What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.
What is your evidence on your claim ‘inflation is a normal part of healthy economy’?
Correction...You are claiming ur opinion as facts without presenting evidence.
People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.
What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.
Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.
I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.
Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »Auth3nticGlitch wrote: »VaranisArano wrote: »Are those really the ways most players gain gold?
When I think of quick ways to gain lots of gold through gameplay, I don't ever recommend "Yo, play PVP so if your alliance wins you too can make 19,000 gold every month!" I think my personal "Thanks for participating!" Reward from the Grand Warlord is usually around 3,000 gold a month?
Just saying.
Haha right? Whenever I need to make gold I’ll go farming mats, overland sets, daily quests which provide motifs, recipes etc and sell all of it. Not to mention deconstruction and refining jewellery mats so I get the grains/plating I can sell.
The last resort is fishing for perfect roe or psijic satchels but fishing is hardly rewardable especially considering I can filet 600 fish and due to rngesus sometimes only get 2 perfect roe, which takes hours of fishing to get.
Ngl, I hate the prices being so high when I go to purchase something but the prices I can sell the items I farm is starting to balance everything out for me.
Gaining mats or motif is not gaining gold directly.
It does not contribute to inflation.
Only direct gold gain out of thin air cause inflation.
Yes, but they also demonstrate part of the issue with restricting gold generation from gameplay. Farming stuff to sell to other players may not be gold generation, but it's a lot more profitable than any source of gold generation from gameplay. Players who farm stuff to sell will always by able to accumulate gold through trading - its gold transfer, not gold creation, but those players won't lack for gold to buy what they want. On the other hand, it's the players who typically get their gold from gameplay who have much less gold and who complain that their meager gold doesn't let them buy what they need.
When you throttle the ability of players to get gold from the Justice System, Antiquities, or Crafting Writs, or questing, you also throttle the ability of players to make decent amounts of gold without selling stuff to other players. That's immediately harmful to players who don't like trading guilds. It's secondarily harmful to players who don't like to be self-sufficient farmers, since they still need stuff, but now they can't get the gold through gameplay to buy what they need except through even greater effort.
Most of my gold comes through trading materials, at this point. If you throttle gold from gameplay, it's not going to hurt me much, because I have reserves and I'm willing to farm mats that would otherwise be a big gold outlay. But at 8 million gold, I'm rich compared to the average player.
But for new players, throttling their ability to get gold through gameplay is only going to force them into farming stuff for sale or leave them perpetually gold-poor. More importantly, from a game design standpoint, it takes away rewards from normal gameplay, and instead encourages players to join in the trading minigame of gold transfer between players.
- I say this as someone who, when I was a brand new player terrified of joining a guild, made my gold by harvesting mats and selling them to the NPC vendors. Yeah, feel free to laugh.Hey, a stack of 200 iron sold for 800 gold! Similarly, when I made a brand new character on the EU server for a day, my starting gold came from stealing stuff in Vulkhel Guard and hawking it to the fence. So seriously, when you throttle sources of gold from gameplay, players who don't want to join guilds are going to get hit hard. New players are going to struggle to gain gold unless they quickly start farming accessible stuff like reagents to sell and join a trading guild.
Gold transfer should be a important part of game play.
Trading guild is a system unique to this game. It should be featured more.
Nerfing direct gold gain make trade guild more important.
This is a good thing, show the alternative to a boring auction house.
ForzaRammer wrote: »Unlike people who claim it is just 'supply and demand shift', I was right all along
I understand zos want to sell crown houses and stuff.
Here is my original solution, lower all gold gain.
Remove treasure in antique, remove daily quest gold.
Half the pvp campaign reward, half the trial plunder.
And here was another person's suggestion.
Remove transmute crystal for reconstruction, change it to gold.
Inflation is based on the purchasing power of a currency across the entire economy using the CPI.
ForzaRammer wrote: »Unlike people who claim it is just 'supply and demand shift', I was right all along
I understand zos want to sell crown houses and stuff.
Here is my original solution, lower all gold gain.
