PeacefulAnarchy wrote: »The solution is to give those rich players something to sink their gold into.
PeacefulAnarchy wrote: »Increasing drop rates would help, not necessarily by fixing the economy but by making farming a more viable alternative for the casual player who doesn't want actually farm, just get gold mats from the random nodes they pick up along the way.
@Ash_In_My_SujammaAsh_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.
@Grandchamp1989Grandchamp1989 wrote: »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
@DanikatDonRavello 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?
Oreyn_Bearclaw wrote: »This is the elephant in the room! It also proves what the culprit is. On PC, I can do writs on 18 toons in 30-45 minutes, making 100k in the process. This is fresh gold that is introduced to the game. It is beyond trivial to do it. On console, it takes a few hours to do the same thing. In other words, it is much harder to "create" gold on console, and no surprise, prices are much lower across the board.
Oreyn_Bearclaw wrote: »This is the elephant in the room! It also proves what the culprit is. On PC, I can do writs on 18 toons in 30-45 minutes, making 100k in the process. This is fresh gold that is introduced to the game. It is beyond trivial to do it. On console, it takes a few hours to do the same thing. In other words, it is much harder to "create" gold on console, and no surprise, prices are much lower across the board.
That is actually a 2 part thing. Not only does the gold enter slower simply because it takes longer to do the writs, but the amount of folks doing it, because it takes longer... is probably greatly lower as well. I have 13 character which nets me about 65K/day... but even with LWC I get annoyed after doing dailies on half of them. I can't imagine doing it on more than 2-3 characters on console, and I would probably skip them altogether on many days.
So yeah, that is probably the largest single reason for the amount of gold in game and the resulting inflation.
Your solution to this is what? Banning crown gifting? If the gold rich can't buy crown items they'll be more willing to spend on gold mats and rare in game collectibles instead. It'll change who gets the gold and what happens in the top tier market, but it won't change the in game inflation that people are complaining about. Rich players aren't going to just sit on gold, unless they remove themselves from the economy because they see no value in getting more gold. But those players are also the mat farmers who provide supply, so if they see no value in getting more gold they'll stop farming, stop doing writs and stop selling.PeacefulAnarchy wrote: »The solution is to give those rich players something to sink their gold into.
Not realy. Gold that cant be used is just sitting around doing nothing. Part of the current inflation is crown gifting and the fact that the gold that was just sitting around could be used. This gold was then released into the economy and players that bought crowns used them to get gold to buy stuff of the market. So not only was more gold released back into circulation, it was also used to buy items that are constantly under high demand, increasing the demand.
I'm not sure we're disagreeing here. Those players who want something for little effort will always complain, and they will always create a market for items. That's why I said it wouldn't fix the economic part. But it would increase supply a bit and it would help the casual quester types who don't farm. I haven't been that kind of player in a while, though, so maybe the current drop rates are enough for them.PeacefulAnarchy wrote: »Increasing drop rates would help, not necessarily by fixing the economy but by making farming a more viable alternative for the casual player who doesn't want actually farm, just get gold mats from the random nodes they pick up along the way.
I doubt that. Daily crafting can yield millions per week, yet many players that would have the time dont want to do it. The same goes for farming. The ones crying the loudest about the inflation are also the ones that add the least supply to the market while constantly creating more demand. In the forums its easy to spot the "i want to buy it but i dont want to farm it or farm gold for it" and "i need meta gear on 6+ characters". If these players dont want to review the way they handle things you cannot win.
PeacefulAnarchy wrote: »Your solution to this is what? Banning crown gifting? If the gold rich can't buy crown items they'll be more willing to spend on gold mats and rare in game collectibles instead. It'll change who gets the gold and what happens in the top tier market, but it won't change the in game inflation that people are complaining about. Rich players aren't going to just sit on gold, unless they remove themselves from the economy because they see no value in getting more gold. But those players are also the mat farmers who provide supply, so if they see no value in getting more gold they'll stop farming, stop doing writs and stop selling.PeacefulAnarchy wrote: »The solution is to give those rich players something to sink their gold into.
Not realy. Gold that cant be used is just sitting around doing nothing. Part of the current inflation is crown gifting and the fact that the gold that was just sitting around could be used. This gold was then released into the economy and players that bought crowns used them to get gold to buy stuff of the market. So not only was more gold released back into circulation, it was also used to buy items that are constantly under high demand, increasing the demand.
PeacefulAnarchy wrote: »I'm not sure we're disagreeing here. Those players who want something for little effort will always complain, and they will always create a market for items. That's why I said it wouldn't fix the economic part. But it would increase supply a bit and it would help the casual quester types who don't farm. I haven't been that kind of player in a while, though, so maybe the current drop rates are enough for them.PeacefulAnarchy wrote: »Increasing drop rates would help, not necessarily by fixing the economy but by making farming a more viable alternative for the casual player who doesn't want actually farm, just get gold mats from the random nodes they pick up along the way.
