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I am just happy more people on forum are complaining about hyper inflation

  • ThorianB
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    ThorianB wrote: »

    There is nothing healthy about price doubling year to year.
    What prices have doubled year over year? And why is this not healthy in a virtual economy?
    What is your evidence on your claim ‘inflation is a normal part of healthy economy’?
    • Take an economics class
    • Google???
    • Wikipedia
    • Ask an economics teacher or professor.
    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:
    1. 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.
    2. 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.
    3. 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).
    Conclusions:
    * 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?
    You are claiming ur opinion as facts without presenting evidence.
    Correction...

    * 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.
    To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.
    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.
    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%.
    What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?
    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.
    Why are you talking about Argentina?
    And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.
    I didn't make any such claims. You are reading things that aren't there.
    Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
    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.

    1. Wax alloy rosin mundane rune wax price columbine has doubled year to year. Crown more than double year to year. And there are more.
    You still have not shown me why inflation indicates healthy economy. Don’t tell me take economic class, tell me why.

    2. You have the same purchase power on things sold by npc. You don’t have the same purchase power on things npc don’t sell since same amount gold buy less butterfly wings now than a year ago.

    3. Your original second paragraph only shows supply and demand shift exist, supply demand shift and inflation are not mutually exclusive, you yet to give any evidence they are.

    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.

    5. You definitely claimed inflation only existed on gold upgrade mats for master writ in the original reply, now you just backtracking it.

    1. Almost no one farms runestone nodes. I always see players that will pick every single node but run right by runestone nodes. That is more about Enchanting being the most useless profession in the game and less about inflation. The lack of value and demand for enchanting materials has caused people not to waste their time picking the nodes which leads to lower supply. There are also a lot of new players in the game who are now doing furnishings so they are sucking up the cheaper end of the supply. For everything else, that is because of people doing master writs for CP leveling. The prices will eventually stabilize and go down as the " need to get to 3600 cp" crowd stops sucking up all the crafting materials and master writs.

    I am not teaching you how a market economy works. If you want to learn, either research it or take a class on it.

    2. The game has gained a lot of players over the last year. Most of these players are heavy on the consumers side and light on the producer side since they are new and have not yet acquired much. So the market is being drained of supply by a large increase in demand. This is causing the prices to go up.

    Yes, you have less purchasing power but it still takes the same amount time to farm those items yourself. If you don't agree to the prices being charged you can always acquire the items yourself which is a much better option than trying to change an entire economy to suit your bank account.

    3. No one said they were. You are trying use one in the area of the economy the other is used for. About this time in 2020 the demand( and cost) of toilet paper, hand soap, clorox wipes and masks went up in the US. The way you try to explain economics, that means the US experienced hyper inflation. We didn't(my observation as a US citizen). That was the effect of supply and demand not inflation. Replace toilet paper, hand soap, clorox wipes and masks with Rosin, Wax, and Alloys and alchemical ingredients.

    4. Since you are insistent on arguing real world economies, let's try this: The growth rate of ESO population over the last 12 months has been about 20%. If you have the same growth rate of a population in the real world, it has pretty devastating effects. This is one reason why countries control the amount of immigrants they take. The average growth rate of a population in the world is 1.1%. Only 7 countries had a growth rate above 3% in 2019. ESO had 20% growth rate in a single year. That threw the economy out of balance and then ZOS took another dump on it by surprise releasing the new CP system after not talking about it for a year. The economy is struggling to keep up not because of inflation, but because the population of ESO is exploding and supply has not caught up with demand yet.

    5. Actually what i said was
    Every part of the economy in this game is based on supply and demand. The only thing that had hyper inflation was master writ improvement mats and the writs themselves and that is because of U29.
    Read all of the words in the sentence. I was specifically talking about HYPER inflation, not inflation and i have already explained multiple ways why prices of everything on traders is currently priced the way it is.

