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How to counter inflation (PC)

DonRavello
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We've all seen a massive (gold) price increase on items in the last months. There are several threads on why and how this happened including some very good analyses. To wrap it up: It is much too easy to get a lot of gold quickly, and the options to spend it are limited. I have some ideas to counter inflation, as may have others. So please share your ideas, so ZOS might take some of these ideas for a future patch. The idea is to offer additional quality of life features for hefty gold sums, which have a good benefit, but will not discriminate people with less gold, who can't afford it. So no "pay to win" options. Also no competition to crown sales (such as crates for gold), as ZOS won't implement them anyways.

1. Sell additional bag slots: Increase the base 200 available slots (without crown store pets) to 250 per character for a total of 1,730,000 gold. Per character.
  • 140 to 150 bag slots @ 100,000 gold
  • 150 to 160 bag slots @ 180,000 gold
  • 160 to 170 bag slots @ 300,000 gold
  • 170 to 180 bag slots @ 450,000 gold
  • 180 to 190 bag slots @ 700,000 gold
2. Same for bank slots (EOS plus will have double the amount): Increase the base 240 available slots (without crown store pets) to 300 for a total of 2,130,000 gold. As this is per account, the cost should be higher than the current increase by 5K per level, so I'd suggest 50K and increasing.
  • 240 to 250 bank slots @ 100,000 gold
  • 250 to 260 bank slots @ 150,000 gold
  • 260 to 270 bank slots @ 230,000 gold
  • 270 to 280 bank slots @ 350,000 gold
  • 280 to 290 bank slots @ 500,000 gold
  • 290 to 300 bank slots @ 800,000 gold
3. Sell transmute crystals. So, if you are a lazy but wealthy player you can still equip your 8th character with the Maelstrom weapon of choice (for ~500K plus upgrade mats). As could everyone just running random dungeons or pledges.
  • 1 Transmute Crystal for 10,000 gold
4. Small but noteworthy: Remove the gold rewards from daily and master crafting writs after reaching lvl 50 or CP 160 (to still encourage new players). They are already very rewarding with rare materials, writ vouchers and experience. So there are plenty of reasons to do them. The additional gold reward is simply not necessary. As this seems to be too big of a hit to some players compared to a rather small expected effect, I remove it from the list. Not worth all the discussions.
5. Introduce more "standard" mounts like camels, guars, wolves ... at their respective zone below crown tier for 200,00 g each (thanks @etchedpixels)
6. Remove excessive gold rewards (100K) for daily login, or even all gold rewards replacing them with e.g. crafting/housing materials (thanks @Treeshka)
7. Remove gold-cost-reducing Champion Points and replace them by something else, like increasing the drop rate of housing materials on standard harvest nodes, which get's those prices down a bit.

[Your ideas here, thanks for sharing]

Cheers,
Don
Edited by DonRavello on January 4, 2022 8:16PM
  • etchedpixels
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    DonRavello wrote: »
    4. Small but noteworthy: Remove the gold rewards from daily and master crafting writs. They are already very rewarding with rare materials, writ vouchers and experience. So there are plenty of reasons to do them. The additional gold reward is simply not necessary.

    This one doesn't work. For new players the gold rewards from crafting writs early on are a really important bootstrap, and if you are playing the game as a Skryim style game they are pretty essential. You could certainly make the gold part per account or taper it down per characters done by day though.

    I suspect a more practical gold sink that worked on end game players would be to offer a tier of things below the crown store exclusives. Non-blingy other mounts like guar and camels (4 guar, 4 camels, 4 whatever soon adds up for the end gamers), as well as more feature/achievement furnishings and more houses like Water's Edge that are not quite crown store but attractive enough to sell for a millions of gold.

    I do like the transmute one simply because it's a consumable so it keeps on giving. However most end gamers can clock 150 transmutes in a couple of hours if they want.
    Edited by etchedpixels on January 4, 2022 11:22AM
    Too many toons not enough time
  • Grandchamp1989
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    Increase supply of Gold mats.
    That should hopefully drive their prices down.

    Perfect roe in particular I Think could use a buff to its droprate
    Edited by Grandchamp1989 on January 4, 2022 11:23AM
  • xgoku1
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    ZOS should sell tradable "bonds"

    Tradable bonds can only be bought for IRL money and listed on guild traders.

    When bought by another player it becomes untradable but can be redeemed.

    Bonds can be redeemed for 1 week of ESO+ or 500 crowns.
  • Treeshka
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    In addition to these they can remove the gold rewards from daily log in rewards. It might sound very negligible amount of gold given to the players, but if you account everyone that number racks up so much in my opinion.

