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How to counter inflation (PC)

  • starkerealm
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    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.

    This is, honestly, a pretty good idea. Particularly with some of the older basic tier mounts, like the normal looking guars and camels.

    However, it does run into a major problem... I already have that guar, and (I think), that wolf. So, as the kind of player who would be specifically targeted by this, there's nothing for me to buy.

    You might be able to skim around this with a rotating, curated, stock of crown store items for gold. Where you don't know what's going to be up for grabs next week, and what you're looking at buying will only be there for a little while. Combine that with primarily offering items that are no longer in the store, and you might be able to pull a lot of gold out of the economy.
  • Woozywyvern
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    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons, then no-one should have a problem obtaining all the gold they want.
    'What we do in life, echoes through Eternity.'
  • Sarannah
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    Thinking about this some more, I do not think the crafting dailies are the issue. We had those for years already, and barely enough players do them to make a dent. It takes too much time, effort, and supplies to keep doing those for most players.

    My guess is, the new antiquities is the cause. The first time leveling antiquities it grants a lot of gold, including the purple and special when you have done all zones. And this is easy to do for players, and some keep doing it. Even on multiple characters, and on characters which are already maxed out. As it prints a 1k blue item every time. The reason it might only mostly affect the PC version is because PC has the most players on a each single megaserver.

    Just something to think about!
  • Lysette
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    ixthUA wrote: »
    I produce my own items, so i dont care about price inflation. If more people did this, prices would not be so high.

    While reading thread, I was think the same thing. I have a few thoughts:
    • I've been playing ESO since beta and I've only ever felt compelled to purchase a very few items, but never crafting materials. I have a sizeable hoard of gold mats ($5+ million at current prices) that I got from simply playing the game and not maxing out every gear set I've run. People complaining about gold mat prices smack of entitlement and/or laziness. No one HAS to have max gear to play this game (i.e. skill > gear).
    • I personally don't like repetitive tasks, so I only do writs on one character. I find it hard to believe that there is a significant portion of the player base that do writs on 10+ characters. So, I'm not convinced this is the root cause of inflation.
    • I personally do not sub to ESO+, buy crowns, or PvP much, so gold is my only currency. What I find frustrating is that while I want to buy more houses, all the ones I want now are crown exclusive. Housing can be a huge gold sink, but only if there are new/interesting houses available for gold. Of course, this runs counter to ZOS' monetization interests, so I expect nothing will change. (Same could be said for mounts and other crown utility items.)

    Actually it could be like it is with quite a few houses - that you need to match requirements to be allowed to buy those houses for over a million gold - this doesn't hinder me buying them with crowns, because I don't want to fulfill those requirements and I want this house immediately, and not after a long time of working for it - so I doubt it would be a problem, if houses for gold and a requirement would be available for every larger home - I doubt that ZOS would make less money doing it like that. Those who buy it with gold, would anyway not have bought it with crowns - so this is not a loss for ZOS, you can't loose, what you would have never gotten in the first place.
  • Kwoung
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    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons, then no-one should have a problem obtaining all the gold they want.

    As has also been pointed out, doing writs doesn't make you rich by any means, it simply dumps about 50-100 million gold a day into the system out of thin air (a low estimate I bet). The folks who get rich are the ones who figured out how to funnel a lot of that gold from everyone else to themselves.

    Lets take me for example, I have 13 characters who each make about 5k gold a day, which is about 65k a day give or take a few gold. If only 1,000 players do the same, that's 65 million new gold entering the game daily. Now many do less writs, some do a lot more... and 1,000 players is probably a very low number based on the 24x7 activity I see just in Vivec alone. That's 2 billion new gold entering the game every month on the low end... and folks wonder why prices are soaring and gold is becoming more and more worthless?

    Sure, guild trader bids, horse training and repairs help remove "some" of it, but from just looking at the economy, not enough by a long shot.
  • Varana
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    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons, then no-one should have a problem obtaining all the gold they want.