I doubt that. Daily crafting can yield millions per week, yet many players that would have the time dont want to do it. The same goes for farming. The ones crying the loudest about the inflation are also the ones that add the least supply to the market while constantly creating more demand. In the forums its easy to spot the "i want to buy it but i dont want to farm it or farm gold for it" and "i need meta gear on 6+ characters". If these players dont want to review the way they handle things you cannot win.
Cap the number of toons doing writs per account and cap it fairly low, like 3 per account. This way, newer players don't suffer and inflation from writ gold pouring in daily is greatly reduced.
kilroy5250 wrote: »What if there was a new NPC trader that started selling mats. ZOS could cap those mats relative to scarcity. The goal is not to kill trade, but to bring some foundational items back in check. It creates supply and sets a hard limit on costs.
.1% Rare $$$$$$ (Atherial dust)
Rare gold $$$$$ (Chromium)
Gold $$$$ (Wax, Kuta, ...)
Purple $$$
Blue $$
Green $
White .$
It can also function as a gold sink as those items are always in demand, and people will buy them if trader costs are way out there or people can't find them.
Guild traders can still get pretty rich as long as they stay under the cap. Once they creep over, then the NPC traders act as a supply flow and bring prices back in line.
Unique and rare items should stay market based. If you want the latest most shiny thing, you get to pay exorbitant prices for it. If you can wait, then you will get it for more reasonable costs.
Just an idea.
Cap the number of toons doing writs per account and cap it fairly low, like 3 per account. This way, newer players don't suffer and inflation from writ gold pouring in daily is greatly reduced.
Cap the number of toons doing writs per account and cap it fairly low, like 3 per account. This way, newer players don't suffer and inflation from writ gold pouring in daily is greatly reduced.
I would be fine with the gold reward being capped to even once a day, but definitely not the material rewards, as that and the resulting survey maps is how I get all my materials... Not to mention the price of Chromium would shoot up to even more insane prices if you cut the supply so drastically.
The bag and bank space become useless gold sinks once players have the space. So in the end they do little to curb inflation.
The transmute crystals being sold for gold would have little impact. Those with deep pockets (lots of gold) do not waste their gold on such things they can easily get for free.
The 100k login reward does not seem to come that often and when it does it is only once in that month. Petty change and removing it would not have a noticeable effect on inflation. The gold cost/increased find in CP is also very small in the big picture of things.
The truth of the matter is if we increase the supply of items by harvesting and farming more then we will lower the cost of items and reduce inflation. Zenimax already gave us control over this. Each of us has a choice, pony up the gold or farm the items ourselves and even make some gold in the process.
TX12001rwb17_ESO wrote: »Solution for Inflation
- Add a Gold Temper Vendor who will sell appear once per week who will sell random gold mats for a fixed price at a maximum value of 10,000 gold, this would cap the price on the more expensive gold mats such as Dreugh Wax and Chromium Grains at 10,000, even a Chromium Plating will be capped to a price of 100,000 gold, plenty of people will buy hundreds of them until the market becomes flooded, see the Daedric Throne, Skulls for example, once the Market is flooded with Gold Tempers the value will plummet making it harder to make gold from these gold mats which inturn will kill off the flippers who are part responsible for the inflation, with people buying gold tempers not from other players but the gold vendor any spent gold will be lost to the void instead of being put back in circulation which will reduce the overall gold in the game which will inturn increase the value of gold which will lead to crown prices going down.
TX12001rwb17_ESO wrote: »Solution for Inflation
- Alternatively ZOS could make Gold Mats bound on pickup
Only way you would get them is by buying them from the Gold Vendor, from Daily Writs or from extracting them from Raw Materials, if they are bind on pickup then people cannot make money from selling them, to avoid Crafters from selling Gold Weapons make it so tempering an item makes it bound.
Cap the number of toons doing writs per account and cap it fairly low, like 3 per account. This way, newer players don't suffer and inflation from writ gold pouring in daily is greatly reduced.
Cap the number of toons doing writs per account and cap it fairly low, like 3 per account. This way, newer players don't suffer and inflation from writ gold pouring in daily is greatly reduced.
Writs dont account for any inflation. I do daily writs on 18 characters each day and i made a model calculation a while back to get an idea how much money i actually spend on taxes and listing fees each week while selling all the mats i get. It turned out that, at current prices, i spend around 70% of the gold generated on that. If prices rise further all the gold i earn will be circulating gold because all gold generated will be eaten up.