Remove treasure in antique, remove daily quest gold.
Half the pvp campaign reward, half the trial plunder.
And here was another person's suggestion.
Remove transmute crystal for reconstruction, change it to gold.
Prices are going up because the game is rewarding more gold than desirable goods.
So there's more gold chasing after an insufficient amount of "stuff".
The biggest gold faucet in the game is daily writs. For example, PC/EU is not my main server (I live in the US, and PC/NA is my home), so I'm not in any trade guilds on PC/EU. But I have almost 40 million gold on PC/EU. Where does it come from? Doing writs every day on multiple characters.
How do we fix this? Simple. Reduce the gold reward from daily writs. Increase the material rewards from daily writs to compensate. Now you have less gold chasing after more stuff and prices will deflate.
When Undaunted Plunder was first introduced on the PTS years ago, I argued that it would be better to reward players with things like alchemy satchels rather than plunder. Players don't consume gold doing trials--they consume material goods. And they should be compensated with material goods in return. Otherwise, they're sinking material goods and getting gold to chase after a supply of material goods that doesn't increase.
The OP's suggestion is bad for a number of reasons:
- They're proposing a direct nerf to rewards rather than a rebalance of the ratio of reward type. People want something in return for the time that they put in. The problem isn't that people are being rewarded too much for their time. It's that they're being rewarded with the wrong thing.
- They're proposing nerfs to the wrong things. PvP rewards? LOL.
spartaxoxo wrote: »ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »Auth3nticGlitch wrote: »VaranisArano wrote: »Are those really the ways most players gain gold?
When I think of quick ways to gain lots of gold through gameplay, I don't ever recommend "Yo, play PVP so if your alliance wins you too can make 19,000 gold every month!" I think my personal "Thanks for participating!" Reward from the Grand Warlord is usually around 3,000 gold a month?
Just saying.
Haha right? Whenever I need to make gold I’ll go farming mats, overland sets, daily quests which provide motifs, recipes etc and sell all of it. Not to mention deconstruction and refining jewellery mats so I get the grains/plating I can sell.
The last resort is fishing for perfect roe or psijic satchels but fishing is hardly rewardable especially considering I can filet 600 fish and due to rngesus sometimes only get 2 perfect roe, which takes hours of fishing to get.
Ngl, I hate the prices being so high when I go to purchase something but the prices I can sell the items I farm is starting to balance everything out for me.
Gaining mats or motif is not gaining gold directly.
It does not contribute to inflation.
Only direct gold gain out of thin air cause inflation.
Yes, but they also demonstrate part of the issue with restricting gold generation from gameplay. Farming stuff to sell to other players may not be gold generation, but it's a lot more profitable than any source of gold generation from gameplay. Players who farm stuff to sell will always by able to accumulate gold through trading - its gold transfer, not gold creation, but those players won't lack for gold to buy what they want. On the other hand, it's the players who typically get their gold from gameplay who have much less gold and who complain that their meager gold doesn't let them buy what they need.
When you throttle the ability of players to get gold from the Justice System, Antiquities, or Crafting Writs, or questing, you also throttle the ability of players to make decent amounts of gold without selling stuff to other players. That's immediately harmful to players who don't like trading guilds. It's secondarily harmful to players who don't like to be self-sufficient farmers, since they still need stuff, but now they can't get the gold through gameplay to buy what they need except through even greater effort.
Most of my gold comes through trading materials, at this point. If you throttle gold from gameplay, it's not going to hurt me much, because I have reserves and I'm willing to farm mats that would otherwise be a big gold outlay. But at 8 million gold, I'm rich compared to the average player.
But for new players, throttling their ability to get gold through gameplay is only going to force them into farming stuff for sale or leave them perpetually gold-poor. More importantly, from a game design standpoint, it takes away rewards from normal gameplay, and instead encourages players to join in the trading minigame of gold transfer between players.