    Because it creates an entry barrier for newer players, those who move from more casual to more serious gameplay, and those who focus more on other aspects of the game than earning gold.
    While it's technically possible to farm all the stuff yourself, buying some of the stuff you want should be accessible - if only, from ZOS' perspective, to enable players to actually play the game they want. So while a million gold for a Chromium plating (slight exaggeration) is a luxury issue, very high prices on more widely used things are detrimental to the game.
    The claim of the "lot of posts" is not that it's extraordinarily easy to get massive amounts of gold. It's not - you need 18 characters with levelled crafting, and a decent amount of time and tolerance of boredom to actually do this. The claim is, as Kwoung has said a few times now, that the effect of these writ assembly lines is to wash fresh gold into the system, and that there are enough people who do this to have a noticeable effect.
  • VaranisArano
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    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons, then no-one should have a problem obtaining all the gold they want.

    Because inflation is a barrier of entry to players who don't engage in the player economy/crafting but still want to buy items.

    A number of the players I've talked to on past threads who complained about not being able to buy items had a few things in common.
    - they were newer or didn't have a lot of time to play
    - they didn't want to join a trade guild or didn't feel they could sell anything if they did
    - they were questing for their gold
    - they weren't leveling their crafting or harvesting their own materials (possibly due to to time)


    MMOs are time-sinks. Players who have time are naturally going to make more gold, even if they refuse to join the player economy and just sell everything they get to NPC Vendors.

    Inflation means that players who don't have time to acquire gold (or, it must be said, the willingness to spend some of their time doing activities that make them gold), fall farther behind.

    New players with limited time get hit worse because it's quicker than ever to reach CP 160, and thus they hit that level with less gold than we used to, even if they've just been questing. When that gold is devalued due to inflation, they end up with less buying power at exactly the moment that ESO is really opening up in terms of being able to spend gold to get a really solid build. It's no wonder they end up disillusioned, disappointed, and I suspect some of them have moved on (at least from the forums, hopefully not from the game itself.)


    Caveat: I'm firmly of the opinion that MMOs are timesinks, and so it's no surprise that players with less time are going to have less gold. On the level of the individual player, the answer is to take some of that limited time and use it to make gold or be self-sufficient with crafting or something that makes your gameplay easier down down line.

    If the player doesn't want to, and only wants to do the fun stuff like questing, then I don't think they can be surprised when they end up gold-poor for their time.
  • Cryptical
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    It's actually very simple - gold is created from nothing and added to the money supply, so to curb inflation there must also be a process that removes gold from the money supply. The argument begins over which process to use.

    Possibilities include....

    Guaranteed to work with zero maintenance effort by Zos:
    A tax from the banks. The argument then shifts to where the thresholds are. Personally, I would place 0% tax on bank deposits up to about 10 million gold, then some sort of increasing rate in stages up to the max deposit amount. Personal bank deposits only, of course guild banks would be excluded. 99% of the players would be totally untouched by this option. Over time, the total money supply would shrink to something more equitably spread out per capita, chopping off the economy-distorting mountains of personal gold at the top end and pushing the wealth to remain in guild hands and be reinvested in guild uses rather than being siphoned off into personal accounts. Because the tax in on personal, not guild deposits.

    Limited effectiveness with ongoing maintenance effort by Zos:
    Super High end consumables. The argument then shifts to the subjective views held by players and devs regarding which consumables to offer for sale and what the price should be. Such as, should race changes be able to be bought with gold? Some players and devs would say that is a useless thing to offer, others would say it is an awesome idea. Some players and devs would say they are worth 500million each, others would say they aren't even worth 10 gold.

    Poor effectiveness with zero maintenance effort by Zos:
    Greatly increase the costs of gear repair for golded gear.

    No matter what, if gold is being created by $$$$$ amounts and is only being removed by $$ amounts, then the problem of inflation will worsen.
    Xbox NA
  • Kwoung
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    My idea of a fix would be more along the lines of ZOS figuring out the break even point on gold entry/exit from the system and adjusting the influx to a more balanced point. Gold rewards from dailies, chests, mobs and all other sources of new gold should be adjusted dynamically down/up to account for inflation/deflation. I say dynamically because well, things change and a blanket adjustment today, will probably be way off tomorrow or the next day.

    Basically, if 50 million gold a day leaves the system from bids, NPC purchases, etc... then the pool of gold to enter the game should be capped around 50 million... and all sources of that gold should be adjusted to meet the target number. So instead of a chest awarding 100 gold, maybe it gets reduced to 25, maybe crafting dailies award 1000 instead of 5000 per round, and so forth and so on. Basically a limited pool of gold, instead of a never-ending waterfall of it.

