Beat me to it but i just rerolled on a PvP server and had 10k gold before i hit level 20. Inflated markets help noobs most of all.NaciremaDiputs wrote: »Ask a new player to go to the AH and buy a full set low level green items on a server that has been around for 2+ years and see how "fine" they find the experience to be.
Ask that new player to go and pick up two gathering professions and start selling all the raw materials on that same server and they'll have plenty of money to buy that low level set of green armor.
alphawolph wrote: »Beat me to it but i just rerolled on a PvP server and had 10k gold before i hit level 20. Inflated markets help noobs most of all.NaciremaDiputs wrote: »Ask a new player to go to the AH and buy a full set low level green items on a server that has been around for 2+ years and see how "fine" they find the experience to be.
Ask that new player to go and pick up two gathering professions and start selling all the raw materials on that same server and they'll have plenty of money to buy that low level set of green armor.
So we agree AHs are awesome for new players to get the wealth from the rich to the poor.NaciremaDiputs wrote: »alphawolph wrote: »Beat me to it but i just rerolled on a PvP server and had 10k gold before i hit level 20. Inflated markets help noobs most of all.NaciremaDiputs wrote: »Ask a new player to go to the AH and buy a full set low level green items on a server that has been around for 2+ years and see how "fine" they find the experience to be.
Ask that new player to go and pick up two gathering professions and start selling all the raw materials on that same server and they'll have plenty of money to buy that low level set of green armor.
Yes, but that's because Blizzard has been taking measures to combat the problems by increasing the amount of gold awarded from quests and drops while leveling. They also open new servers periodically, which creates a new, insulated market on the new server. And since they don't use the megaserver approach, even the established markets are insulated from the effects of the markets on other servers. Blizzard also has better gold sinks to help combat the inflation created by the added wealth that comes from the increased gold awarded from different sources.
NaciremaDiputs wrote: »NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
All I know is this Nacirema: for these items to be so infinite as you make out I sure do have a hard time finding them up for sale. So they aren't very infinite in any of my guild stores. They are damn rare actually and hardly ever available.
The items remain rare because the Guild Store system insulates markets against a sudden and unpredictable influx of goods that would flood the market and destroy the value of the goods.
NaciremaDiputs wrote: »NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
All I know is this Nacirema: for these items to be so infinite as you make out I sure do have a hard time finding them up for sale. So they aren't very infinite in any of my guild stores. They are damn rare actually and hardly ever available.
The items remain rare because the Guild Store system insulates markets against a sudden and unpredictable influx of goods that would flood the market and destroy the value of the goods.
No. They "insulate" the market from goods period - rather it's a sudden or unpredictable influx or not. And that is why these Guild Stores suck.
And you don't improve an economy by choking off its supply so people become desperate and pay unreasonable prices for things. That's called price gouging and taking advantage of a bad situation. That isn't helping to maintain the true value of goods. Supply and demand does that.
NaciremaDiputs wrote: »NaciremaDiputs wrote: »NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
All I know is this Nacirema: for these items to be so infinite as you make out I sure do have a hard time finding them up for sale. So they aren't very infinite in any of my guild stores. They are damn rare actually and hardly ever available.
The items remain rare because the Guild Store system insulates markets against a sudden and unpredictable influx of goods that would flood the market and destroy the value of the goods.
No. They "insulate" the market from goods period - rather it's a sudden or unpredictable influx or not. And that is why these Guild Stores suck.
And you don't improve an economy by choking off its supply so people become desperate and pay unreasonable prices for things. That's called price gouging and taking advantage of a bad situation. That isn't helping to maintain the true value of goods. Supply and demand does that.
Except you're still trying to apply a real world model of supply & demand to a video game where the production of goods differs entirely.
The action house in wow is silly. There isnt anything you cant buy for a faily cheap price, which pretty much shows why I dont want any type of AH to ever come close to ESO!
NaciremaDiputs wrote: »If you can't make sense of supply & demand in the real world why are you trying to debate it in a video game?
NaciremaDiputs wrote: »If you can't make sense of supply & demand in the real world why are you trying to debate it in a video game?
I said I couldn't make sense of your ideas about the real world models of supply and demand. There is a big difference
The action house in wow is silly. There isnt anything you cant buy for a faily cheap price, which pretty much shows why I dont want any type of AH to ever come close to ESO!
Yes how terrible. You can buy things you want for fairly cheap prices. We certainly don't want that here now do we. We much rather have things rarely sold and expensive.
The action house in wow is silly. There isnt anything you cant buy for a faily cheap price, which pretty much shows why I dont want any type of AH to ever come close to ESO!
Yes how terrible. You can buy things you want for fairly cheap prices. We certainly don't want that here now do we. We much rather have things rarely sold and expensive.