Besides that reducing the gold now will not solve the Inflation at all because the gold is already there and you would just harm some players while you would have nearly no effect on veterans who have alot of gold already.
The bag and bank space become useless gold sinks once players have the space. So in the end they do little to curb inflation.
The transmute crystals being sold for gold would have little impact. Those with deep pockets (lots of gold) do not waste their gold on such things they can easily get for free.
The 100k login reward does not seem to come that often and when it does it is only once in that month. Petty change and removing it would not have a noticeable effect on inflation. The gold cost/increased find in CP is also very small in the big picture of things.
The truth of the matter is if we increase the supply of items by harvesting and farming more then we will lower the cost of items and reduce inflation. Zenimax already gave us control over this. Each of us has a choice, pony up the gold or farm the items ourselves and even make some gold in the process.
While I agree with most of what you said, I do not believe introducing extra materials into the marketplace would effect much. Those of us with deep pockets would just feel a bit better about upgrading gear or doing Master Writs for a while, then the price would go up yet again because we buy so much. Removing gold from the economy is pretty much MMO economy 101 when it comes to combating mudflation, and was done pretty well in most games until ZOS decided that trading gold for crowns was cool... and let it run rampant in order to make crown sales, at the detriment of the in-game economy.
you are a quite busy person - I have done writs on 16 characters and got tired of it - just too much repetitive work - that you can stand this, my respects.
Ingame sources of gold had always been the same. Inflation is caused by crowns prices. Let people cheat steam store again like it was in the past, buying crowns from regions whose local currency is devalued against, lets say, the dollar, and they gonna sell it again for stuff like 250:1. This would tone all prices down.
TX12001rwb17_ESO wrote: »Solution for Inflation
- Add a Gold Temper Vendor who will sell appear once per week who will sell random gold mats for a fixed price at a maximum value of 10,000 gold, this would cap the price on the more expensive gold mats such as Dreugh Wax and Chromium Grains at 10,000, even a Chromium Plating will be capped to a price of 100,000 gold, plenty of people will buy hundreds of them until the market becomes flooded, see the Daedric Throne, Skulls for example, once the Market is flooded with Gold Tempers the value will plummet making it harder to make gold from these gold mats which inturn will kill off the flippers who are part responsible for the inflation, with people buying gold tempers not from other players but the gold vendor any spent gold will be lost to the void instead of being put back in circulation which will reduce the overall gold in the game which will inturn increase the value of gold which will lead to crown prices going down.
This would remove players that gather and do daily crafting to sell these mats from the market because the prices would drop alot making it less lucrative.TX12001rwb17_ESO wrote: »Solution for Inflation
- Alternatively ZOS could make Gold Mats bound on pickup
Only way you would get them is by buying them from the Gold Vendor, from Daily Writs or from extracting them from Raw Materials, if they are bind on pickup then people cannot make money from selling them, to avoid Crafters from selling Gold Weapons make it so tempering an item makes it bound.
The first players that would complain about this would be the ones that regularly gold meta gear and dont want to farm it. You would hit the buyers, not the sellers.
I produce my own items, so i dont care about price inflation. If more people did this, prices would not be so high.
The bag and bank space become useless gold sinks once players have the space. So in the end they do little to curb inflation.
The transmute crystals being sold for gold would have little impact. Those with deep pockets (lots of gold) do not waste their gold on such things they can easily get for free.
The 100k login reward does not seem to come that often and when it does it is only once in that month. Petty change and removing it would not have a noticeable effect on inflation. The gold cost/increased find in CP is also very small in the big picture of things.
The truth of the matter is if we increase the supply of items by harvesting and farming more then we will lower the cost of items and reduce inflation. Zenimax already gave us control over this. Each of us has a choice, pony up the gold or farm the items ourselves and even make some gold in the process.
While I agree with most of what you said, I do not believe introducing extra materials into the marketplace would effect much. Those of us with deep pockets would just feel a bit better about upgrading gear or doing Master Writs for a while, then the price would go up yet again because we buy so much. Removing gold from the economy is pretty much MMO economy 101 when it comes to combating mudflation, and was done pretty well in most games until ZOS decided that trading gold for crowns was cool... and let it run rampant in order to make crown sales, at the detriment of the in-game economy.
The price of materials we farm is a matter of supply and demand. If more was on the market then that would push the price down. This is a law of economics and not an opinion I am espousing.
Granted, as long as enough players are willing to pay the current prices they will pony up the gold instead of choosing to farm. Until that happens the player base is saying there is nothing wrong with the current prices.
Also, gold sinks that would be strong enough to push the price of materials down would also mean those who think the current prices of materials would still have problems buying them since the gold sinks are taking their gold away.