    Maybe they can also change the Champion Point which increases your gold gain by ten percent or directly remove it. I suggest this because in the end it will slowly reduce the amount of gold that is circulating in player inventories. In addition to this removing or changing the Champion Point which decreases the fast travel cost, since the gold needs to be removed from players to counter inflation.

    Not a very good idea but they might increase the price of horse training to a few thousands per day from its current price and maybe a very expensive choice to speed it up. But the speed up choice probably is not going to happen since there is a Crown Store equivalent of it.

    Removing vendor prices of various items maybe help in log run. Like Alkahest currently is three gold per piece and many people has much in their bags which is basically a gold that they can generate if they want to, by just selling them to vendors. But this probably will force people to sell these anyway since they will probably announce this change via patch notes and people will sell them before live patch comes.
    Edited by Treeshka on January 4, 2022 11:48AM
  • deleted220614-000183
    If you want to stop inflation you would need firstly ban army of PC bots dropping golds from treasure chests 24 hour per day 7 days per week.
    For this you would need in game ZOS admins doing something, not drinking cofee all the day.

    This is something ZOS is not able to do as cheaters/ boters on PC platform are always not one or two, but one hundred steps ahead (because these people are clever and know the game, but the ZOS are quite opposite)

    Secondly you would need to artificially kill economy for eample by seting 50% sales tax which will decrease amount of golds.
    It would cure the inflation but the cure would be far worse then the disease.

    So just short conclusion.
    Inflation will worsen on catasthrophic scale (100k golds reward for all the players as daily reward, really ZOS ? )
    Smart and easy solution does not exist because game is in quite poor shape and ZOS is focused only on Crown economy, not golds
    Even smart and difficult solution would be very painful for all the players probably more painful then the inflation itself.
    On the bright side, luxury items sold by furnisher in Coldharbor and new houses are affordable even for the new players nowadays
    as earn 3millions golds per day just by harvesting resources is doable without any problem now.

    Edited by deleted220614-000183 on January 4, 2022 11:37AM
  • Ash_In_My_Sujamma
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    Here is another way to counter inflation. Stop crowns for gold transactions. Or at least place a plafond on the echange rate.
  • hafgood
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    These posts always come along because someone wants to buy something but considers it too expensive.

    If you cannot afford something don't buy it, farm it. If you don't want to farm it then do an activity you do like to get the gold to buy it.

    It's a player led economy, Zos are not going to get involved.

    Regarding bots - on console they never go near treasure chests, they either kill mudcrabs, wolves or harvest ore. And then I assume vendor any items they pick up, refine the raw materials and sell the refined items / gold mats gained.
  • DonRavello
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    DonRavello wrote: »
    4. Small but noteworthy: Remove the gold rewards from daily and master crafting writs. They are already very rewarding with rare materials, writ vouchers and experience. So there are plenty of reasons to do them. The additional gold reward is simply not necessary.

    This one doesn't work. For new players the gold rewards from crafting writs early on are a really important bootstrap, and if you are playing the game as a Skryim style game they are pretty essential. You could certainly make the gold part per account or taper it down per characters done by day though.

    I suspect a more practical gold sink that worked on end game players would be to offer a tier of things below the crown store exclusives. Non-blingy other mounts like guar and camels (4 guar, 4 camels, 4 whatever soon adds up for the end gamers), as well as more feature/achievement furnishings and more houses like Water's Edge that are not quite crown store but attractive enough to sell for a millions of gold.

    I do like the transmute one simply because it's a consumable so it keeps on giving. However most end gamers can clock 150 transmutes in a couple of hours if they want.

    Thanks for that insight - I adjusted my post and added your proposal regarding the mounts.
  • NupidStoob
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    ZoS doesn't care, it has been brought up many times in the past already and they keep adding more and more systems that make getting gold easier/spending gold harder. Daily login rewards, endeavors, writs (char slots), master writs, CP 2.0, events that drop a ton of treasures, excavation etc. This month is another with 100k daily login reward...

    The new player argument I see a lot is fairly silly. Sure it helps a new player to easier buy stuff with fixed prices, but the prices for everything else keep rising making it really hard for players to reach endgame.