- I say this as someone who, when I was a brand new player terrified of joining a guild, made my gold by harvesting mats and selling them to the NPC vendors. Yeah, feel free to laugh.Hey, a stack of 200 iron sold for 800 gold! Similarly, when I made a brand new character on the EU server for a day, my starting gold came from stealing stuff in Vulkhel Guard and hawking it to the fence. So seriously, when you throttle sources of gold from gameplay, players who don't want to join guilds are going to get hit hard. New players are going to struggle to gain gold unless they quickly start farming accessible stuff like reagents to sell and join a trading guild.
Gold transfer should be a important part of game play.
Trading guild is a system unique to this game. It should be featured more.
Nerfing direct gold gain make trade guild more important.
This is a good thing, show the alternative to a boring auction house.
Claims hyper inflation is morally wrong
Also claims gold gain being monopolized by a few trading guilds is good.
I don't follow the logic here tbh. Please make it make sense.
Prices are going up because the game is rewarding more gold than desirable goods.
So there's more gold chasing after an insufficient amount of "stuff".
The biggest gold faucet in the game is daily writs. For example, PC/EU is not my main server (I live in the US, and PC/NA is my home), so I'm not in any trade guilds on PC/EU. But I have almost 40 million gold on PC/EU. Where does it come from? Doing writs every day on multiple characters.
How do we fix this? Simple. Reduce the gold reward from daily writs. Increase the material rewards from daily writs to compensate. Now you have less gold chasing after more stuff and prices will deflate.
When Undaunted Plunder was first introduced on the PTS years ago, I argued that it would be better to reward players with things like alchemy satchels rather than plunder. Players don't consume gold doing trials--they consume material goods. And they should be compensated with material goods in return. Otherwise, they're sinking material goods and getting gold to chase after a supply of material goods that doesn't increase.
The OP's suggestion is bad for a number of reasons:
- They're proposing a direct nerf to rewards rather than a rebalance of the ratio of reward type. People want something in return for the time that they put in. The problem isn't that people are being rewarded too much for their time. It's that they're being rewarded with the wrong thing.
- They're proposing nerfs to the wrong things. PvP rewards? LOL.
spartaxoxo wrote: »Inflation is based on the purchasing power of a currency across the entire economy using the CPI.
Game economies and their inflation are typically calculated by the player economy not the NPCs, although NPC prices for various similar goods have risen over the years.
Developers will introduce sinks or faucets as necessary to ensure a good player economy.
They'll take a player "basket of good" and monitor the changes in prices of those goods to measure inflation, and determine if a player economy is healthy.
What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
ForzaRammer wrote: »What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
4. Argentina is an example where it’s 50% annual inflation and economy is unhealthy. I don’t see how you can claim 100% inflation is healthy economy.
ForzaRammer wrote: »Unlike people who claim it is just 'supply and demand shift', I was right all along
I understand zos want to sell crown houses and stuff.
Here is my original solution, lower all gold gain.
Remove treasure in antique, remove daily quest gold.
Half the pvp campaign reward, half the trial plunder.
And here was another person's suggestion.
Remove transmute crystal for reconstruction, change it to gold.
ForzaRammer wrote: »spartaxoxo wrote: »ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »Auth3nticGlitch wrote: »VaranisArano wrote: »Are those really the ways most players gain gold?
When I think of quick ways to gain lots of gold through gameplay, I don't ever recommend "Yo, play PVP so if your alliance wins you too can make 19,000 gold every month!" I think my personal "Thanks for participating!" Reward from the Grand Warlord is usually around 3,000 gold a month?
Just saying.
Haha right? Whenever I need to make gold I’ll go farming mats, overland sets, daily quests which provide motifs, recipes etc and sell all of it. Not to mention deconstruction and refining jewellery mats so I get the grains/plating I can sell.
The last resort is fishing for perfect roe or psijic satchels but fishing is hardly rewardable especially considering I can filet 600 fish and due to rngesus sometimes only get 2 perfect roe, which takes hours of fishing to get.
Ngl, I hate the prices being so high when I go to purchase something but the prices I can sell the items I farm is starting to balance everything out for me.
Gaining mats or motif is not gaining gold directly.