    At the end of the day the solution to your problem is always going to be the same. If you don't want to pay the prices on traders then farm the items yourself. The more items you farm yourself the less demand on supply and the lower traders will have to drop prices to get takers. What the economy is experiencing is healthy growth due to an increased number of new players to the game. It is easy to make money in this game if you try. If you want to be picky about how you make money, then you will struggle. If people are making a fortune off alchemy ingredients, then instead of trying to kneecap the economy so you can afford alchemy ingredients, YOU go farm boatloads of them and then sell what you don't need to other players. THEN you use that gold to buy things that are to hard for you to farm ( such as dungeon motifs or specific blueprints you want).

    That is how a game economy works. If you don't want to pay for it, and you don't want to acquire it yourself, that is not a flaw in the system... that is a flaw in how you play the game.

    Edited by ThorianB on April 4, 2021 4:06PM
  • zvavi
    zvavi
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    Solutions and their effects:
    1. Adding more gold sinks - will harm mostly those without gold, bad solution.
    2. Making it easier getting desirable item - subject to price manipulation, but will let people get that item on their own (I like code's suggestion about more gold mats but less gold from daily writs)
    3. Putting desirable items for sale for in-game gold as a gold sink - this one is a bad idea, it will be horrible on prices of anything else but those items, since those items will become worthless, people with a lot of money will start "fighting" for the other items in the market instead, making proces of housing, motifs, other materials, and gear prices go up.
    4. Reducing gold gain from daily writs - this one is a good source per time spent income available to all players, I think it should have high value for completion, problem is, on the short term (few months), just like solution 1, it will harm mostly those that don't have gold.
    5. Balancing gold gain from other sources - adding better gold rewards for quest completion in overland, and other activities that don't generate "valuables" - this one will be good imo.

    I like 2 and 5, all other possible solutions suck. If there is a solution I didn't cover, @ me, I will add it.
    Edited by zvavi on April 4, 2021 2:46PM
  • ThorianB
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    harakira wrote: »
    We need more gold sink features. Accumulated gold that has nowhere to spend is used for speculation and market control. In some cases this blocks whole gameplay for players on a budget and time constraints. ESO economy was not designed to simulate the real economy.
    Yes we do because there are not many gold sinks in the game. Some gold:
    * Housing
    * Mounts
    * Furnishings
    * Dyes
    * Costumes and other cosmetics
    * Pets
    * House guests and companions
    * Leads

    I can go on and on. It would be good to have some stuff like this to spend my millions on that also removes that millions from the game. Just make crown items in these categories better than the gold versions. Like small medium and large houses with notables as crown only.Basic guars, camels, rams, etc that you can get from stablemasters.

    Right now most gold is just being swapped constantly between players with only a small percent leaving the game.

  • Kiralyn2000
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    ThorianB wrote: »
    harakira wrote: »
    We need more gold sink features. Accumulated gold that has nowhere to spend is used for speculation and market control. In some cases this blocks whole gameplay for players on a budget and time constraints. ESO economy was not designed to simulate the real economy.
    Yes we do because there are not many gold sinks in the game. Some gold:
    * Housing
    * Mounts
    * Furnishings
    * Dyes
    * Costumes and other cosmetics
    * Pets
    * House guests and companions
    * Leads

    Let's not forget that other major gold sink - guild trader bidding fees.



    Hmm, there's a thought - remove the main gold faucets in the game, to encourage people to do Trading for their gold instead... which is only a combination of gold shuffling from player to player, and gold sink (trading fees & trader bids). Keep that up long enough (less faucet, more sink), and you could drain all the gold out of the economy. That doesn't seem like a good plan.


    (honestly, I can't think of an MMO I've played, where the amount of gold in the system didn't go up over time, leading to inflation of prices for the Most Desired Goods. Even with the devs continually trying to come up with more gold sinks. Just like players will consume content faster than MMO devs can make it, they'll also farm gold faster than the devs can come up with ways to spend it. That's the nature of an infinite system.)
  • iksde
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    Remove treasure in antique, remove daily quest gold.

    And why should they remove my only income?

    Not everyone does the guild trader thing.