Yeah, like others have said in this thread, the anti AH crowd really is puzzling at times...why shouldn't consumers have access to plenty of items at competitive prices??? Either people are just clueless, or they really think it is their right to price gouge other players through a borked system.
Again, if the devs are worried about "rare" loot issues, there are easy ways to adjust those inputs without screwing with market fundamentals.
The action house in wow is silly. There isnt anything you cant buy for a faily cheap price, which pretty much shows why I dont want any type of AH to ever come close to ESO!
Yes how terrible. You can buy things you want for fairly cheap prices. We certainly don't want that here now do we. We much rather have things rarely sold and expensive.
Yeah, like others have said in this thread, the anti AH crowd really is puzzling at times...why shouldn't consumers have access to plenty of items at competitive prices??? Either people are just clueless, or they really think it is their right to price gouge other players through a borked system.
Again, if the devs are worried about "rare" loot issues, there are easy ways to adjust those inputs without screwing with market fundamentals.
Bears.
Beets.
Battlestar Galactica.
The action house in wow is silly. There isnt anything you cant buy for a faily cheap price, which pretty much shows why I dont want any type of AH to ever come close to ESO!
NaciremaDiputs wrote: »NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
All I know is this Nacirema: for these items to be so infinite as you make out I sure do have a hard time finding them up for sale. So they aren't very infinite in any of my guild stores. They are damn rare actually and hardly ever available.
The items remain rare because the Guild Store system insulates markets against a sudden and unpredictable influx of goods that would flood the market and destroy the value of the goods.
But they "insulate" the market from goods period - rather it's a sudden or unpredictable influx or not. And that is basically why they suck.
And you don't improve an economy by choking off its supply so people become desperate and pay unreasonable prices for things. That's called price gouging and taking advantage of a bad situation. That isn't helping to maintain the true value of goods.
NaciremaDiputs wrote: »NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
All I know is this Nacirema: for these items to be so infinite as you make out I sure do have a hard time finding them up for sale. So they aren't very infinite in any of my guild stores. They are damn rare actually and hardly ever available.
The items remain rare because the Guild Store system insulates markets against a sudden and unpredictable influx of goods that would flood the market and destroy the value of the goods.
But they "insulate" the market from goods period - rather it's a sudden or unpredictable influx or not. And that is basically why they suck.
And you don't improve an economy by choking off its supply so people become desperate and pay unreasonable prices for things. That's called price gouging and taking advantage of a bad situation. That isn't helping to maintain the true value of goods.
You're claiming that guild stores + no global AH = no access to market that somehow magically creates a price gouging market. How can it create a price gouging market if no one has access to the market???
Trenchfoot wrote: »I have no strong feelings one way or the other really but the guild store interface is just pants-on-head ***. So anything would be an improvement really.
@Dyvim wrote:
Like a 500 person x 5 guild store front?
How many MMORPGs have you played other the WoW where AH IS a standard.
I have played MMORPG since the mid 90ies and playerdriven economy, events, Roleplay, raids, are shining in the games where the setup is good.
I don't want to be rude, but are you sure ESO is for you? If you don't like interacting with people and wants to sell and buy anonymity???
Like a gold seller in a guild store?What are you selling? Stole goods?
Here is the funny before we go on Con go:You don't have to be in a guild at all. Thats is your choice, which is one of the core features with ESO. But as most things in ESO, you choose, you get the effect of it.
What YOU want, "But as most things in ESO, you choose, you get the effect of it", no one else can express a desire that can benefit a percentage that by forum numbers is the majority.Patch 1.1 = More enchanting nodes. More fishing featurs and they add recepies for the new zone, which some only the hireling can bring.
I really love new ideas and how much work OP put in his post.
I do like the idea of certain traideskills gets added skills they can learn IF!!! BIG IFFF, Zenimax introduces housing.
A store that sells you mats which is rare by the core of the game....you should not have access to everything. Some things are more valueble and rare then others.
.......
Is it to much to ask that someone comes up with the idea that, lets make a really good provisioning recepie but it needs a drop from a very hard raid boss + materials from other tradeskillers and takes time to produce?
OP, Love your post. Dont agree with much of it though.
2,500 personally, and well known, friends in 5 guilds ....If you like to buy and sell anonymity, there are plenty of NPC shops who will by anything really. Not very much gold, but you get your anonymity.
@Dyvim wrote:
First of all I love your Sig
I have 4 guilds I joined early on for trading. I have grown to dislike the guild store system but I had to resign myself to the fact it isn't going to change.
I decided to join one with a small group of people to run content with because I missed the feeling of being in a social guild and building friendships with people. We keep selling out of the guild for the most part and it provides the atmosphere of what I like about being in a guild.