It does not contribute to inflation.
Only direct gold gain out of thin air cause inflation.
Yes, but they also demonstrate part of the issue with restricting gold generation from gameplay. Farming stuff to sell to other players may not be gold generation, but it's a lot more profitable than any source of gold generation from gameplay. Players who farm stuff to sell will always by able to accumulate gold through trading - its gold transfer, not gold creation, but those players won't lack for gold to buy what they want. On the other hand, it's the players who typically get their gold from gameplay who have much less gold and who complain that their meager gold doesn't let them buy what they need.
When you throttle the ability of players to get gold from the Justice System, Antiquities, or Crafting Writs, or questing, you also throttle the ability of players to make decent amounts of gold without selling stuff to other players. That's immediately harmful to players who don't like trading guilds. It's secondarily harmful to players who don't like to be self-sufficient farmers, since they still need stuff, but now they can't get the gold through gameplay to buy what they need except through even greater effort.
Most of my gold comes through trading materials, at this point. If you throttle gold from gameplay, it's not going to hurt me much, because I have reserves and I'm willing to farm mats that would otherwise be a big gold outlay. But at 8 million gold, I'm rich compared to the average player.
But for new players, throttling their ability to get gold through gameplay is only going to force them into farming stuff for sale or leave them perpetually gold-poor. More importantly, from a game design standpoint, it takes away rewards from normal gameplay, and instead encourages players to join in the trading minigame of gold transfer between players.
- I say this as someone who, when I was a brand new player terrified of joining a guild, made my gold by harvesting mats and selling them to the NPC vendors. Yeah, feel free to laugh.Hey, a stack of 200 iron sold for 800 gold! Similarly, when I made a brand new character on the EU server for a day, my starting gold came from stealing stuff in Vulkhel Guard and hawking it to the fence. So seriously, when you throttle sources of gold from gameplay, players who don't want to join guilds are going to get hit hard. New players are going to struggle to gain gold unless they quickly start farming accessible stuff like reagents to sell and join a trading guild.
Gold transfer should be a important part of game play.
Trading guild is a system unique to this game. It should be featured more.
Nerfing direct gold gain make trade guild more important.
This is a good thing, show the alternative to a boring auction house.
Claims hyper inflation is morally wrong
Also claims gold gain being monopolized by a few trading guilds is good.
I don't follow the logic here tbh. Please make it make sense.
Trade guild don’t gain gold directly. I see no issue with any indirect gold gain.
Balance issue possibly exist. But that’s for a different discussion.
ForzaRammer wrote: »What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
4. Argentina is an example where it’s 50% annual inflation and economy is unhealthy. I don’t see how you can claim 100% inflation is healthy economy.
You can't use "annual" inflation in the real world and "annual" inflation in a video game that will only be around for maybe 20 years at most.
As best you could get a proxy by looking at the "monthly" inflation in game and compare that to the "annual" real world inflation.
ForzaRammer wrote: »ForzaRammer wrote: »What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
4. Argentina is an example where it’s 50% annual inflation and economy is unhealthy. I don’t see how you can claim 100% inflation is healthy economy.
You can't use "annual" inflation in the real world and "annual" inflation in a video game that will only be around for maybe 20 years at most.
As best you could get a proxy by looking at the "monthly" inflation in game and compare that to the "annual" real world inflation.
My reply is, i am not sure yugoslavia countries lasted 20 years.
VaranisArano wrote: »ForzaRammer wrote: »spartaxoxo wrote: »ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »Auth3nticGlitch wrote: »VaranisArano wrote: »Are those really the ways most players gain gold?
When I think of quick ways to gain lots of gold through gameplay, I don't ever recommend "Yo, play PVP so if your alliance wins you too can make 19,000 gold every month!" I think my personal "Thanks for participating!" Reward from the Grand Warlord is usually around 3,000 gold a month?
Just saying.
Haha right? Whenever I need to make gold I’ll go farming mats, overland sets, daily quests which provide motifs, recipes etc and sell all of it. Not to mention deconstruction and refining jewellery mats so I get the grains/plating I can sell.