    And there's this massive gold sink called the luxury furniture vendor (and housing in general)

    and thats not the geatest, very efficient gold sink because many players anyway dont have interest with housing and for many others most of furnitures can be just ugly or not fitting for them

    I myself sit on milion and I barely buy anything from this, mostly I buy cheap furnishing if they are cool and it happens to be at best once per month or 2 month, most expsnesive furnishing for 100k? I find to buy maybe one or max 2 per year anyway best most of it just doesnt fit for me to care for that high price anyway

    and I would be glad with new more efficient, better gold sink than luxury furnisher which is also only in weekends or for real reduce somewhere gold gain because currently there is to much possibilities for easy gold gain with not much of gold sinks in game
    like for example give an option to buy "limited time" homes for insane gold prices - people currently can buy them for gold from others who pays crowns for this - for example current ayelid home for 12k crowns - it is around 8m-9m+ gold in PC EU with current crown-gold ratio, not everyone anyway use services of buying crowns from other players - so make house like this cost maybe 15m gold? huge gold sink for someone hoarding gold who doesnt want to buy it with crowns as anyone else who have interest with buying crowns form someone else would rather buy from someone crowns this house for 8m-9m still giving profit to ZOS while giving huge gold sink for richest players
  • Madhojo
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    How about increase gold gain, increase drop rate, and increase xp gain. Why are MMO players so dead set on everything taking insane amounts of time to get anything?

    How about ZOS just makes a fun game that people enjoy playing, instead of a tedious grind that keeps only diehard players invested cause this new update and if they actual nerf xp gains will have killed this game for me.
  • xAarionx
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    Hell
    Absolutely, For Talos Sake
    NO

    [snip] There is no Hyper inflation
    there is changes in the meta and CP2.0 introduction
    Prices will rise!, Period, It's inevitable

    Crown exchange Rate will be affecteD by dollar prices in RL
    and Dollar is skyrocketing in many places due corona Virus...

    [Edited to remove Rude Comments]
    Edited by xAarionx on April 4, 2021 3:31PM
  • hafgood
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    Just realised one of the complaints is that the cost of crowns has gone up in gold terms on the pc market.

    As stated before I play console and find it incredible how cheap crowns are to buy. I absolutely refuse to sell mine because I do not consider 100 gold sufficient for what I have spent my money on. If the price was 750 per crown I might consider selling some.

    When it comes to crowns it's entirely up to the two players to agree a price. Can't get them cheap enough? Maybe that's because everyone's income is reduced due to the global pandemic we are going through at the moment.....
  • Araneae6537
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    ThorianB wrote: »

    There is nothing healthy about price doubling year to year.
    What prices have doubled year over year? And why is this not healthy in a virtual economy?
    What is your evidence on your claim ‘inflation is a normal part of healthy economy’?
    • Take an economics class
    • Google???
    • Wikipedia
    • Ask an economics teacher or professor.
    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:
    1. 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.
    2. 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.
    3. 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).
    Conclusions:
    * 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?
    You are claiming ur opinion as facts without presenting evidence.
    Correction...

    * 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.
    To people like u it’s a merely double price year to year, not the 50% every month defined by the economist.
    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.
    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%.
    What does the price of beeswax in Argentina have to do with the price of Dreughs Wax in Vivec City?
    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.
    Why are you talking about Argentina?
    And the other flaw with your logic is that you claimed hyper inflation only existed on upgrade mats.
    I didn't make any such claims. You are reading things that aren't there.
    Have you ever read anything on news or books that claim inflation can work on just 1 product and no other product?
    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.

    1. Wax alloy rosin mundane rune wax price columbine has doubled year to year. Crown more than double year to year. And there are more.
    You still have not shown me why inflation indicates healthy economy. Don’t tell me take economic class, tell me why.

    What server are you on? I can’t speak to other servers, but on PC NA, none of that is true. Prices on those mats has always been high, but certainly do not double from year to year and some have been much lower at times.

    In fall of 2019, a few months after I started playing the game, chromium sold for up to 120k. At times it has been lower and for the past several months higher, but I can no longer sell above 185k and I expect the price will continue to fall, at least until June. Crowns were often sold around 200:1 and those too have gone up and down since and this year I have bought Crowns from three different people from zone (so not special friend or guild pricing) for 200:1 or even less.