    The issue with your suggestion of increased slot prices OP is that these are fixed prices as well. They will temporarily help to remove gold form the economy, but it's just a bandaid longterm. As they are one time costs, once they are purchased gold will keep amassing again.
  • DonRavello
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    Increasing drop rates will not reduce the inflation. Just certain items would be more readily available, so others will get more expensive. Also crown transfers etc. will only circulate the available gold. In order to reduce inflation, money must be taken out of the marked by either not throwing in so much (reducing daily log in "rewards", good point) or by offering more attractive things to buy from NPCs, not players.
  • Kaelthorn_Nightbloom
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    DonRavello wrote: »
    3. Sell transmute crystals. So, if you are a lazy but wealthy player you can still equip your 8th character with the Maelstrom weapon of choice (for ~500K plus upgrade mats). As could everyone just running random dungeons or pledges.
    • 1 Transmute Crystal for 10,000 gold

    I support this.

    I'm constantly experimenting with different builds to optimize my PvP experience. I'll try different sets with Swift, Bloodthirsty, Infused, etc to learn what works best. I'm almost always out of transmute crystals and have to wait days, sometimes weeks before saving up enough crystals to try them on a new build.

    I would easily drop 10 million gold on 1000 transmute crystals. Time is more important.
    PC NA
  • Sylosi
    Sylosi
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    DonRavello wrote: »
    4. Small but noteworthy: Remove the gold rewards from daily and master crafting writs after reaching lvl 50 or CP 160 (to still encourage new players). They are already very rewarding with rare materials, writ vouchers and experience. So there are plenty of reasons to do them. The additional gold reward is simply not necessary.

    The gold reward is entirely necessary because not everyone wants to join a trading a guild, which is probably the worst trading system I've ever encountered, especially if you play sporadically, which lots of players do.

    And right there is the actual source of your high prices, in games with a global AH what happens is nearly everything comes down to a reasonable price, except for very, very rare items like weapon/armour skins, because a much higher percentage of people engage in trading (there are no barriers), there is far greater price transparency and its actually more difficult to manipulate prices or supply as an individual or small group.

    Oh and you might want to consider that this game is aggressively monetised and high prices suit Zenimax, because they earn money from people buying crowns to exchange for gold.
    Edited by Sylosi on January 4, 2022 2:59PM
  • DonRavello
    DonRavello
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    Sylosi wrote: »
    And right there is the actual source of your high prices, in games with a global AH what happens is nearly everything comes down to a reasonable price, except for very, very rare items like weapon/armour skins, because a much higher percentage of people engage in trading (there are no barriers), there is far greater price transparency and its actually more difficult to manipulate prices or supply as an individual or small group.

    This is not correct. On PC there are addons, which make up for this shortage like TTC, where players can see the average prices and select the kiosk they want to buy from. On console these addons do not exist and prices are MUCH lower, but the system is the same. The source of the high prices is not the guild trader system (whatever good or bad it is), the source is: too much money going into the market and not enough money is going out.
    Edited by DonRavello on January 4, 2022 12:16PM
  • Sylosi
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    DonRavello wrote: »
    This is not correct. On PC there are addons, which make up for this shortage like TTC, where players can see the average prices and select the kiosk they want to buy from. On console these addons do not exist and prices are MUCH lower, but the system is the same. The source of the high prices is not the guild trader system (whatever good or bad it is), the source is: too much money going into the market and not enough money is going out.

    Wrong, because most players don't use those addons, the people who use TTC the most are those who want to flip or horde items which is one of the ways prices are pushed up in this game more than a global AH. The reality is things like TTC give more price information to the people who want to play the trading system than the general population who have less interest in using it and even less interest in running around from trader to trader trying to find what they are looking for at a decent price (this is one of those barriers to trading I mentioned previously). Which is part of the reason prices are so high on PC as opposed to console.
    Edited by Sylosi on January 4, 2022 12:36PM
  • BronzeCaiman
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    I think inflation could easily be fixed if we just make all items bought from guild traders bind to account when you buy them, but then you would have 2 separate stacks of stackable items (like Dreugh Wax and bound Dreugh Wax) which would benefit ZoS selling subs for crafting bag (Not a bad thing because developers gotta eat.)
    But the hardcore traders always disagree with me, they say playing the market is the game for them but when everyone is playing the market, the richest person will always win.
    My wife was in a trading guild where the only way they could secure the traders is to sell crowns to cover trader fees.
    If people multiple accounts to abuse Faction locked PvP campaigns it is just as plausable people use multiple accounts to sell more items on guild traders, and to store more gold than any one person should ever have.
    The bind on purchase system could also be put exclusively in a real auction hall, with an insane tax rate too like 30-50% so you actually have to pay extra for the convience, as the taxes will be pushed off to the buyers naturally. And if it wasn´t clear, that taxed gold from Auction Hall goes straight to Sithis in the void.
    Akatosh bless Tamriel.
  • NupidStoob
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    Sylosi wrote: »
    DonRavello wrote: »
    4. Small but noteworthy: Remove the gold rewards from daily and master crafting writs after reaching lvl 50 or CP 160 (to still encourage new players). They are already very rewarding with rare materials, writ vouchers and experience. So there are plenty of reasons to do them. The additional gold reward is simply not necessary.

