? Anyone who's played those games has seen the evidence first hand! I even gave a prime example in Diablo3, would you like more examples? Actually, I'm sure you've read about it elsewhere, you can argue with those people if you like.
On the other hand, let's say I agree, for a moment, that limiting supply in small markets is the REAL reason people don't want a global economy... and not because I personally don't want to see all the crazy gold-farming, and/or gold purchasing shizbirds out there to be running around will a full set of gold gear because mommy (/spouse or /you) has a big wallet, and ESO's terms be damned! Wait a second, no, I really do disagree. I've seen this process happen, indirectly and directly, in a great many games, and *startling correlation* those games had global AH! And no I am not the kind of profiteer that you mention, I get all my gear and gold from pvp and dungeons (in cyrodiil)
IF I agreed for a moment, that the guild store needs improvement, I'd say that yes, the guild bank/store interface should probably be expanded on.... OH WAIT! I did say that. I forget, I barely read my own posts, let alone everyone else's. Shoot.
You misunderstand. The members themselves aren't inflating prices, they're keeping a pricing model that wouldn't be as high if the supply were higher. Therefore, the prices are artificially inflated by the lack of supply. Those same items would sell for a lot less in a global market, because the supply would be exponentially higher, which is what some people want, because they'll make more money. Those that want more money for their wares, crafted or otherwise, see it as being in their best interest to fight the institution of a global or even faction wide market because they all know that they can't charge as much for their stuff when more people are selling the same stuff.
Ah, but we're not talking about yachts, are we? We're talking about the wood to build them. Goldfarm Lumber Company bought out everyone else and is selling the wood, which is easy to collect, at exorbitant prices. Artificially inflating the price of both the wood and the yacht and preventing anyone who is not already wealthy from getting either. Nobody can compete with them because there is no other market to go to. Your only choice if you want wood but don't want to pay three years salary for it is to grab an axe and cut it yourself.
So, are you suggesting that price regulations are the answer? For example, ZOS implementing a price ceiling for each item in the game? Iron Ore can no longer be sold for more than 10 gold per unit. High Iron Ore can be sold for no more than 15 gold per unit. (Those prices are probably too high)
That sort of thing?
What you end up with then is ZOS having to monitor the economy, and adjust these price ceilings with what they deem is fair given the current state of inflation.
It is more profitable to sell something for 5 dollars to 100 people than it is to sell something for 100 dollars to 1 person.
This is what you aren't understanding. The increase in demand will more than make up for these prices drops you are referring to.
Drachenfier wrote: »Honestly, I can't believe some of you are so stubbornly arguing against a basic principle that is as sure as water is wet.
In some games, they are cheap, in others they are not. For example, last time I played WoW, basic leveling mats were outrageously expensive. Things like Linen Cloth, and Silk Cloth were more expensive than the mats that were dropping from the new zone.
But stop to think about why for a second. They were more expensive because the supply wasn't meeting the demand...
You had a bunch of new players coming to the game (or old players with new accounts possibly). They wanted to level their professions, but were power leveling through the content. Since fewer players were playing the low level content for a normal amount of time, there was a small supply of low level crafting mats, but the demand was extremely high.
This drove up the price of things like Silk Cloth and Linen Cloth. However, the price of the new Panda cloth was pretty much in line with Linen Cloth because everyone and their brother was getting it while doing the new content (which you couldn't really power level because Recruit-A-Friend bonus didn't apply to it).
Another reason they were so high was that veterans had boat loads of gold to spend, and weren't afraid to spend it to level up that new Panda character. While 5 gold might be an outrageous amount for a newcomer to the game, 5 gold is dropped off a single mob at the end-game content.
So yeah, basically Drachenfier is right.
Drachenfier wrote: »Virtually every single other MMO out there with a global AH system proves you wrong.
On the contrary, they all prove me right. Basic crafting mats are dirt cheap in Rift, SWTOR, and GW2, which are the only ones I'm actively playing or have actively played within the last few months (aside from ESO). The only way a scenario that you describe could be possible is in a game with a tiny player base (kind of like small limited markets!), in which case the basic economic rule of supply and demand is being met by the other end of the spectrum, where supply does not exceed demand.
Honestly, i can't believe some of you are so stubbornly arguing against a basic principle that is as sure as water is wet.
No on the contrary they all prove you wrong.
SWTOR and GW2 both had functioning economies where I could buy and sell with success. GW2 in particular had the best economy I have ever seen on the game. It worked amazing, and I could always sell and buy almost instantly. I could make money. I could spend money.