    I know of nothing in this game that continually goes up in price.
  • Massacre_Wurm
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    Tandor wrote: »
    mobicera wrote: »
    Do you actually believe anything will happen with this?
    You think zos will police the economy?
    You think a forum post will stop the greed of those already with so much gold they have nothing else to do but control the market?

    What economy? A relative handful of traders (that's relative to the overall population) exchanging some of their gold with other traders and banking the rest doesn't make an economy. The trading system is so restrictive that it's irrelevant to most players, and its deficiencies certainly shouldn't result in everyone else having their limited gold receipts from other activities being reduced.

    Yep. I am playing for 2+ years and almost never buy or sell anything except few set pieces here and there.
    And every time i do it its just a pain even with TTC.

    I mean i have more stuff than i will even need just from doing writs and playing the game anyway.
  • Linaleah
    Linaleah
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    ThorianB wrote: »
    harakira wrote: »
    We need more gold sink features. Accumulated gold that has nowhere to spend is used for speculation and market control. In some cases this blocks whole gameplay for players on a budget and time constraints. ESO economy was not designed to simulate the real economy.
    Yes we do because there are not many gold sinks in the game. Some gold:
    * Housing
    * Mounts
    * Furnishings
    * Dyes
    * Costumes and other cosmetics
    * Pets
    * House guests and companions
    * Leads

    Let's not forget that other major gold sink - guild trader bidding fees.



    Hmm, there's a thought - remove the main gold faucets in the game, to encourage people to do Trading for their gold instead... which is only a combination of gold shuffling from player to player, and gold sink (trading fees & trader bids). Keep that up long enough (less faucet, more sink), and you could drain all the gold out of the economy. That doesn't seem like a good plan.


    (honestly, I can't think of an MMO I've played, where the amount of gold in the system didn't go up over time, leading to inflation of prices for the Most Desired Goods. Even with the devs continually trying to come up with more gold sinks. Just like players will consume content faster than MMO devs can make it, they'll also farm gold faster than the devs can come up with ways to spend it. That's the nature of an infinite system.)

    this. this game actualy has one of the slowest MMO currency inflations I have seen in all the mmo's that I have personaly played. its the one reason I have come to grudgingly accept guild traders over centralized trading house. the cost of materials haven't gone up THAT much if you have been playing long enough to track it. some of the more common materials have had stagnated prices for years now. the only reason i even sell stuff like refined mats is because I just end up with so much of them over the years of playing - might as well do something about it.

    some of the goods - prices drop on over time. some - they slowly grow. depends on the state of the game in general and YES the state of what people are farming at any given time. its not what artaeum farmers want me to think. its what I've been observing in my years of playing the game.

    I mean... Kuta has been dropping in price for years now. it just recently went back up slightly because people are trying out new builds, but its still not at a level that it was once. rosin, while risen in price, hasn't gotten back up to the level it was at once either. furnishing recipes used to be super expensive, then as people farmed them more and more, prices dropped to almost nothing, and while they have risen a bit recently, likely due to people mainly farming recipes that come from quest rewards rather then random containers, they are still not at a level they used to be once. they are still pretty cheap. cooking recipes, even master writ ones are half the price they used to be even 2 years ago.

    so it really does work out to be supply and demand, NOT hyper inflation, so lets not punish people whose gold income comes from game rewards rather then trading, thanks.

    P.S. crown prices have remained steady for ages. they conspicuously doubled almost overnight, NOT because of hyper inflation, but because ZoS made houses giftable. couple that with crown houses being limited time only? and its a seller's market, baby.
    Edited by Linaleah on April 4, 2021 4:52PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • spartaxoxo
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    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.
  • ForzaRammer
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    iksde wrote: »
    Remove treasure in antique, remove daily quest gold.

    And why should they remove my only income?

    Not everyone does the guild trader thing.