The last resort is fishing for perfect roe or psijic satchels but fishing is hardly rewardable especially considering I can filet 600 fish and due to rngesus sometimes only get 2 perfect roe, which takes hours of fishing to get.
Ngl, I hate the prices being so high when I go to purchase something but the prices I can sell the items I farm is starting to balance everything out for me.
Gaining mats or motif is not gaining gold directly.
It does not contribute to inflation.
Only direct gold gain out of thin air cause inflation.
Yes, but they also demonstrate part of the issue with restricting gold generation from gameplay. Farming stuff to sell to other players may not be gold generation, but it's a lot more profitable than any source of gold generation from gameplay. Players who farm stuff to sell will always by able to accumulate gold through trading - its gold transfer, not gold creation, but those players won't lack for gold to buy what they want. On the other hand, it's the players who typically get their gold from gameplay who have much less gold and who complain that their meager gold doesn't let them buy what they need.
When you throttle the ability of players to get gold from the Justice System, Antiquities, or Crafting Writs, or questing, you also throttle the ability of players to make decent amounts of gold without selling stuff to other players. That's immediately harmful to players who don't like trading guilds. It's secondarily harmful to players who don't like to be self-sufficient farmers, since they still need stuff, but now they can't get the gold through gameplay to buy what they need except through even greater effort.
Most of my gold comes through trading materials, at this point. If you throttle gold from gameplay, it's not going to hurt me much, because I have reserves and I'm willing to farm mats that would otherwise be a big gold outlay. But at 8 million gold, I'm rich compared to the average player.
But for new players, throttling their ability to get gold through gameplay is only going to force them into farming stuff for sale or leave them perpetually gold-poor. More importantly, from a game design standpoint, it takes away rewards from normal gameplay, and instead encourages players to join in the trading minigame of gold transfer between players.
- I say this as someone who, when I was a brand new player terrified of joining a guild, made my gold by harvesting mats and selling them to the NPC vendors. Yeah, feel free to laugh.Hey, a stack of 200 iron sold for 800 gold! Similarly, when I made a brand new character on the EU server for a day, my starting gold came from stealing stuff in Vulkhel Guard and hawking it to the fence. So seriously, when you throttle sources of gold from gameplay, players who don't want to join guilds are going to get hit hard. New players are going to struggle to gain gold unless they quickly start farming accessible stuff like reagents to sell and join a trading guild.
Gold transfer should be a important part of game play.
Trading guild is a system unique to this game. It should be featured more.
Nerfing direct gold gain make trade guild more important.
This is a good thing, show the alternative to a boring auction house.
Claims hyper inflation is morally wrong
Also claims gold gain being monopolized by a few trading guilds is good.
I don't follow the logic here tbh. Please make it make sense.
Trade guild don’t gain gold directly. I see no issue with any indirect gold gain.
Balance issue possibly exist. But that’s for a different discussion.
I don't view the balance issues resulting from forcing players into trading guilds if they want to make gold efficiently after all gameplay sources of gold have been cut off or throttled as a different discussion from the one where we're talking about your suggestion to cut off or throttle gameplay sources of gold.
To be specific, we're talking about:
- new players will have a much harder time making gold through normal gameplay, forcing them to farm goods for trade or be poorer than a new player can be now
- players who dislike trading guilds just simply have a harder time making gold through normal gameplay
- there's only a maximum of about 98,500 slots open for players at public guild traders. Have you considered how to manage access to guild traders once you cut off or throttle gold through gameplay?
- console and PC trading guilds operate differently. Console players often have to pay guild dues, making it harder for gold-poor new players to start trading since their gold through gameplay is cut off or throttled.
You didn't confirm that you were advocating for this above, but neither have you denied it. So I'm not sure what to think.
Lest you say, "Oh, that's a different discussion," consider that in order for your idea to be workable, ZOS is going to have to look at how to deal with the balance issues before they let any changes go Live. It's ZOS who has to think about how they want a new player to experience the game , such as making gold by Crafting or questing, or whether the new player should be even more gold-poor by the time they finish the latest Chapter and then start farming stuff to trade if they want money.