    I feel this would be much more effective and predictable than relying on players to spend their gold at NPC's for whatever. It would also allow for adjustments per world/platform, so people knocking out dailes like mad on PC, won't affect those on consoles. It also spreads the effect evenly among the entire population and doesn't negatively affect one group over the other, as I am vehemently against "taxing the rich". There is no reason players that focus on making gold, should be punished because others choose not to.

    Oh, and to ZOS's main concern, it should not affect their Crown Sales either, if they find the sweet spot for the Crown Exchange rate. To little gold in the system and players selling put their noses up at the exchange rate, too much and buyers get priced out... This is based mostly upon psychological factors, not real economy BTW. I am well aware if the amount of gold stays even that it's value will stabilize, but you still need to consider how the players feel about the "value" they are getting for their exchange.
    Edited by Kwoung on January 7, 2022 7:25PM
  • AlnilamE
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    Kwoung wrote: »

    Oh, and to ZOS's main concern, it should not affect their Crown Sales either, if they find the sweet spot for the Crown Exchange rate. To little gold in the system and players selling put their noses up at the exchange rate, too much and buyers get priced out... This is based mostly upon psychological factors, not real economy BTW. I am well aware if the amount of gold stays even that it's value will stabilize, but you still need to consider how the players feel about the "value" they are getting for their exchange.

    Honestly, I think ZOS cares less about crown for gold sales than we think. They'd probably be happy if it wasn't a thing, since it would save them some headaches.
    The Moot Councillor
  • Kiralyn2000
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    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons,

    Well, getting 18 slots (pay for a bunch more) and fully leveling them, isn't "the easiest thing in the world", but.... /shrug

    Also takes having a good supply of materials in stock to work with until you can get enough surveys.
  • buttaface
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    AlnilamE wrote: »
    First of all, I used to do more writs before I started using LWC. Now, outside of the Jubilee event I only do one character and a half. I don't know how you guys can do 18 characters in 45 minutes, as you claim, since I can't do 11 in an hour.

    Second, you are disregarding the latest QoL improvements to writs that ZOS put in, where you can see in the craft window the list of items you have to craft. Before LWC, the hardest part of doing a writ was remembering which pieces you needed that day. That's now part of the UI on consoles, so the time difference should be minimal.

    It really doesn't matter how many toons doing writs that -you- do or -I- do (1 main and two jewelry only toons), or that you can't do 11 or more in an hour or even much faster like many claim to be able to do (and I don't doubt at all that they can), why would they lie? What matters is that many do run writ assembly lines of many toons on PC enabled by LWC, and that they are very fast at it once the route between the boards, the stations and the turnins is established.

    No, LWC is very much faster than manually doing the writs even after the newer QOL changes. Maybe more importantly, it saves lots of clicks, scrolling and eye travel that can make writs tiresome on multiple toons in addition to time savings.

  • Kwoung
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    AlnilamE wrote: »
    Kwoung wrote: »

    Oh, and to ZOS's main concern, it should not affect their Crown Sales either, if they find the sweet spot for the Crown Exchange rate. To little gold in the system and players selling put their noses up at the exchange rate, too much and buyers get priced out... This is based mostly upon psychological factors, not real economy BTW. I am well aware if the amount of gold stays even that it's value will stabilize, but you still need to consider how the players feel about the "value" they are getting for their exchange.

    Honestly, I think ZOS cares less about crown for gold sales than we think. They'd probably be happy if it wasn't a thing, since it would save them some headaches.

    Oh I disagree very much. We have a crown exchange in our guild, it is hoppin, and almost none of those Crown sales would have taken place otherwise. ZOS makes a fortune off crown to gold exchanges.
  • PeacefulAnarchy
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    buttaface wrote: »
    No, LWC is very much faster than manually doing the writs even after the newer QOL changes. Maybe more importantly, it saves lots of clicks, scrolling and eye travel that can make writs tiresome on multiple toons in addition to time savings.
    People who don't know do it all by hand.
    People who like to save time use LWC.
    But the true pros don't use LWC. The true pros precraft. 14 precrafts is (3w,3m,3c,2/3j,1e)12.3*14=~173 inventory slots. Keep the food and potions/poisons in the bank. Pull writs, take the food and alchemy craft from the bank then deliver. You can do two full weeks before you need to clear out your inventory.
    This is just as viable on console as on PC. PC does have the advantage of the fortnightly inventory cleaning and recrafting being a bit quicker, but day to day it's pretty much the same. LWC can pull things from the bank for you and save you 3 seconds too, but you could also just keep the food and potions/poisons on you on console.

