UltimaJoe777 wrote: »If the player market decides to inflate prices just because of Undaunted Plunder then that is no fault of Zenimax. They have provided players a means of earning gold since BoE is out, and that was removed so people have good incentive to run dungeons and trials.
Minute_Waltz wrote: »Question. Do we know how many of these do you get in a full run? Did any group test is before post like this come up? If its let say 1 per boss so 3-5 per run, and gold injection rate is comparable to farm dungeons selling gear to merchant, will this still be an issue?
I think what he is saying is a larger portion of gold will be injected into the economy. More people with more gold means higher prices.
As of right now people who run trials sell there items for gold that was already in the economy, but now instead of 1 person gaining while another loses gold we will just have 1 person gaining it with nobody losing any.
Which means more gold in the economy, which can only lead to inflation, they are most definitely directly involved with the inflation of the market if this happens.
Lol. The "playerbase" is not a hive mind. As long as good gold is available for farming bosses, people *will* farm bosses. They aren't going to say, "gee, I'm going to choose not to do this personally advantageous thing on principle, because I think it would be bad for the economy."UltimaJoe777 wrote: »That is the playerbase's decision though and they can decide not to inflate
silvereyes wrote: »Lol. The "playerbase" is not a hive mind. As long as good gold is available for farming bosses, people *will* farm bosses. They aren't going to say, "gee, I'm going to choose not to do this personally advantageous thing on principle, because I think it would be bad for the economy."
Oh, yeah, I did misunderstand you, but there's still a big problem with your statement. Inflation doesn't happen because sellers "decide" anything. Inflation happens because buyers are willing to spend more, because they have more gold available.UltimaJoe777 wrote: »I think you misunderstood me lol I meant players can choose NOT to raise their prices just because a gold faucet got turned on.
silvereyes wrote: »Oh, yeah, I did misunderstand you, but there's still a big problem with your statement. Inflation doesn't happen because sellers "decide" anything. Inflation happens because buyers are willing to spend more, because they have more gold available.
Consider this example.SpoilerA player needs to buy 10 columbines to make tri-pots for a raid next week. Say for example that MM average price for columbine is 300 gold each. All the 300 gold columbines are already sold out, because it's the weekend. But a seller has listed 10x columbine on the store for 400 gold each, hoping to catch someone desperate. The player doesn't need the columbines right away, and they are willing to come back and check prices later if they don't find any good prices.
Now say this player has only 3k to spend, but the only thing he needs are columbine. He will almost certainly decide that getting 10 columbine at market price later is much better than getting only 7 now, so he will come back later.
Now say this player has 4k available. He *may* decide to buy the 400 gold columbine despite the high price, to avoid having to go shopping later. He has enough money, so at least it's an option.
By making that purchase, he just moved the MM average up ever so slightly. He also used up the entire supply of 10x columbine for 400 gold ea.
Now say another player comes along with a ton of money and desperately needs columbine right away. Cost is no object, but all the 300 gold columbine and all the 400 gold columbine is gone. The only ones left are 600 gold, listed by some really greedy person. The desperate player buys the extremely overpriced flowers and drives up the MM average a bit more.
Does this make sense how *everybody* having more gold would lead to price inflation, regardless of whether most sellers decide to list mats at market price? Market price has an insidious way of moving up all on its own, just because of changes in buyer behavior.
Minute_Waltz wrote: »So I can get a good group to run vet elden for example at 8min per run, by looting and selling everything to merchant thats about 2k each person. I can do this 5 times (40min) and 8k gold per person is injected into the game.
Alternatively I can run vHRC in 40min, if boss 1 = 1k, 2 = 2k etc, then ill only be getting 6k gold in that 40min run, or lets say 7k if i want to sell all the aether/VO junks to merchant.
So its still a loss to run trials in a way that you can earn from in dungeons, I seriously don't see the issue here.
Giles.floydub17_ESO wrote: »@BigBressler
Regardless of how the voices in the forums have expressed themselves, it is pure conjecture as to how this will effect the economy. Granted, the forums enjoys speaking on things with little information to base it on.
