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How to counter inflation (PC)

  • Xebov
    Xebov
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    Facefister wrote: »
    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.

    Its the other way around. You would need an NPC to sell crowns for gold. The way you said it would generate gold.
  • vgabor
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    Facefister wrote: »
    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.

    Or more generally: The only way you can take out gold from the game is having in game merchants selling something the people want and willing to spend their gold on it :)
  • Facefister
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    Xebov wrote: »
    Facefister wrote: »
    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.

    Its the other way around. You would need an NPC to sell crowns for gold. The way you said it would generate gold.

    Yeah I see it :#
  • Kwoung
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    vgabor wrote: »
    Facefister wrote: »
    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.

    Or more generally: The only way you can take out gold from the game is having in game merchants selling something the people want and willing to spend their gold on it :)

    Which from ZOS's position, if you are willing to spend gold on it, they bet you will spend cash on it... so into the crown store it goes, and never becoming a gold sink.

    Personally I find that logic flawed, as a great many(most?) other games offer a good mix between their cash shop and in-game rewards, successfully making a profit and keeping their game economies in check, by keeping players spending in-game currency with NPC's. The few examples in ESO aren't that great though, like the faction city houses, as they are kind of garbage compared to their Crown Store equivalents, but the idea is sound if the rewards are actually worth it.

    Things other games do as well is have NPC's sell ammo, potions, glyphs with charges and all sorts of other expendable items. Basic stuff you need to purchase over and over just to continue playing the game.
  • starkerealm
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    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?

    @LalMirchi, you care.

    You might not think you do, but you do.

    You care when you see a cool looking motif that drops in game, and realize that it will cost you north of 100k a page, with the chests fetching several times that, if you don't want to farm every day for the next three months.

    You care when you see a furnishing you like and realize it costs an arm and a leg.

    You care when you get a new character to 50, want to craft some gear for them, and see where the material prices are at. Or you find a new drop gear set, and realize what you'll be spending to upgrade it's rarity. (And you can't say casual players don't enjoy improving their gear.)

    You care if you're buying stuff off the crown store through other players accepting your gold for their crowns. At which point the going rate on PCNA is, 1200 of your gold is = ~ one cent. While on the consoles it's more like 300 gold to the cent.

    That is inflation, and even if every single one of those examples failed to hit home for you personally, it does affect casual players.
  • Kwoung
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    The sad thing is, they did actually take the time to balance the economy in the first place, and buying stuff like stacks of trait materials, doing repairs, etc... did make an impact and keep the economy in check, for a very long time. I referenced buying stacks of trait materials in an earlier post... but there was a time not that long ago that 30K was considered a chunk of change for most players, and not chump change like it is now.
  • Avishag
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    Zenimax should implement crown trading in the game, officially. Everyone suffers if the black market discords keep pushing prices with no self reflection.
    Last year crown price was 100:1 , now it's 2100:1
    It makes people compete for gold and every price endlessly inflating.
    I wish people would put Some limit on crown:gold prices. It probably makes the bot problem also worse.
  • Kwoung
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    Avishag wrote: »
    Zenimax should implement crown trading in the game, officially. Everyone suffers if the black market discords keep pushing prices with no self reflection.
    Last year crown price was 100:1 , now it's 2100:1
    It makes people compete for gold and every price endlessly inflating.
    I wish people would put Some limit on crown:gold prices. It probably makes the bot problem also worse.

    Not really. The price went up because the value of gold went down, drastically. And the value went down, because it flows into the game like water now on PC. Most don't mention it, but the pandemic had a lot to do with it. Using lazy writ crafter to print gold has been a thing for a very long time, but most of the country working from home for the past couple years and having the extra time now to do that, is what actually caused the issue. 5% of the population banging out daily craft writs versus 50% (or whatever) of the population doing it, was guaranteed to cause an issue, as was people who did writs 2 days a week, now doing it 7 days a week...now it needs fixed.
    Edited by Kwoung on January 9, 2022 8:00PM
  • tmbrinks
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    if the cost of all items is 3x higher than it was... that also means activities that net things you can sell are earning you 3x as much "value", so the time spent is unchanged.