    If you actually use your alts you might need to limit yourself to 7 or 10 days depending on inventory space, but still quicker than going around the stations.
  • AlnilamE
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    Kwoung wrote: »
    AlnilamE wrote: »
    Kwoung wrote: »

    Oh, and to ZOS's main concern, it should not affect their Crown Sales either, if they find the sweet spot for the Crown Exchange rate. To little gold in the system and players selling put their noses up at the exchange rate, too much and buyers get priced out... This is based mostly upon psychological factors, not real economy BTW. I am well aware if the amount of gold stays even that it's value will stabilize, but you still need to consider how the players feel about the "value" they are getting for their exchange.

    Honestly, I think ZOS cares less about crown for gold sales than we think. They'd probably be happy if it wasn't a thing, since it would save them some headaches.

    Oh I disagree very much. We have a crown exchange in our guild, it is hoppin, and almost none of those Crown sales would have taken place otherwise. ZOS makes a fortune off crown to gold exchanges.

    Is this crowns people are buying or crowns people get with ESO+? Because I've only ever bought extra crowns once. ESO+ gives me more than I need for what I want and to occasionally gift things to friends.
    The Moot Councillor
  • katanagirl1
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    Didn’t I post in here yesterday? I don’t see it.
    Are you confusing it with this thread: https://forums.elderscrollsonline.com/en/discussion/comment/7485164/#Comment_7485164

    Thank you!!!

    I thought I was losing my mind. You’re very observant, by the way.
    :)
    Khajiit Stamblade main
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    PS5 NA
  • Kwoung
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    AlnilamE wrote: »
    Kwoung wrote: »
    AlnilamE wrote: »
    Kwoung wrote: »

    Oh, and to ZOS's main concern, it should not affect their Crown Sales either, if they find the sweet spot for the Crown Exchange rate. To little gold in the system and players selling put their noses up at the exchange rate, too much and buyers get priced out... This is based mostly upon psychological factors, not real economy BTW. I am well aware if the amount of gold stays even that it's value will stabilize, but you still need to consider how the players feel about the "value" they are getting for their exchange.

    Honestly, I think ZOS cares less about crown for gold sales than we think. They'd probably be happy if it wasn't a thing, since it would save them some headaches.

    Oh I disagree very much. We have a crown exchange in our guild, it is hoppin, and almost none of those Crown sales would have taken place otherwise. ZOS makes a fortune off crown to gold exchanges.

    Is this crowns people are buying or crowns people get with ESO+? Because I've only ever bought extra crowns once. ESO+ gives me more than I need for what I want and to occasionally gift things to friends.

    Bought crowns
  • Woozywyvern
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    So which materials are out of reach, serious question? I've seen some hyperbole about Chromium Plating being 1 million gold (which is clearly more than a slight exaggeration). Which materials are so expensive they are gating new players?
    'What we do in life, echoes through Eternity.'
  • Xebov
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    Kwoung wrote: »
    Seriously, why do we care about inflation in a video game? If, as a lot of the posts claim, its the easiest thing in the world to get gold in this game by doing daily writs on 18 fully levelled toons, then no-one should have a problem obtaining all the gold they want.

    As has also been pointed out, doing writs doesn't make you rich by any means, it simply dumps about 50-100 million gold a day into the system out of thin air (a low estimate I bet). The folks who get rich are the ones who figured out how to funnel a lot of that gold from everyone else to themselves.

    Lets take me for example, I have 13 characters who each make about 5k gold a day, which is about 65k a day give or take a few gold. If only 1,000 players do the same, that's 65 million new gold entering the game daily. Now many do less writs, some do a lot more... and 1,000 players is probably a very low number based on the 24x7 activity I see just in Vivec alone. That's 2 billion new gold entering the game every month on the low end... and folks wonder why prices are soaring and gold is becoming more and more worthless?

    Sure, guild trader bids, horse training and repairs help remove "some" of it, but from just looking at the economy, not enough by a long shot.