So if your idea is workable - no, more than that - is desirable, what's your answer to those balance concerns?
ForzaRammer wrote: »ForzaRammer wrote: »What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
4. Argentina is an example where it’s 50% annual inflation and economy is unhealthy. I don’t see how you can claim 100% inflation is healthy economy.
You can't use "annual" inflation in the real world and "annual" inflation in a video game that will only be around for maybe 20 years at most.
As best you could get a proxy by looking at the "monthly" inflation in game and compare that to the "annual" real world inflation.
My reply is, i am not sure yugoslavia countries lasted 20 years.
and if we were seeing 100% inflation per month in ESO, I would agree with you. But we aren't.
Inflation is bound to happen until the game either gets a better gold sink or reduces the gold while increasing materials to reduce demand.
Currently, demand is high (still from stickerbook reconstruction) and Gold is plentiful, thus prices are up.
ForzaRammer wrote: »ForzaRammer wrote: »ForzaRammer wrote: »What prices have doubled year over year? And why is this not healthy in a virtual economy?ForzaRammer wrote: »
There is nothing healthy about price doubling year to year.What is your evidence on your claim ‘inflation is a normal part of healthy economy’?Inflation is a natural occurrence in a healthy economy. A virtual economy does not play by the same exact rules though. I will give you a free lesson in virtual economics though:
- Take an economics class
- Google???
- Wikipedia
- Ask an economics teacher or professor.
Conclusions:
- Gold is literally generated out of thin air unlike real currency which requires some sort of "faith" and backing in that currency by its users.
- NPCs don't care how much gold is in the game, they buy and sell for the same price now that they did 5 years ago. Likewise the sinks such as housing and gear repair have also never changed.
- Everything you can buy from a guild trader, you can acquire on your own. I know this for a fact because not only do i acquire everything i can get on guild trader on my own but i also have trading as a major activity in ESO( and formerly Eve Online).
* Gold has the same purchasing power now as it did 5 years ago for the things that you can't acquire yourself and need to spend gold on.
* Any items in which you think are the victims of inflation or hyper inflation are items you can acquire yourself. Their price is only relevant if you refuse to acquire the items yourself. If you refuse to acquire said items yourself, then you will pay the price that the sellers want, or you will go without.
* Technically speaking based on the evidence i just presented to you, ESO has an inflation level of 0% since gold has the exact same purchasing power now as it did 5 years ago.
Any questions?Correction...You are claiming ur opinion as facts without presenting evidence.
* My first paragraph = Opinion
* My second paragraph = Observation
* My third paragraph = Observation followed by opinion.
Observations ARE evidence. Since those are my observations, i can verify that they are factual statements.People like me? You mean people who understand economics and has became uber rich in games because of it? You can't hyper inflate one item. Inflation and hyperinflation are measured off a currencies purchasing power against the CPI. The inflation rate in ESO is 0% because X gold will buy the exact same things now, it did 5 years ago. If you use to pay someone 10k for 50 butterfly wings, but now they want 10k for 20 butterfly wings, that isn't inflation. That is supply and demand. You have the choice to get those wings yourself. But you are choosing to pay someone else to get them for you so you can spend your time doing something else. They decided their time is worth 10k to get you 20 wings. You have to decide if its worth 10k to save the time it would take you to get 20 wings.To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?But if you actually pay attention to what is going on in argentina, you’d see that annual inflation rate, according to statistica.com is not even 100%.Why are you talking about Argentina?Also according to statistica.com, the unemployment in argentina also been rising for last 5 years. If you think 10% unemployment rate indicates healthy economy, I don’t know what is unhealthy other than venezuela and zimbabwe.I didn't make any such claims. You are reading things that aren't there.And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.Inflation isn't... based on products... at all. It's... based on...economies. Inflation is based on the purchasing power of a currency across the entire economy using the CPI.Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
4. Argentina is an example where it’s 50% annual inflation and economy is unhealthy. I don’t see how you can claim 100% inflation is healthy economy.