    The gold reward is entirely necessary because not everyone wants to join a trading a guild, which is probably the worst trading system I've ever encountered, especially if you play sporadically, which lots of players do.

    And right there is the actual source of your high prices, in games with a global AH what happens is nearly everything comes down to a reasonable price, except for very, very rare items like weapon/armour skins, because a much higher percentage of people engage in trading (there are no barriers), there is far greater price transparency and its actually more difficult to manipulate prices or supply as an individual or small group.

    Oh and you might want to consider that this game is aggressively monetised and Zenimax want high prices, because they earn money from people buying crowns to exchange for gold.

    [snip]


    Writ gold is probably the biggest source of inflation in the entire game. This gold is generated basically out of nothing. The availability of materials stands in no way in relation to the gold that is being generated. Someone with 18 chars generates more than 90k gold out of thin air everyday. This is billions of gold weekly across the player base that is being dumped into the economy.

    Nobody really benefits from this longterm as you might be able to buy things with fixed prices easily, but anything player traded is subject to this massive inflation and will keep increasing in price.


    "And right there is the actual source of your high prices, in games with a global AH what happens is nearly everything comes down to a reasonable price, except for very, very rare items like weapon/armour skins, because a much higher percentage of people engage in trading (there are no barriers), there is far greater price transparency and its actually more difficult to manipulate prices or supply as an individual or small group."

    This is simply not true and idk where this convuluted logic comes from. With a global AH you would not be able to buy anything currently as the amount of gold in circulation is way too high and it would allow rich individuals to completely dominate the market. The prices would be infinitely higher than they are right now. The current trader system is the main reason that is not the case as nobody wants to spend hours running from trader to trader to buy up the entire stock of for example dreugh wax to flip it for more. We certainly have individuals rich enough to do so. The argument "it would only happen to some items" is just silly as it would happen to items that everybody wants like gold and potion mats. Everybody would be affected. You can see this phenomenon often in games like WoW that have a global AH and rich people just decide to push up the price of some meta material by a bunch of gold.

    [edited for baiting]
    Edited by ZOS_Icy on January 4, 2022 1:43PM
  • deleted220614-000183
    Sylosi wrote: »
    DonRavello wrote: »
    This is not correct. On PC there are addons, which make up for this shortage like TTC, where players can see the average prices and select the kiosk they want to buy from. On console these addons do not exist and prices are MUCH lower, but the system is the same. The source of the high prices is not the guild trader system (whatever good or bad it is), the source is: too much money going into the market and not enough money is going out.

    Wrong, because most players don't use those addons, the people who use TTC the most are those who want to flip or horde items which is one of the ways prices are pushed up in this game more than a global AH. The reality is things like TTC give more price information to the people who want to play the trading system than the general population who have less interest in using it and even less interest in running around from trader to trader trying to find what they are looking for at a decent price (this is one of those barriers to trading I mentioned previously). Which is part of the reason prices are so high on PC as opposed to console.

    Ahhh people people.
    Those people not using TTC or addons are making less then one percent of the whole economy.
    You don't have clue about how economy works.

    There are very few very rich people spending 100M+ golds per week without any problems and every single one is far more important for the server economy then thousands of low end players looking forward for 100k boost from daily reward.

    The problem is, that these low grade players are not worth 100k reward becuase they didnt earned it.
    Their argument - we are many and items are expensive and we wont them, give us rewards - is double edged sword as these people are not the ones which can compete on the market and create market prices. ZOS tends to givethem rewards anyway just to look good.

    But if one super rich player decided to buy out all shivering cheeses, centurion dummies, velothi tapestries and dividers, rare yellow Motif books and other rare-collectible-expensive items, their prices would scyrocket despite it is decision of one player and thousands other noobs players would like to buy these items as well. They are irelevant and cant compete. Just give poor players 100k reward and the consequence is, that shivering cheese once costed 300k , costs 700k now and will cost 3M next year and it will be still unaffordable for low grade players and still very cheap for the rich ones.

    I'm tired of explaining basic things again and again and again.
    The only cure of inflation is decrease amount of existing golds and reduce source of new ones and the core of the problem are bot accounts on PC platform because they are adding tons of new golds hence value of existing is decreasing.