    And there's this massive gold sink called the luxury furniture vendor (and housing in general)

    and thats not the geatest, very efficient gold sink because many players anyway dont have interest with housing and for many others most of furnitures can be just ugly or not fitting for them

    I myself sit on milion and I barely buy anything from this, mostly I buy cheap furnishing if they are cool and it happens to be at best once per month or 2 month, most expsnesive furnishing for 100k? I find to buy maybe one or max 2 per year anyway best most of it just doesnt fit for me to care for that high price anyway

    and I would be glad with new more efficient, better gold sink than luxury furnisher which is also only in weekends or for real reduce somewhere gold gain because currently there is to much possibilities for easy gold gain with not much of gold sinks in game
    like for example give an option to buy "limited time" homes for insane gold prices - people currently can buy them for gold from others who pays crowns for this - for example current ayelid home for 12k crowns - it is around 8m-9m+ gold in PC EU with current crown-gold ratio, not everyone anyway use services of buying crowns from other players - so make house like this cost maybe 15m gold? huge gold sink for someone hoarding gold who doesnt want to buy it with crowns as anyone else who have interest with buying crowns form someone else would rather buy from someone crowns this house for 8m-9m still giving profit to ZOS while giving huge gold sink for richest players

    Buying crown with gold is not a gold sink, the gold doesn’t get removed from circulation.
  • spartaxoxo
    spartaxoxo
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    nukk3r wrote: »
    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?


    It's not. Hyper inflation in a game isn't when a handful of goods go up alot due to some kind of balance decision or mega-sale. That's supply and demand.

    You need to also look at goods that always needed and purchased, but are less subject to wild price swings due to balance. Stuff like provisioning and enchanting materials, trash pots, lock picks, the most commonly purchased motifs, etc. Once you have a good basket of goods, then you average out their percent increase and track it over time.

    If you only look at wax and crowns that's not the player economy, that's a couple of specific goods
    Edited by spartaxoxo on April 4, 2021 5:08PM
  • ForzaRammer
    ForzaRammer
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    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax

    That doesn't address the issue stated at all. There are a far less traders spots than there are players and rich players will be able to secure multiple spots, further limiting the number of slots.

    When the coin comes from questing and the likes instead, this is not a concern but gold generation can be.

    Right now, to use real world terms. You're saying the solution is to fire nearly everyone in our country and give jobs only to the rich. And when it's pointed out to you that exacerbates the problem you claim to have a problem with, you think raising the sales tax will somehow fix massive unemployment.

    It wouldn't.
    Edited by spartaxoxo on April 4, 2021 5:12PM
  • iksde
    iksde
    ✭✭✭✭
    iksde wrote: »
    Remove treasure in antique, remove daily quest gold.

    And why should they remove my only income?

    Not everyone does the guild trader thing.

    And there's this massive gold sink called the luxury furniture vendor (and housing in general)

    and thats not the geatest, very efficient gold sink because many players anyway dont have interest with housing and for many others most of furnitures can be just ugly or not fitting for them

    I myself sit on milion and I barely buy anything from this, mostly I buy cheap furnishing if they are cool and it happens to be at best once per month or 2 month, most expsnesive furnishing for 100k? I find to buy maybe one or max 2 per year anyway best most of it just doesnt fit for me to care for that high price anyway

    and I would be glad with new more efficient, better gold sink than luxury furnisher which is also only in weekends or for real reduce somewhere gold gain because currently there is to much possibilities for easy gold gain with not much of gold sinks in game
    like for example give an option to buy "limited time" homes for insane gold prices - people currently can buy them for gold from others who pays crowns for this - for example current ayelid home for 12k crowns - it is around 8m-9m+ gold in PC EU with current crown-gold ratio, not everyone anyway use services of buying crowns from other players - so make house like this cost maybe 15m gold? huge gold sink for someone hoarding gold who doesnt want to buy it with crowns as anyone else who have interest with buying crowns form someone else would rather buy from someone crowns this house for 8m-9m still giving profit to ZOS while giving huge gold sink for richest players

    Buying crown with gold is not a gold sink, the gold doesn’t get removed from circulation.

    you didnt understood

    what I mean is that ZOS wont be at loss of this gold sink

    as currently in EU cronw-gold ration new house for 12k crown woudl be around 8m-9m yes? make this home avaible to buy for 15m without need of other players in this exchange

    it will be huge gold sink for rich players who dont want interract with other players or dont whant risk for scam, rich players who dont want to buy crowns anyway, themselves or from toher players - additional gold sink for them

    for players whoa re already at buying crowns from others - it is cheaper to buy these 12k crowns from someone for 8m-9m gold even with broker from discord than for 15m ingame withot need of any other player - so ZOS wont be at loss of money as crown still would be sold and there would be additional gold sink for rich players who doesnt buy crowns anyway while also giving them chance to buy things they cant right now because they doesnt want to risk or even just interract with other players this way
  • Thechuckage
    Thechuckage
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    code65536 wrote: »
    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.