I never played rift, but judging by your other comments I would say that one probably worked rather well too. It seems you just have a problem with economies that work.
Supersomething wrote: »Drachenfier wrote: »Virtually every single other MMO out there with a global AH system proves you wrong.
On the contrary, they all prove me right. Basic crafting mats are dirt cheap in Rift, SWTOR, and GW2, which are the only ones I'm actively playing or have actively played within the last few months (aside from ESO). The only way a scenario that you describe could be possible is in a game with a tiny player base (kind of like small limited markets!), in which case the basic economic rule of supply and demand is being met by the other end of the spectrum, where supply does not exceed demand.
Honestly, i can't believe some of you are so stubbornly arguing against a basic principle that is as sure as water is wet.
I cannot comment about Swtor since I haven't played that after the first month after its initial launch. GW2 however I can comment on.
That game has an AH that spans all of it servers and because of this it deflates the inflationary value of gold which is a good thing. The reason being is because the rarer materials within that game such as Orichalcum, Legendary precursors, etc. were worth more by comparison to everyday mats. This idea that the game economy would instantly tank because of a singular AH is absolutely false because GW2 has already proved it could be done and it works exceptionally well.
Ah, but we're not talking about yachts, are we? We're talking about the wood to build them. Goldfarm Lumber Company bought out everyone else and is selling the wood, which is easy to collect, at exorbitant prices. Artificially inflating the price of both the wood and the yacht and preventing anyone who is not already wealthy from getting either. Nobody can compete with them because there is no other market to go to. Your only choice if you want wood but don't want to pay three years salary for it is to grab an axe and cut it yourself.
So, are you suggesting that price regulations are the answer? For example, ZOS implementing a price ceiling for each item in the game? Iron Ore can no longer be sold for more than 10 gold per unit. High Iron Ore can be sold for no more than 15 gold per unit. (Those prices are probably too high)
That sort of thing?
What you end up with then is ZOS having to monitor the economy, and adjust these price ceilings with what they deem is fair given the current state of inflation.
What?! Where in the world did you ever get the idea that I wanted ZOS to regulate prices?
No no no. That would be really, really bad. Not to mention a lot of extra work on ZOS's part.
No, I'm suggesting that having separate markets is a better idea than having everything forcibly lumped together in one gigantic Gold-Mart Super Center. All we really need right now is a way to open the guild stores to buyers in the general game population. Right now all you have is basically isolated villages trading with themselves. We need to let outsiders buy goods.
Drachenfier wrote: »Drachenfier wrote: »I notice nobody mentions that the 'global auction house' economies in other games are notoriously abused (and later left to fester and rot as carcasses) by large gold-farming rings, greedy nitwits and silly rabbits, who buyout everything, increase the pricing and toss them back on the auction block.
Then you didn't read the thread, its been mentioned many times, and it's utterly nonsensical. It's the most common mentioned excuse, and the least common occurrence in reality. The real reason people don't want a global economy is so that they can continue to artificially inflate prices by limiting supply to small markets.
Utterly nonsensical... Kind of like staying in a guild that allows its members to inflate prices (and that's a choice in this game, not an economic absolute) by limiting supply to small markets.
And no I didn't read through the whole thread, I skimmed it (sorry to all those who mentioned AH abuse, I really do try to read 5 pages a minute, but I'm only 1/10 that good). But I did it to avoid the inevitable groan that comes from reading posts by people who sterilize the content of other people's posts by presenting counterarguments based on supposition, and presenting them as facts. You can bet your head and every gold tooth that the vast majority of AHs on other games have major inflation problems the longer they run. How can you deny it? Anyone who's played those games has seen the evidence first hand! I even gave a prime example in Diablo3, would you like more examples? Actually, I'm sure you've read about it elsewhere, you can argue with those people if you like.
On the other hand, let's say I agree, for a moment, that limiting supply in small markets is the REAL reason people don't want a global economy... and not because I personally don't want to see all the crazy gold-farming, and/or gold purchasing shizbirds out there to be running around will a full set of gold gear because mommy (/spouse or /you) has a big wallet, and ESO's terms be damned! Wait a second, no, I really do disagree. I've seen this process happen, indirectly and directly, in a great many games, and *startling correlation* those games had global AH! And no I am not the kind of profiteer that you mention, I get all my gear and gold from pvp and dungeons (in cyrodiil)
IF I agreed for a moment, that the guild store needs improvement, I'd say that yes, the guild bank/store interface should probably be expanded on.... OH WAIT! I did say that. I forget, I barely read my own posts, let alone everyone else's. Shoot.