    But even if inflation is under control, rare-collectible-interesting-luxury items will be always expensive and difficult to have.
    The only difference with inflation under control is, that people would rather collect golds instead of expensive items so maybe (in theory) they will be a bit easier to have.
    But inflation will never be under control when all people get 100k golds rewards they never earned and never deserved.
    Edited by deleted220614-000183 on January 4, 2022 1:07PM
  • Sarannah
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    No, to 4-6-7.
    4: Dailies need the gold. As incentives, to buy supplies to do them, and for new players.
    6: I like the gold rewards from anything. This makes me feel like I spend less whenever I spend gold.
    7: No, champion points goldreduction nodes should stay! They are a choice some players choose specifically.

    To be honest, there is really no need to combat gold inflation, all gold prices rise accordingly. So everything gets inflated the same way.

    If ZOS truly wants to combat inflation, they should ban add-ons. They allow some players to make too much gold, too fast. Especially when compared to players who do not use add-ons.

    The ideas to expand the inventory/bank slots at a major cost, is really good. Though that might just be because I want more space.

    PS: You can also buy in-game houses for gold!
    Edited by Sarannah on January 4, 2022 1:12PM
  • deleted220614-000183
    hafgood wrote: »
    These posts always come along because someone wants to buy something but considers it too expensive.

    If you cannot afford something don't buy it, farm it. If you don't want to farm it then do an activity you do like to get the gold to buy it.

    It's a player led economy, Zos are not going to get involved.

    Regarding bots - on console they never go near treasure chests, they either kill mudcrabs, wolves or harvest ore. And then I assume vendor any items they pick up, refine the raw materials and sell the refined items / gold mats gained.

    As for as bots, they dont miss any opportunity to loot chests. At least on advanced/master level but they dont ignore easy ones as well as they have fair chance to drop very rare items worth millions. They don't do it for golds from the chests, but these golds are byproduct of this activity and as every bot tends to loot thousands chests per day, it is very significant source of golds which ends in the server economy and makes inflation worse and worse. If army of thousands bots is doing it daily, you can't be surprised that the whole PC platform economy is out of control.
    Edited by deleted220614-000183 on January 4, 2022 1:29PM
  • Xebov
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    DonRavello wrote: »
    We've all seen a massive (gold) price increase on items in the last months. There are several threads on why and how this happened including some very good analyses. To wrap it up: It is much too easy to get a lot of gold quickly, and the options to spend it are limited. I have some ideas to counter inflation, as may have others. So please share your ideas, so ZOS might take some of these ideas for a future patch. The idea is to offer additional quality of life features for hefty gold sums, which have a good benefit, but will not discriminate people with less gold, who can't afford it. So no "pay to win" options. Also no competition to crown sales (such as crates for gold), as ZOS won't implement them anyways.

    Your ideas are heavily mixing up 2 seperate things into a single issue.

    On one side you have the NPC economy. Goods and services that are available for a stable gold value from NPCs towards players. That includes Mount training, bag and bank space, repairs, teleportation, mounts for gold, houses for gold etc. All the gold given out through sales to NPCs and quest rewards are balanced towards this. You dont have to sell anything to a player and can stil efford a 3 million house just by playing long enought.

    The other side is the player economy. Items sold by players to players. For the NPC side these items have no value and are given value by players. This is the only area effected by inflation, but since its a closed area it not only means that you have to pay more to buy stuff, it also means that you can earn more by selling stuff. Also keep in mind that all these items are freely available in the game, so the player market is a short cut to get what you want.

    What your ideas doing now is to cross the border between these 2 sides. You want to add more bag and bank spaces at prices that would require players to go into player trading to afford it. Reducing or removing quest gold would also hurt players that dont want to jump into player trading as they would see their gains dry out.

    The inflation in itself is not a real issue as it only exists in a specific bubble that doesnt hold exclusive items. Everyone can participate in that bubble and as such earn alot of money. The problem is that some ppl want to buy things out of the bubble without putting anything back in. Thats why ppl jumped into crown trading to create a real money shortcut into buying things out of the market and the gold that was released back into circulation this way increased the prices to what you see now. There is no way to solve this issue. If you remove gold sources some palyers might suffer, if you create more expansive gold sinks you would lock out players that dont participate in money making. You will reach issues left and right and thats why you dont see ZOS do anything here.
  • Sylosi
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    NupidStoob wrote: »
    [snip]

    [snip]
    NupidStoob wrote: »
    Writ gold is probably the biggest source of inflation in the entire game. This gold is generated basically out of nothing. The availability of materials stands in no way in relation to the gold that is being generated. Someone with 18 chars generates more than 90k gold out of thin air everyday. This is billions of gold weekly across the player base that is being dumped into the economy.

    Nobody really benefits from this longterm as you might be able to buy things with fixed prices easily, but anything player traded is subject to this massive inflation and will keep increasing in price.