Additionally, your suggestion to make housing into a huge gold sink to balance out the fears you state some have will essentially make housing unattainable for many in the game by pricing it in such a manner you seem to suggest. Housing would only be for the rich in the world you paint.
Not a very good solution to a hypothetical situation.
BigBressler wrote: »
Well not all houses. A cheap one could be like 50k. But the big ones that look more like guild halls could cost anywhere from 500k-1m. Pure speculation of course, but that's how I'd do it.
Bobby_V_Rockit wrote: »Yeah, I sold 65 frost mirriams today for 120k, I only use blue health stam food, so that 65 was accrued for free via the hireling.... And I sold it at 66% market value, other people sell them for 3k ea (180k if I wanted to be greedy), the new owner can now flip the product and make a further 60k on the investment...
silvereyes wrote: »Oh, yeah, I did misunderstand you, but there's still a big problem with your statement. Inflation doesn't happen because sellers "decide" anything. Inflation happens because buyers are willing to spend more, because they have more gold available.
Consider this example.SpoilerA player needs to buy 10 columbines to make tri-pots for a raid next week. Say for example that MM average price for columbine is 300 gold each. All the 300 gold columbines are already sold out, because it's the weekend. But a seller has listed 10x columbine on the store for 400 gold each, hoping to catch someone desperate. The player doesn't need the columbines right away, and they are willing to come back and check prices later if they don't find any good prices.
Now say this player has only 3k to spend, but the only thing he needs are columbine. He will almost certainly decide that getting 10 columbine at market price later is much better than getting only 7 now, so he will come back later.
Now say this player has 4k available. He *may* decide to buy the 400 gold columbine despite the high price, to avoid having to go shopping later. He has enough money, so at least it's an option.
By making that purchase, he just moved the MM average up ever so slightly. He also used up the entire supply of 10x columbine for 400 gold ea.
Now say another player comes along with a ton of money and desperately needs columbine right away. Cost is no object, but all the 300 gold columbine and all the 400 gold columbine is gone. The only ones left are 600 gold, listed by some really greedy person. The desperate player buys the extremely overpriced flowers and drives up the MM average a bit more.
Does this make sense how *everybody* having more gold would lead to price inflation, regardless of whether most sellers decide to list mats at market price? Market price has an insidious way of moving up all on its own, just because of changes in buyer behavior.
Try not to read too much into a simplified fictional example. It's just a description of how buyer behavior *can* change when more gold is in the economy overall. Somebody out there has more gold, whether it's the raider, or the person they bought their mats/potions from, or the people that mat seller bought things from with the extra gold.UltimaJoe777 wrote: »I doubt Undaunted Plunder will make people want to toss money around because they will make less overall than they did before by selling good BoE items.
UltimaJoe777 wrote: »I think you misunderstood me lol I meant players can choose NOT to raise their prices just because a gold faucet got turned on.
I assume you believe in communism too, since you're thinking that there's some kind of party ideology that players are going to follow and keep prices just the same.
What kind of choice is that anyway? "You can be a loser with no money or a winner with millions"? You must be new to psychology.
The pots you spend on raiding (if you do it decently) cost more than the undaunted plunder you get.
This right here illustrates a core misunderstanding of what inflation is. Inflation = devaluation of currency due to increased supply of currency. It means lower buying power per unit of currency. Deflation is the opposite: increased currency value and better buying power for each unit of currency.UltimaJoe777 wrote: »Undaunted Plunder will not live up to what people can make selling BoE items, which means if anything DEflation may occur.
silvereyes wrote: »This right here illustrates a core misunderstanding of what inflation is. Inflation = devaluation of currency due to increased supply of currency. It means lower buying power per unit of currency. Deflation is the opposite: increased currency value and better buying power for each unit of currency.
It's a specific economics term with a specific meaning, and it's being misused here. It completely misses the point if you think it has anything to with your individual return on investment for running trials.
Agreed. Whether inflation happens or not, the AMA yesterday solidified that they aren't changing Undaunted Plunder. I just hope they are serious about monitoring the new gold faucet they opened up.UltimaJoe777 wrote: »there is no point as it's off topic to this thread