    That is not entirely true. For everyone that sells their materials in the market alot of the gold is lost to listing fees and taxes. I do daylies on 18 characters which nets me ~100k a day, but i also sell most of my upgrade materials and use up ~70% of that just to pay for listing fees and taxes, so the real amount of money i generate is much lower. If prices would rise further i would sooner or later end up using up all the gnerated gold to that. So how much gold is generated heavily depends on how players interact with the market.
    Because inflation is a barrier of entry to players who don't engage in the player economy/crafting but still want to buy items.

    There is no game where this is working (except for EVE maybe because players are forced into the economy). Players that dont participate in the market in any way are always generating gold that piles up somewhere else and as you said its only a problem for players that dont want to participate in the market.
    There are 2 basic choices in the game, you either get an item yourself or you pay others to get it for you. Expecting others to do the work for cheap is not going to happen.
  • LalMirchi
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    Educate me please, I'm really interested in how a virtual currency like in game gold has any real value.

    Then I would like to know how this would affect the average (casual?) player.

    IMHO Who cares?
  • Kwoung
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    Xebov wrote: »
    That is not entirely true. For everyone that sells their materials in the market alot of the gold is lost to listing fees and taxes. I do daylies on 18 characters which nets me ~100k a day, but i also sell most of my upgrade materials and use up ~70% of that just to pay for listing fees and taxes, so the real amount of money i generate is much lower. If prices would rise further i would sooner or later end up using up all the gnerated gold to that. So how much gold is generated heavily depends on how players interact with the market.

    3.5% of your gold is removed from the game if you sell on the market, not 70%, and that isn't really a lot.
    LalMirchi wrote: »
    Educate me please, I'm really interested in how a virtual currency like in game gold has any real value.

    Then I would like to know how this would affect the average (casual?) player.

    IMHO Who cares?

    Not sure what you mean by real value? The only "value" it has is in balanced gameplay. You buy a game, you expect it to work correctly. Having a screwed up game economy... is a game that isn't working properly.

    How it can affect everyone, even casual players, is outlined numerous times in this thread. If you are confusing casual with someone that simply plays solo, never buys, sells or trades anything and farms everything for themselves...then the issue probably wouldn't affect them. Except that doesn't really describe much of anyone, as almost everyone needs to buy something at some point from someone else.
  • Xebov
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    Kwoung wrote: »
    Xebov wrote: »
    That is not entirely true. For everyone that sells their materials in the market alot of the gold is lost to listing fees and taxes. I do daylies on 18 characters which nets me ~100k a day, but i also sell most of my upgrade materials and use up ~70% of that just to pay for listing fees and taxes, so the real amount of money i generate is much lower. If prices would rise further i would sooner or later end up using up all the gnerated gold to that. So how much gold is generated heavily depends on how players interact with the market.

    3.5% of your gold is removed from the game if you sell on the market, not 70%, and that isn't really a lot.

    You should propperly read what i wrote.

    You pay 1% in listing fees, 3,5% in taxes to the guild and 3,5% in taxes to the void. Thats 4.5% removed from the game directly and 3.5% likely removed through trader bits. Now if you sell the materials you get you easily end up with millions in sales. For each million you gain you pay 80k this way. For 18 characters you would use up all the generated money if you would sell for 8.75 million a week. That means you easily remove alot of your generated gold through these fees if you participate in the market.
    Kwoung wrote: »
    How it can affect everyone, even casual players, is outlined numerous times in this thread.

    The most common arguments are about gold materials and how ppl need alot and cannot afford that much and somehow this is always tagged to new players or casual players. Most threads regarding inflation are solely about the topic how ppl need gold materials for meta gear upgrade and cant afford to buy them for their army of characters but also dont want to do anything to generate income.
  • SilverBride
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    Everyone who is wanting to stop writs from giving gold crafting mats is overlooking one very important fact. This would reduce the supply which would drive the cost up even higher.
    PCNA
  • Kwoung
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    Xebov wrote: »
    You should propperly read what i wrote.

    You pay 1% in listing fees, 3,5% in taxes to the guild and 3,5% in taxes to the void. Thats 4.5% removed from the game directly and 3.5% likely removed through trader bits. Now if you sell the materials you get you easily end up with millions in sales. For each million you gain you pay 80k this way. For 18 characters you would use up all the generated money if you would sell for 8.75 million a week. That means you easily remove alot of your generated gold through these fees if you participate in the market.