    I'm going to take a wild guess that most people in this game do not have 18 characters, let alone bother to do writs on them all, I know people that don't do writs on any character. The benefit long term is it provides a base level of money for a large proportion of the player base that has little to no interest in playing the trading game.

    [snip]
    NupidStoob wrote: »
    This is simply not true and idk where this convuluted logic comes from. With a global AH you would not be able to buy anything currently as the amount of gold in circulation is way too high and it would allow rich individuals to completely dominate the market. The prices would be infinitely higher than they are right now. The current trader system is the main reason that is not the case as nobody wants to spend hours running from trader to trader to buy up the entire stock of for example dreugh wax to flip it for more. We certainly have individuals rich enough to do so. The argument "it would only happen to some items" is just silly as it would happen to items that everybody wants like gold and potion mats. Everybody would be affected. You can see this phenomenon often in games like WoW that have a global AH and rich people just decide to push up the price of some meta material by a bunch of gold.

    Wrong, its much harder to "dominate" a market when a much higher proportion of the population engages in trading, when barriers to trade are lower and when the market is much more transparent (prices, buy/sell orders, etc are shown to everyone), its basic economics. Which is exactly how it works in the real world, the less transparent, more barriers, etc that there are to a market the easier it is to take advantage of that market, again, basic economics.

    Which is why in every game with a global AH I've ever played (note I've never played P2W games) the result is basically the same. A few very rare items like weapon/armour skins skyrocket in price, when some new item/material comes out then they increase in price for a while, some things tied to events or that have time gated supply generally have a higher price (but laughably far less than a lot of pretty common stuff in this game), everything else drops down to reasonable / low prices.

    [edited for baiting, flaming & to remove quote]
    Edited by ZOS_Icy on January 4, 2022 1:45PM
  • deleted220614-000183
    Sarannah wrote: »
    No, to 4-6-7.
    4: Dailies need the gold. As incentives, to buy supplies to do them, and for new players.
    6: I like the gold rewards from anything. This makes me feel like I spend less whenever I spend gold.
    7: No, champion points goldreduction nodes should stay! They are a choice some players choose specifically.

    To be honest, there is really no need to combat gold inflation, all gold prices rise accordingly. So everything gets inflated the same way.

    If ZOS truly wants to combat inflation, they should ban add-ons. They allow some players to make too much gold, too fast. Especially when compared to players who do not use add-ons.

    The ideas to expand the inventory/bank slots at a major cost, is really good. Though that might just be because I want more space.

    PS: You can also buy in-game houses for gold!

    Why banning addons ? What does it solve ? Nothing.

    If some players are clever enough and make 100M per week by flip flopping things using addons, why not ?
    These golds were earned fairly and are not a problem.
    The problem is when some ..... (how to say it a polite way) .... not so clever players gets 100k from daily reward and get another big amount of golds from daily writs, as they were not earned hard enough and everybody can do it easy way.
    The super big problem is if army of thousands of bots are harvesting nodes including ones dropping golds and ZOS admins sit and drink cofee doing nothing.

    As I said. There is not easy solution how to reduce inflation in the economy and complex solution would be more painful then inflation itself.
    You want to curb inflation but you dont want to hurt people ?
    That's impossible.
    Edited by deleted220614-000183 on January 4, 2022 1:40PM
  • deleted220614-000183
    Sylosi wrote: »
    .....

    Wrong, its much harder to "dominate" a market when a much higher proportion of the population engages in trading, when barriers to trade are lower and when the market is much more transparent (prices, buy/sell orders, etc are shown to everyone), its basic economics. Which is exactly how it works in the real world, the less transparent, more barriers, etc that there are to a market the easier it is to take advantage of that market, again, basic economics.

    As I said before bunchl of superrich players are controlling more then 90 percent of the whole server economy.
    It doesn't matter how many players are trading as the prices are dictated by the small amount of richest ones.

    You don't have clue how economy works.
    Gold mats, raw resources producing them, writs, XP boosters etc tend to be expensive as increasing level is something these super rich people are interested.
    Collecting rare items and buying furniture, crowntrade transactions and housing overall is expensive as these super richpeople are very often interested
    On the other hand, low grade items are worthless as these super rich people are not interested.
    Edited by deleted220614-000183 on January 4, 2022 1:58PM
  • DonRavello
    DonRavello
    ✭✭✭
    Xebov wrote: »
    If you remove gold sources some palyers might suffer, if you create more expansive gold sinks you would lock out players that dont participate in money making. You will reach issues left and right and thats why you dont see ZOS do anything here.

