francesinhalover wrote: »Gold cost Lootboxes.
Yeah you heard me you pay 50k-100k gold per lootbox.
The thing is , this lootbox is probs like the auroborus, witha extremely rare chance to get a rare mount.
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.
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?
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.
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.
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!
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.
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.
DonRavello 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.
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.
1) Dont change the meta so often. Market needs time to recover from increased demand.
DonRavello wrote: »I just denied that the trading guild system is the root of the high prices, which was a statement from Sylosi.
The trading guild system is the same on both platforms, so it has nothing to do with the inflation.
Something being the root of a problem does not imply it is the sole factor, hence your conclusion is illogical.
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!
1. I suggest, open lands areas limited in 15-20 places near by each city/village for ofline trading(sell and buy), for characters. So everyone will have posibility to participate in trading without being in a guild. This trading should be reduced to 4-5 trading item.
(So having 9 chars, 8 of them offline trading meanwhile playing with 1)
This will liberate the market from guild-auction, and will increase competency.
2. a. GOLD, should drop only from humans, chests.
b. And from all mystic creature 90% drop of non-charged soul gems.
c. Any teleport in the game should be done by consuming a charged gems
This will:
1. reduce direct GOLD adquisition from NPC, which will reduce the inflation,
2. Increase the need of a consumible (gem), this will make GOLD cyrcling faster, making ppl be less rich, which also reduce the inflation
3. Gain of the consumible will be the 90% which could be the TOOL to regulate the inflation in the future, so ZOS could always increase or decrese the % it if there is inflation or recession.
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.
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.
A few thoughts...
4. I am confused about those going on about bots. I have played forever and have never seen this bot army so many people love to reference. Why do they hide when I am around?
VaranisArano wrote: »A few thoughts...
4. I am confused about those going on about bots. I have played forever and have never seen this bot army so many people love to reference. Why do they hide when I am around?
As for #4:
On PC/NA, there's a couple places and a couple ways I've seen bots.
One, bot trains. These are packs of bots attacking easily farmed enemies like harpies or mud crabs. They frequently look like a pack of players moving together with coordination that my PVP raid leads would kill for, or a couple players following the exact same track again and again, frequently with right angle turns. Sometimes you'll see one of these bots path away from the pack, sell off junk to a merchant, and then rejoin the pack.
Test: When you see them, it's pretty clear you aren't looking at real players.
Common places where they've botted in the past: Silverhoof Vale, the beach near Haven, Grahtwood
Two, single bots on a route. A player trots along a set route to different nodes, never deviating even when the resource isn't there or has just been picked up before their eyes.
Test: follow ahead of the bot, picking up the resources well before they get there. If they go to the empty node and pause each time, repeatedly, that's not normal player behavior.
Common places: starter zones. I see them in Bal Foyen, particularly in the safe locations like Fort Zeren.
Three, single bot standing over one node, picking the node once it spawns.
Test: place the questionable meat sack memento down where the node would be. If the bot picks it up repeatedly, that's not normal player behavior.
Location: I've seen this one in Craglorn and starter zones.
Also, keep in mind that zones have multiple instances. At one point when I was tracking bots several years ago, there was one Grahtwood instance that had a bot train farming mudcrabs and one that did not.
SeaGtGruff wrote: »Please don't come up with "solutions" that just end up punishing players who don't squeeze as much profit as they possibly can out of every activity or piece of loot in the game, while simultaneously failing to stop players who do squeeze as much profit as they possibly can out of the game.