    For each million you sell, the game removes 45,000 gold from the game, not 80,000. The extra 3.5% that goes to the guild, that money is not removed from the game, until such a time as the GM does something with it, like make a trader bid, which is a heck of a lot more than the 3.5% generated by members selling stuff. Trader bids are more in the 4 to 50 million range, depending on location, and are one of the few significant gold sinks currently in game.

    In short, you say you make 100k/day doing writs, and since you decide to sell the mats (many/most of us don't BTW), so the system removes 4.5k gold, that is still 85k new gold added to the game... daily... from just you. The only gold sink I have doing crafting writs is buying the style material once every month or two to stock back up, and that is basically chump change.
  • Woozywyvern
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    No one yet has told me which materials have been subject to inflation that gates new players from progressing. Perhaps because they can’t because it is only top tier gold mats which don’t stop progression.
    'What we do in life, echoes through Eternity.'
  • Kwoung
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    Everyone who is wanting to stop writs from giving gold crafting mats is overlooking one very important fact. This would reduce the supply which would drive the cost up even higher.

    I think they mean the actual gold that gets rewarded, not the gold mats. That would be horrible if they lowered the supply of gold mats. :(
  • SilverBride
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    Kwoung wrote: »
    Everyone who is wanting to stop writs from giving gold crafting mats is overlooking one very important fact. This would reduce the supply which would drive the cost up even higher.

    I think they mean the actual gold that gets rewarded, not the gold mats. That would be horrible if they lowered the supply of gold mats. :(

    I may have misread some of these, although there was a suggestion to have a vendor sell gold mats which would ruin my main source of income.

    I could find other ways to make gold if this happened, but it would ruin my enjoyment of the game if I had to spend an hour or more each day farming for other items to sell. I play to play, not to work.
    PCNA
  • Xebov
    Xebov
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    Kwoung wrote: »
    The extra 3.5% that goes to the guild, that money is not removed from the game, until such a time as the GM does something with it, like make a trader bid, which is a heck of a lot more than the 3.5% generated by members selling stuff. Trader bids are more in the 4 to 50 million range, depending on location, and are one of the few significant gold sinks currently in game.
    change.

    Which still means its removed from the game and it doesnt matter how it is removed. We are all clear about that the money is not ending up in some Guild Leaders pockets.
    Kwoung wrote: »
    In short, you say you make 100k/day doing writs, and since you decide to sell the mats (many/most of us don't BTW), so the system removes 4.5k gold, that is still 85k new gold added to the game... daily... from just you. The only gold sink I have doing crafting writs is buying the style material once every month or two to stock back up, and that is basically chump change.

    I stated nowhere that i get 100k from sales a day, i said that daily writs net me ~100k a day. Thats Quest money. Maybe i should make myself more clear in the future....
    No one yet has told me which materials have been subject to inflation that gates new players from progressing. Perhaps because they can’t because it is only top tier gold mats which don’t stop progression.

    Thats exactly on point. So far all threads ive seen regarding this where top tier players that complained that they cannot gold out their x characters every 3 months and that they neither want to gather nor do they want to farm for money. Funny thing is that these players where also the ones speeding up the inflation by selling crowns. I also fail to see where casual players or new players need gold mats to begin with, which is a common "reason" put up in these threads.
  • vgabor
    vgabor
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    caesarvs wrote: »
    Ingame sources of gold had always been the same. Inflation is caused by crowns prices.

    That's not true at all. The high crown prices are not the cause of the inflation, they are the consequence of it.

    When you trade gold for crowns the gold only changes hands but stays in circulation, the crowns are the ones which will be removed, so effectively the crown trade is a crown sink not a gold sink. No any gold getting created or removed during crown trade, the amount of gold stays the same only the distribution of it changes.
  • Facefister
    Facefister
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    vgabor wrote: »
    caesarvs wrote: »
    Ingame sources of gold had always been the same. Inflation is caused by crowns prices.

    That's not true at all. The high crown prices are not the cause of the inflation, they are the consequence of it.

    When you trade gold for crowns the gold only changes hands but stays in circulation, the crowns are the ones which will be removed, so effectively the crown trade is a crown sink not a gold sink. No any gold getting created or removed during crown trade, the amount of gold stays the same only the distribution of it changes.
    The only way you could use crowns in order to take out gold from the game is implementing a NPC which trades gold for crowns, a gold-seller so to speak.
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