    I mean sure, I have no issue with increase reward that’s not direct gold.

    So choke out the bottom rungs of the player economic ladder. I'm sure that can't possibly have aaaaaany negative impacts......

    Here's an idea, increase the guild trader tax. Make a ramping tax on sales, higher the sale price the more it gets taxed. This would start draining off some of the top tiers cash flow, remove gold from circulation and encourage lowering of prices (to retain more profits from the sales)

    Opposed to the OPs suggestion which would lead to the rich getting richer and the poorer having much less upwards economic mobility.
  • Thavie
    Thavie
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    Rich people in the real world can't just sit on a bi pile of money
    Offshores say hi.
    "We grew under a bad sun"
  • code65536
    code65536
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    spartaxoxo 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?

    Why do players need gold? As I mentioned earlier, I have tens of millions of gold on PC/EU just from doing writs. But you know what else I get from doing those writs? Self-sufficiency. I've never once had to buy an improvement mat. I've never once had to buy Corn Flower or Columbine or anything like that. My non-participation in the trade guild system goes two ways. I don't sell stuff. And I've almost never needed to buy stuff.

    You make it sound like gold is something that players actually need. They don't need gold, esp. if the game's rewards were re-tuned such that there is less gold given as a reward and more "stuff" given instead. The only reason gold is in so much demand is because things like alchemy mats are consumed so quickly and are so much harder to acquire. Reducing the supply of gold is only one half of the solution. The other half is increasing the supply of things that people need every day.
    Edited by code65536 on April 4, 2021 6:23PM
    Nightfighters ― PC/NA and PC/EU

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  • VaranisArano
    VaranisArano
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    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax

    So you do approve of gold sinks being applied to gold transfers via trading, then?


    Let's consider my case: over the last few years, when I farm at my peak, I can sell around 1 million gold worth of raw materials on a guild traders in a week. That's all gold transfer, and I'm not adding any gold to the economy since I'm not vendoring those items.

    Out of that, ZOS has the following gold sinks:
    A 1% listing fee, taken off the top: 10,000 gold
    A 3.5% transaction sink: 35,000 gold
    A 3.5% guild tax, which almost always gets folded into the weekly trader bid: 35,000 gold

    In short, for every 1 million in gold transfer, ZOS takes out approx 80,000 gold from the game. That's not counting the extra money they get from the trader bids, because the bids aren't funded solely from the sales tax. None of that was generated gold, it's just a straight gold sink pulling from trade/gold transfers.

    Hmm, out of curiosity, if that same character were doing all her writs every day for a week, how much gold would she make? If I generate about 670 gold per Writ on that character, I'm generating 32,830 gold a week.


    Given those numbers, in which ZOS takes 8% of every trade transaction as part of their gold sinks, how much would you want to increase the sales tax?
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    Recently we've had to remove a few posts for baiting and flaming, content that is against the Forum Rules. For further posts please be sure to stay constructive and respectful to avoid thread derailment or action on one's own account.

    Thank you for understanding.
    Staff Post
  • ForzaRammer
    ForzaRammer
    ✭✭✭✭✭
    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax

    So you do approve of gold sinks being applied to gold transfers via trading, then?


    Let's consider my case: over the last few years, when I farm at my peak, I can sell around 1 million gold worth of raw materials on a guild traders in a week. That's all gold transfer, and I'm not adding any gold to the economy since I'm not vendoring those items.

