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.
etchedpixels wrote: »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.
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
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.
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.
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.
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.
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.
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 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.
NupidStoob wrote: »[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.
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.
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!
.....
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.
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.
DonRavello 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.
Ash_In_My_Sujamma wrote: »Here is another way to counter inflation. Stop crowns for gold transactions. Or at least place a plafond on the echange rate.
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.
DonRavello 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.
DonRavello 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.
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.