    Thanks for your comment. I don't agree though.
    1. The money you get from crafting writs is irrelevant. If those players do not participate in the money making, they don't buy any mats from the guild traders, but farm the mats by themselves. They don't need money for that. If they do participate, they can sell their valuable items and get far more money than those 334 gold.

    2. No one is locked out of any game content by increased bag or bank slots or the possiblity to buy Transmute Crystals. The game is perfectly doable as it is currently. Just denying a large group of the playerbase something that wouldn't be achievable for some, who actively choose not to participate in it, makes no sense. If people choose not to participate in trials, they will not get trial gear. If people choose not to participate in PvP, they can't even get the rewards from some events.

  • Xebov
    Xebov
    ✭✭✭✭✭
    DonRavello wrote: »
    Xebov wrote: »
    If you remove gold sources some palyers might suffer, if you create more expansive gold sinks you would lock out players that dont participate in money making. You will reach issues left and right and thats why you dont see ZOS do anything here.

    Thanks for your comment. I don't agree though.
    1. The money you get from crafting writs is irrelevant. If those players do not participate in the money making, they don't buy any mats from the guild traders, but farm the mats by themselves. They don't need money for that. If they do participate, they can sell their valuable items and get far more money than those 334 gold.

    2. No one is locked out of any game content by increased bag or bank slots or the possiblity to buy Transmute Crystals. The game is perfectly doable as it is currently. Just denying a large group of the playerbase something that wouldn't be achievable for some, who actively choose not to participate in it, makes no sense. If people choose not to participate in trials, they will not get trial gear. If people choose not to participate in PvP, they can't even get the rewards from some events.

    1.) How is the money from writs irrelevant? If a player is not participating into player trades they still have NPC services to pay for. Mount training, houses or bag spaces for example are still existing outside of player interaction and they have to be paid for. Not to forget porting and repairing costs.

    2.) Noone is locked out, but you are tearing down a border between the 2 parts of the game by adding a good that resides in one half but has its price determined by the gains from the independed other half. Most ideas on reducing income are going into the same direction and thats something that should not happen.

    I can repeat myself again, inflation as you see it right now is not an issue. Every player can gather goods and sell them and instantly make as much money as any existing player does. There are no bounderies. The problem is created by players that want gold gera on 10 characters but dont wnat to gather materials or gold and expect other players to sell their stuff for cheap.
  • Dangerjoe1982
    Dangerjoe1982
    ✭✭
    Here is another way to counter inflation. Stop crowns for gold transactions. Or at least place a plafond on the echange rate.

    Even better, make an ingame vendor that sells crowns for gold at a fixed rate. (and make crowns non tradable at the same time)

    that way gold is taken out of circulation, instead of flipped between 2 players. The idea is to get gold out of circulation :)
  • Skinfaxe_DK
    trpajzla wrote: »
    hafgood wrote: »
    These posts always come along because someone wants to buy something but considers it too expensive.

    If you cannot afford something don't buy it, farm it. If you don't want to farm it then do an activity you do like to get the gold to buy it.

    It's a player led economy, Zos are not going to get involved.

    Regarding bots - on console they never go near treasure chests, they either kill mudcrabs, wolves or harvest ore. And then I assume vendor any items they pick up, refine the raw materials and sell the refined items / gold mats gained.

    As for as bots, they dont miss any opportunity to loot chests. At least on advanced/master level but they dont ignore easy ones as well as they have fair chance to drop very rare items worth millions. They don't do it for golds from the chests, but these golds are byproduct of this activity and as every bot tends to loot thousands chests per day, it is very significant source of golds which ends in the server economy and makes inflation worse and worse. If army of thousands bots is doing it daily, you can't be surprised that the whole PC platform economy is out of control.

    Could you elaborate a bit more - I'll admit I have not been actively looking, but I don't get the impression that there are any bots on PC (I'm playing on PC EU). Or perhaps I just picture bots as farming mudcrabs - how are bots a problem on PC now and why is this not more visual on the forums?
  • deleted220614-000183
    Xebov wrote: »
    DonRavello wrote: »
    Xebov wrote: »
    If you remove gold sources some palyers might suffer, if you create more expansive gold sinks you would lock out players that dont participate in money making. You will reach issues left and right and thats why you dont see ZOS do anything here.

    Thanks for your comment. I don't agree though.
    1. The money you get from crafting writs is irrelevant. If those players do not participate in the money making, they don't buy any mats from the guild traders, but farm the mats by themselves. They don't need money for that. If they do participate, they can sell their valuable items and get far more money than those 334 gold.