    Out of that, ZOS has the following gold sinks:
    A 1% listing fee, taken off the top: 10,000 gold
    A 3.5% transaction sink: 35,000 gold
    A 3.5% guild tax, which almost always gets folded into the weekly trader bid: 35,000 gold

    In short, for every 1 million in gold transfer, ZOS takes out approx 80,000 gold from the game. That's not counting the extra money they get from the trader bids, because the bids aren't funded solely from the sales tax. None of that was generated gold, it's just a straight gold sink pulling from trade/gold transfers.

    Hmm, out of curiosity, if that same character were doing all her writs every day for a week, how much gold would she make? If I generate about 670 gold per Writ on that character, I'm generating 32,830 gold a week.


    Given those numbers, in which ZOS takes 8% of every trade transaction as part of their gold sinks, how much would you want to increase the sales tax?

    I never said gold sink must only apply to direct gold gain. It’s just the direct gold gain ones are intuitive to think about.
  • VaranisArano
    VaranisArano
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    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax

    So you do approve of gold sinks being applied to gold transfers via trading, then?


    Let's consider my case: over the last few years, when I farm at my peak, I can sell around 1 million gold worth of raw materials on a guild traders in a week. That's all gold transfer, and I'm not adding any gold to the economy since I'm not vendoring those items.

    Out of that, ZOS has the following gold sinks:
    A 1% listing fee, taken off the top: 10,000 gold
    A 3.5% transaction sink: 35,000 gold
    A 3.5% guild tax, which almost always gets folded into the weekly trader bid: 35,000 gold

    In short, for every 1 million in gold transfer, ZOS takes out approx 80,000 gold from the game. That's not counting the extra money they get from the trader bids, because the bids aren't funded solely from the sales tax. None of that was generated gold, it's just a straight gold sink pulling from trade/gold transfers.

    Hmm, out of curiosity, if that same character were doing all her writs every day for a week, how much gold would she make? If I generate about 670 gold per Writ on that character, I'm generating 32,830 gold a week.


    Given those numbers, in which ZOS takes 8% of every trade transaction as part of their gold sinks, how much would you want to increase the sales tax?

    I never said gold sink must only apply to direct gold gain. It’s just the direct gold gain ones are intuitive to think about.

    Okay, so now that I'm asking, how about we move past the intuitive and start talking about this practically?

    You are happy to say that, practically, we should remove or half gold sources from gameplay.

    So how much do you want to increase the sales taxes, practically?
  • robertthebard
    robertthebard
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    Hi, I don't belong to any guilds, let alone a trader guild. I am not contributing to your hyperinflation in any way, shape or form, so please keep your paws, hands or claws out of my sources of income, thanks.
  • VaranisArano
    VaranisArano
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    spartaxoxo 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.

    But the idea of inflation being morally wrong is it concentrates too much power into the hands of a few. While smaller people make peanuts that aren't worth much and can't buy the goods they need. At least for most people.

    Making traders overly important does the same thing to an even higher extreme.

    So how is one morally correct and one not.

    Then increase the sales tax

    That doesn't address the issue stated at all. There are a far less traders spots than there are players and rich players will be able to secure multiple spots, further limiting the number of slots.

    When the coin comes from questing and the likes instead, this is not a concern but gold generation can be.

    Right now, to use real world terms. You're saying the solution is to fire nearly everyone in our country and give jobs only to the rich. And when it's pointed out to you that exacerbates the problem you claim to have a problem with, you think raising the sales tax will somehow fix massive unemployment.

    It wouldn't.

    [Snip]

    The point being made was that making traders more important means that a limited number of players have access to the means of trading/transferring gold. Players who don't have access are left out as gameplay sources of gold are removed. Power and money is increasingly concentrated in the hands of the few - the traders.

    Your response - then increase the sales tax.


    At best, that's an incomplete answer. Yes, increasing the sales tax would take more gold from those players engaged in trade/gold transfer, but it's a flat tax. As we know, flat taxes are regressive and impact the players with less gold more than they do rich players. (Example: if I sell 1 million gold in mats a week, I'm not going to miss 80,000 in gold sink. A player who sells 5,000 worth of stuff to meet my guild's sales requirements is going to miss that 400 gold more. There were a lot of traders in my guilds selling the bare minimum.)