You misunderstand. The members themselves aren't inflating prices, they're keeping a pricing model that wouldn't be as high if the supply were higher. Therefore, the prices are artificially inflated by the lack of supply. Those same items would sell for a lot less in a global market, because the supply would be exponentially higher, which is what some people want, because they'll make more money. Those that want more money for their wares, crafted or otherwise, see it as being in their best interest to fight the institution of a global or even faction wide market because they all know that they can't charge as much for their stuff when more people are selling the same stuff.
It is more profitable to sell something for 5 dollars to 100 people than it is to sell something for 100 dollars to 1 person.
The increase in demand will more than make up for these prices drops you are referring to.
heck I would totaly be willing for a house system with vendors I have to pay a upkeep on as long as I can widely have it avalable for the masses to come in and look at what I am selling. Heck I would like a house system with vendors better would feel kinda like Ultima Online when I used to play all over again as I could use my house as my store heheh.
Drachenfier wrote: »Drachenfier wrote: »Drachenfier wrote: »I notice nobody mentions that the 'global auction house' economies in other games are notoriously abused (and later left to fester and rot as carcasses) by large gold-farming rings, greedy nitwits and silly rabbits, who buyout everything, increase the pricing and toss them back on the auction block.
Then you didn't read the thread, its been mentioned many times, and it's utterly nonsensical. It's the most common mentioned excuse, and the least common occurrence in reality. The real reason people don't want a global economy is so that they can continue to artificially inflate prices by limiting supply to small markets.
Utterly nonsensical... Kind of like staying in a guild that allows its members to inflate prices (and that's a choice in this game, not an economic absolute) by limiting supply to small markets.
And no I didn't read through the whole thread, I skimmed it (sorry to all those who mentioned AH abuse, I really do try to read 5 pages a minute, but I'm only 1/10 that good). But I did it to avoid the inevitable groan that comes from reading posts by people who sterilize the content of other people's posts by presenting counterarguments based on supposition, and presenting them as facts. You can bet your head and every gold tooth that the vast majority of AHs on other games have major inflation problems the longer they run. How can you deny it? Anyone who's played those games has seen the evidence first hand! I even gave a prime example in Diablo3, would you like more examples? Actually, I'm sure you've read about it elsewhere, you can argue with those people if you like.
On the other hand, let's say I agree, for a moment, that limiting supply in small markets is the REAL reason people don't want a global economy... and not because I personally don't want to see all the crazy gold-farming, and/or gold purchasing shizbirds out there to be running around will a full set of gold gear because mommy (/spouse or /you) has a big wallet, and ESO's terms be damned! Wait a second, no, I really do disagree. I've seen this process happen, indirectly and directly, in a great many games, and *startling correlation* those games had global AH! And no I am not the kind of profiteer that you mention, I get all my gear and gold from pvp and dungeons (in cyrodiil)
IF I agreed for a moment, that the guild store needs improvement, I'd say that yes, the guild bank/store interface should probably be expanded on.... OH WAIT! I did say that. I forget, I barely read my own posts, let alone everyone else's. Shoot.
You misunderstand. The members themselves aren't inflating prices, they're keeping a pricing model that wouldn't be as high if the supply were higher. Therefore, the prices are artificially inflated by the lack of supply. Those same items would sell for a lot less in a global market, because the supply would be exponentially higher, which is what some people want, because they'll make more money. Those that want more money for their wares, crafted or otherwise, see it as being in their best interest to fight the institution of a global or even faction wide market because they all know that they can't charge as much for their stuff when more people are selling the same stuff.
It is more profitable to sell something for 5 dollars to 100 people than it is to sell something for 100 dollars to 1 person.
The increase in demand will more than make up for these prices drops you are referring to.
I'm not sure how you got my replies twisted, but you're replying to me as if you're arguing with what I'm saying, when we're both saying the same thing. In what you quoted I was giving an example of how the small localized markets cause artificial inflation that doesn't exist in a global market.
Besides sheer quantity and/or instant gratification, what would a guild store or a global AH have that I couldn't go out in the game world and obtain on my own?
Ah, but we're not talking about yachts, are we? We're talking about the wood to build them. Goldfarm Lumber Company bought out everyone else and is selling the wood, which is easy to collect, at exorbitant prices. Artificially inflating the price of both the wood and the yacht and preventing anyone who is not already wealthy from getting either. Nobody can compete with them because there is no other market to go to. Your only choice if you want wood but don't want to pay three years salary for it is to grab an axe and cut it yourself.