You can't use "annual" inflation in the real world and "annual" inflation in a video game that will only be around for maybe 20 years at most.
As best you could get a proxy by looking at the "monthly" inflation in game and compare that to the "annual" real world inflation.
My reply is, i am not sure yugoslavia countries lasted 20 years.
and if we were seeing 100% inflation per month in ESO, I would agree with you. But we aren't.
Inflation is bound to happen until the game either gets a better gold sink or reduces the gold while increasing materials to reduce demand.
Currently, demand is high (still from stickerbook reconstruction) and Gold is plentiful, thus prices are up.
Ok. So at least you acknowledge inflation exist.
You just don’t think it’s high enough to be concerned.
That’s fair.
Prices are going up because the game is rewarding more gold than desirable goods.
So there's more gold chasing after an insufficient amount of "stuff".
The biggest gold faucet in the game is daily writs. For example, PC/EU is not my main server (I live in the US, and PC/NA is my home), so I'm not in any trade guilds on PC/EU. But I have almost 40 million gold on PC/EU. Where does it come from? Doing writs every day on multiple characters.
How do we fix this? Simple. Reduce the gold reward from daily writs. Increase the material rewards from daily writs to compensate. Now you have less gold chasing after more stuff and prices will deflate.
When Undaunted Plunder was first introduced on the PTS years ago, I argued that it would be better to reward players with things like alchemy satchels rather than plunder. Players don't consume gold doing trials--they consume material goods. And they should be compensated with material goods in return. Otherwise, they're sinking material goods and getting gold to chase after a supply of material goods that doesn't increase.
The OP's suggestion is bad for a number of reasons:
- They're proposing a direct nerf to rewards rather than a rebalance of the ratio of reward type. People want something in return for the time that they put in. The problem isn't that people are being rewarded too much for their time. It's that they're being rewarded with the wrong thing.
- They're proposing nerfs to the wrong things. PvP rewards? LOL.
ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »spartaxoxo wrote: »ForzaRammer wrote: »VaranisArano wrote: »ForzaRammer wrote: »Auth3nticGlitch wrote: »VaranisArano wrote: »Are those really the ways most players gain gold?
When I think of quick ways to gain lots of gold through gameplay, I don't ever recommend "Yo, play PVP so if your alliance wins you too can make 19,000 gold every month!" I think my personal "Thanks for participating!" Reward from the Grand Warlord is usually around 3,000 gold a month?
Just saying.
Haha right? Whenever I need to make gold I’ll go farming mats, overland sets, daily quests which provide motifs, recipes etc and sell all of it. Not to mention deconstruction and refining jewellery mats so I get the grains/plating I can sell.
The last resort is fishing for perfect roe or psijic satchels but fishing is hardly rewardable especially considering I can filet 600 fish and due to rngesus sometimes only get 2 perfect roe, which takes hours of fishing to get.
Ngl, I hate the prices being so high when I go to purchase something but the prices I can sell the items I farm is starting to balance everything out for me.
Gaining mats or motif is not gaining gold directly.
It does not contribute to inflation.
Only direct gold gain out of thin air cause inflation.
Yes, but they also demonstrate part of the issue with restricting gold generation from gameplay. Farming stuff to sell to other players may not be gold generation, but it's a lot more profitable than any source of gold generation from gameplay. Players who farm stuff to sell will always by able to accumulate gold through trading - its gold transfer, not gold creation, but those players won't lack for gold to buy what they want. On the other hand, it's the players who typically get their gold from gameplay who have much less gold and who complain that their meager gold doesn't let them buy what they need.
When you throttle the ability of players to get gold from the Justice System, Antiquities, or Crafting Writs, or questing, you also throttle the ability of players to make decent amounts of gold without selling stuff to other players. That's immediately harmful to players who don't like trading guilds. It's secondarily harmful to players who don't like to be self-sufficient farmers, since they still need stuff, but now they can't get the gold through gameplay to buy what they need except through even greater effort.