    So increasing the flat sales tax doesn't actually take away much gold/power from the rich. Say that we increase the sales tax to 15%. Okay, I'm still hauling in a comparatively huge profit that's more than enough to buy any necessities, while for a player who's selling around 5,000 gold a week, 15% is the difference between buying some mats or not. The power and the money is most definitely still concentrated in the hands of big traders.


    Moreover, it doesn't answer the criticism about the players who are left out. Increasing the sales taxes to be a bigger gold sink only hits the players who do have access to guild traders. It doesn't do anything for the players who don't. Perhaps it's unfair of me to keep harping on this point when you admitted that you don't have an answer, but there are only a maximum of around 98,500 slots in guilds with a public guild trader. As trader access becomes more important, those slots would fill up. Any player who doesn't have access to a guild trader - particularly brand new players and players who dislike guilds - are cut off from the most efficient means of trade/gold transfer, and just had their gameplay iohsources of gold(power) removed or halved.

    Raising the sales tax won't do anything to help those players who formerly relied on making gold through gameplay. They still won't be able to afford what they need - not because of inflation - but because they can't get enough gold to buy things without access to trading guilds.


    TLDR: The one thing a sales tax doesn't do is fix the problem of money/power concentrating itself in the hands of rich traders who continue to get richer through their access to guild traders.
    Edited by [Deleted User] on April 4, 2021 10:01PM
  • kargen27
    kargen27
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    "1. Wax alloy rosin mundane rune wax price columbine has doubled year to year. Crown more than double year to year. And there are more."

    You or someone else made this exact claim a while back and were shown graphs that prove prices move up and down but don't continue to increase in price. 2018 Rosin prices were around 2.5K. I can see Rosin priced now at 2.4K. I admit that is low end right now but we are in an upcycle right now because of changes in the game. I would bet at the end of this event the price will drop.
    If you are looking at Tamriel Trade Center for price info remember that is what people want for the items not what people may be willing to pay. There is no proof of any significant inflation in the game.

    Someone else in this thread mentioned maybe add-ons were the cause of the problem on PC. They suggested "if People see all the prices and go with the highest, pushing the average up". I've found the opposite to be true in the guilds I am in for most items. For all but the rare stuff people list under the average to get the quicker sell. They don't want to take their slots pricing stuff the same as a few hundred other players chancing it just sits there.

    You are trying to solve a problem that doesn't exist. The solution you offer would actually create a problem. Making it harder to make gold at this point in the game would mean newer players can never catch up.

    and then the parrot said, "must be the water mines green too."
  • Slyclone
    Slyclone
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    Sorry ZOS too busy.
    That's it, that's all.
  • Nagastani
    Nagastani
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    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.

    Its too late for all that. ZOS isn't going to do anything of the sort anyways.

    You want to fix it? I can tell you how, but first we need to start with the problem.

    The problem is the Guilds are too big to fail and can charge whatever they want... and they sometimes do. And by this time in the game's lifespan we have our major trade guilds who are the players in the economy and they have no real competition. That's the problem.

    The solution is to go back and rework how Kiosk Vendors are setup. Because the price to 'rent' a weekly vendor is out of sight and new Trade Guilds can't compete for space, thus only the big really profitable guilds can only compete amongst themselves.

    We need more competition, the vendors should be reworked to abolish a weekly bid and set this up to encourage growth of new Trade Guilds with new ideas who don't need to bring in billions of gold every week in order to compete.

    Until this changes 'they' are in charge and will continue to be and there is nothing anyone can do about it except farm your own mats.
    Edited by Nagastani on April 5, 2021 1:29AM
  • mchudo
    mchudo
    Soul Shriven
    Very strange vision on morals imo. Want a foolproof goldsink? Create purchaseable titles like ‘Millionaire, Multimillionaire, Billionaire’ , Gazillionaire and put the corresponding gold prices. Non-tradeable. So that these people can have a way to show off and flush money on titles. But don’t be surprised if overall prices go up as this bunch of ppl will then skyrocket their item prices to catch up..
This discussion has been closed.