So, are you suggesting that price regulations are the answer? For example, ZOS implementing a price ceiling for each item in the game? Iron Ore can no longer be sold for more than 10 gold per unit. High Iron Ore can be sold for no more than 15 gold per unit. (Those prices are probably too high)
That sort of thing?
What you end up with then is ZOS having to monitor the economy, and adjust these price ceilings with what they deem is fair given the current state of inflation.
What?! Where in the world did you ever get the idea that I wanted ZOS to regulate prices?
No no no. That would be really, really bad. Not to mention a lot of extra work on ZOS's part.
No, I'm suggesting that having separate markets is a better idea than having everything forcibly lumped together in one gigantic Gold-Mart Super Center. All we really need right now is a way to open the guild stores to buyers in the general game population. Right now all you have is basically isolated villages trading with themselves. We need to let outsiders buy goods.
While this approach would be better that what we have now, it would still be tedious having to browse through so many different markets to try and find the best deal on what you are looking for.
Final Fantasy 14 tried a similar approach, and it bombed. But I would be willing to give it a chance.
Ah, but we're not talking about yachts, are we? We're talking about the wood to build them. Goldfarm Lumber Company bought out everyone else and is selling the wood, which is easy to collect, at exorbitant prices. Artificially inflating the price of both the wood and the yacht and preventing anyone who is not already wealthy from getting either. Nobody can compete with them because there is no other market to go to. Your only choice if you want wood but don't want to pay three years salary for it is to grab an axe and cut it yourself.
So, are you suggesting that price regulations are the answer? For example, ZOS implementing a price ceiling for each item in the game? Iron Ore can no longer be sold for more than 10 gold per unit. High Iron Ore can be sold for no more than 15 gold per unit. (Those prices are probably too high)
That sort of thing?
What you end up with then is ZOS having to monitor the economy, and adjust these price ceilings with what they deem is fair given the current state of inflation.
What?! Where in the world did you ever get the idea that I wanted ZOS to regulate prices?
No no no. That would be really, really bad. Not to mention a lot of extra work on ZOS's part.
No, I'm suggesting that having separate markets is a better idea than having everything forcibly lumped together in one gigantic Gold-Mart Super Center. All we really need right now is a way to open the guild stores to buyers in the general game population. Right now all you have is basically isolated villages trading with themselves. We need to let outsiders buy goods.
While this approach would be better that what we have now, it would still be tedious having to browse through so many different markets to try and find the best deal on what you are looking for.
Final Fantasy 14 tried a similar approach, and it bombed. But I would be willing to give it a chance.
Just like shopping in RL though, you only go for as long as you have the will/patience for. You may not find the absolute best deal anywhere in the world for what you want, but you did get it cheaper than you would have if you only shopped at one store.
It is more profitable to sell something for 5 dollars to 100 people than it is to sell something for 100 dollars to 1 person.
This is what you aren't understanding. The increase in demand will more than make up for these prices drops you are referring to.
Gold farmers don't care about turning a profit immediately though. That's why in WoW they buy up all of the reasonably priced cloth, and re-list it for exorbitant prices. It's an investment for them. They invest 500 gold to buy all of the cloth that's reasonably priced. They know eventually demand will come along and need cloth to level. So they let it just sit there until someone comes along and buys that cloth for 10x the price at which the gold farmer purchased it.
.
@Mortelus +1 trading posts would tie in with current system nicely, as stated in original post I agree the current guild trading system needs refinements.
@Vorpedagel
@Humor @KerinKor @Thunder thanks for your opinions, we may disagree but that's the nature of discussion, I am looking for positive comments on how the current system could be improved without resorting to removing the entire system for a global AH, thank you.
@Mortelus +1 trading posts would tie in with current system nicely, as stated in original post I agree the current guild trading system needs refinements.
@Vorpedagel
@Humor @KerinKor @Thunder thanks for your opinions, we may disagree but that's the nature of discussion, I am looking for positive comments on how the current system could be improved without resorting to removing the entire system for a global AH, thank you.
Alright, here's a thought a "positive" thought on how they can improve the system... Instead of just having guild stores to guilds only, how about we open up Guild Stores to everyone in the entire game, and we can even add the addition of other players who do not wish to join a Guild, to post their wares across the very exact same "Guild Store", which let me remind you once again, is OPEN to EVERYONE.
This would vastly increase the amount of players who would use a "Guild Store".