Most of my gold comes through trading materials, at this point. If you throttle gold from gameplay, it's not going to hurt me much, because I have reserves and I'm willing to farm mats that would otherwise be a big gold outlay. But at 8 million gold, I'm rich compared to the average player.
But for new players, throttling their ability to get gold through gameplay is only going to force them into farming stuff for sale or leave them perpetually gold-poor. More importantly, from a game design standpoint, it takes away rewards from normal gameplay, and instead encourages players to join in the trading minigame of gold transfer between players.
- I say this as someone who, when I was a brand new player terrified of joining a guild, made my gold by harvesting mats and selling them to the NPC vendors. Yeah, feel free to laugh.Hey, a stack of 200 iron sold for 800 gold! Similarly, when I made a brand new character on the EU server for a day, my starting gold came from stealing stuff in Vulkhel Guard and hawking it to the fence. So seriously, when you throttle sources of gold from gameplay, players who don't want to join guilds are going to get hit hard. New players are going to struggle to gain gold unless they quickly start farming accessible stuff like reagents to sell and join a trading guild.
Gold transfer should be a important part of game play.
Trading guild is a system unique to this game. It should be featured more.
Nerfing direct gold gain make trade guild more important.
This is a good thing, show the alternative to a boring auction house.
Claims hyper inflation is morally wrong
Also claims gold gain being monopolized by a few trading guilds is good.
I don't follow the logic here tbh. Please make it make sense.
Trade guild don’t gain gold directly. I see no issue with any indirect gold gain.
Balance issue possibly exist. But that’s for a different discussion.
I don't view the balance issues resulting from forcing players into trading guilds if they want to make gold efficiently after all gameplay sources of gold have been cut off or throttled as a different discussion from the one where we're talking about your suggestion to cut off or throttle gameplay sources of gold.
To be specific, we're talking about:
- new players will have a much harder time making gold through normal gameplay, forcing them to farm goods for trade or be poorer than a new player can be now
- players who dislike trading guilds just simply have a harder time making gold through normal gameplay
- there's only a maximum of about 98,500 slots open for players at public guild traders. Have you considered how to manage access to guild traders once you cut off or throttle gold through gameplay?
- console and PC trading guilds operate differently. Console players often have to pay guild dues, making it harder for gold-poor new players to start trading since their gold through gameplay is cut off or throttled.
You didn't confirm that you were advocating for this above, but neither have you denied it. So I'm not sure what to think.
Lest you say, "Oh, that's a different discussion," consider that in order for your idea to be workable, ZOS is going to have to look at how to deal with the balance issues before they let any changes go Live. It's ZOS who has to think about how they want a new player to experience the game , such as making gold by Crafting or questing, or whether the new player should be even more gold-poor by the time they finish the latest Chapter and then start farming stuff to trade if they want money.
So if your idea is workable - no, more than that - is desirable, what's your answer to those balance concerns?
Focus of this is gold faucet gold sink and inflation. Not distribution of wealth.
I have no answer to your balance questions.
I like how all this talk about hyperinflation is based on a handful of high demand goods becoming expensive over the course of the last year. The price of the majority of items didn't rise at all. How is it a hyperinflation?
Weakypedia wrote: »I don’t have any credence on economics matters but if I get what everyone said before right the problem of inflation in this game is too many gold faucets and not enough gold sinks.
OP proposition seems quite hostile to casual players.
Dailies are sometimes the only things they do.
The only part i can agree with would be the option to transmute with gold as an alternate cost.
But why not introduce more gold sinks like paying gold for old crown exclusives ?
And why is the only playstyle you don’t want to nerf tamriel trade simulator ?
They could put an higher penalty on unbought items in guild trader than just a slot taken for 30 days.
I’m sorry if i appear aggressive, I just don’t really know how to word it nicely. I am naive but i get the feeling that player on this forum are sometime playing a different game. Not that many people are multibillionaires, not that many people pull 70k casually (borderline bait, if so, i apologise).