    2. No one is locked out of any game content by increased bag or bank slots or the possiblity to buy Transmute Crystals. The game is perfectly doable as it is currently. Just denying a large group of the playerbase something that wouldn't be achievable for some, who actively choose not to participate in it, makes no sense. If people choose not to participate in trials, they will not get trial gear. If people choose not to participate in PvP, they can't even get the rewards from some events.

    1.) How is the money from writs irrelevant? If a player is not participating into player trades they still have NPC services to pay for. Mount training, houses or bag spaces for example are still existing outside of player interaction and they have to be paid for. Not to forget porting and repairing costs.

    2.) Noone is locked out, but you are tearing down a border between the 2 parts of the game by adding a good that resides in one half but has its price determined by the gains from the independed other half. Most ideas on reducing income are going into the same direction and thats something that should not happen.

    I can repeat myself again, inflation as you see it right now is not an issue. Every player can gather goods and sell them and instantly make as much money as any existing player does. There are no bounderies. The problem is created by players that want gold gera on 10 characters but dont wnat to gather materials or gold and expect other players to sell their stuff for cheap.

    All money on the server are relevant and issue contributing to inflation.
    On the other hand, raw materials are not a problem.
    They mainly end up refined in gold mats and burned in master writs with high amount of XP for player who can afford it - no problem.
    But golds harvested by players, given as rewards to players or what's the most painful problem harvested by bots as byproduct by harvesting other things are very big problem as they are never burned or sink enough and tend to accumulate.

    You can destroy existing golds only by :
    hiring NPC guildtraders
    sell via guildtrader taxes
    buying items sold by NPC vendors
    buying upgrades from NPC vendors
    buying houses

    and that's basically all and it is only fraction of the golds added day by day to the game.

    I suggested in one of the earliest post increasing selling tax to 50 percent instea of existing 4 percent.
    That would destroy enough of golds to keep prices constant but in the end, your savings will end up burned
    by the tax instead of inflation and items will be still not affordable for majority of players as they are not affordable now.
    So ZOS will never go this way because inflation is a "problem" but tax is a "studio decision".

    And I must repeat myself for the 10th time.
    You can't curb inflation and do not to hurt people at the same time.
  • Danikat
    Danikat
    ✭✭✭✭✭
    ✭✭✭✭✭
    DonRavello wrote: »
    Sylosi wrote: »
    And right there is the actual source of your high prices, in games with a global AH what happens is nearly everything comes down to a reasonable price, except for very, very rare items like weapon/armour skins, because a much higher percentage of people engage in trading (there are no barriers), there is far greater price transparency and its actually more difficult to manipulate prices or supply as an individual or small group.

    This is not correct. On PC there are addons, which make up for this shortage like TTC, where players can see the average prices and select the kiosk they want to buy from. On console these addons do not exist and prices are MUCH lower, but the system is the same. The source of the high prices is not the guild trader system (whatever good or bad it is), the source is: too much money going into the market and not enough money is going out.

    How is there too much money going into the system on PC but not on consoles? Do they not get gold from login rewards, crafting writs and the other sources mentioned?
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • DonRavello
    DonRavello
    ✭✭✭
    Xebov wrote: »
    1.) How is the money from writs irrelevant? If a player is not participating into player trades they still have NPC services to pay for. Mount training, houses or bag spaces for example are still existing outside of player interaction and they have to be paid for. Not to forget porting and repairing costs.

    2.) Noone is locked out, but you are tearing down a border between the 2 parts of the game by adding a good that resides in one half but has its price determined by the gains from the independed other half. Most ideas on reducing income are going into the same direction and thats something that should not happen.

    I can repeat myself again, inflation as you see it right now is not an issue. Every player can gather goods and sell them and instantly make as much money as any existing player does. There are no bounderies. The problem is created by players that want gold gera on 10 characters but dont wnat to gather materials or gold and expect other players to sell their stuff for cheap.

    The border you are talking about is imaginary: It is a MMORP Game, not a single player game. So there are certain services you can get from NPCs and others from players, some from both. You can have a werewolf bite for free from the NPCs, for gold (or free if you are lucky) from players and for crowns from ZOS.

    You contradict yourself: In a world without player interaction players can't gather and sell materials (unless for 6g) and make as much money as every other player does. Your example 1 is exactly from this world - and I don't know many ppl selling a Dreughwax to the NPC.

    But I agree: If one wants to reduce inflation, it comes at a cost. If one does not (as you), everything remains as it is and Perfect Roe will cost ~100K gold next year (PC EU). Sadly, people who choose not to do fishing, are locked out from XP boost potions. For some this may be harder than being locked out from another 10 bag slots.
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