    This includes
    Running Hollow City for Alchemy Mats
    Running dungeons for motifs to sell
    Doing daily writs
    Farming mats in a starter zone.
    Buying items from telvar boxes in IC
    Selling gear bought with AP in Cyrodiil.

    Yes, some things aren't as effective
    The gold gotten from questing (which has always been small)
    The free gold given from login rewards.

    Inflation doesn't really matter as long as the ability to earn the goods stays about the same... and it has. Much how in real-life inflation doesn't really matter (and is actually healthy) if wages keep up.
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  • Tommy_The_Gun
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    I don't remember if I have posted it in this thread or similar thread like this, but I think that there is a very simple way to counter inflation.

    Allow guild trader vendor NPCs to also buy stuff from players.

    Right now, they can only sell stuff to players. But, If players in a guild would be able to post a "buy offer" (post an item, amount, price per item etc, similar how current system works) - this would all of the sudden give an enormous, permanent boost to item supply on the market. Any player visiting trading NPC, as long as they have required items in their inventory - they would be able to sell those.

    Just imagine that. All those solo players out there would be able to sell of their surplus motif style pages, gold & purple crafting mats etc. Even if players in a guild would re-sell those for more it would still mean that prices overall will go down by a lot.
    Edited by Tommy_The_Gun on January 9, 2022 11:39PM
  • Grandchamp1989
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    Wonder if we'll see any update changes next release.
  • NupidStoob
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    There are so many comments that make me believe that people do not know what inflation actually is.

    If you have more gold in the economy that gold is worth less.

    Prices are simply a result of supply and demand. As long as people are willing to spend huge amounts of money on items they will be listed for these huge amounts and as long as there is as much gold as readily available as there is right now this won't change.

    Inflation has nothing to do with trades between players as that gold is not being removed from the economy. Crown trading or trade addons are not the sources for the high prices. We as players constantly generate gold out of thin air and we also remove gold, but this has become completely imbalanced. Here is a list I posted before of things that happened over recent years that created this imbalance:

    - We got more char slots overall which means more characters that can do writs for example. Due to crown trading people are also a lot less reluctant to buying those.

    - CP. 2.0 cut costs for a lot of things that were tiny goldsinks such as repairs and teleporting etc. It also increases gold earned including from quests which factors in massively with writs.

    - Daily writs generate insane amounts of money. Over 90k a day for someone with 18 chars. Just to put this into perspective if 10 people do writs on 18 chars for 12 days they generate over a hundred million gold. Or 20 people who do it on only 9 chars.

    - Some Endeavors have gold rewards. Not much mind you, but considering how simple they are to do for everyone they just add to the pile.

    - Daily login rewards regularly shower the economy with tons of gold by giving every player 100k gold plus lot's of little gold rewards.

    - Pretty much every event nowadays rewards tons of little treasures which add up massively considering how crazy the majority of the playerbase seems to grind these events.

    - Excavation also gives treasures although I think overall this is one of the least contributing factors.

    - We have more trials and more players to do them. Due to powercreep it's also a lot faster and easier to complete the older ones which in turn creates huge amounts of rewards for the worthy.

    On the other side of the scale we hardly got anything. CP 2.0 even took things away by making repeair and teleport cost cheaper etc. The only thing that has a tiny impact is housing, but even that is a drop in a bucket.


    I will also repeat something else I said before: The main culprit really are writs. They generate 100s of millions of gold if not billions per month.

    And before someone starts with the good old "new player" argument, have a look at this list and all the things new players nowadays have access to compared to a few years ago. They also greatly benefit from the inflation as any purchases they need to make that are static cost and usually daunting for new players such as bag and bank upgrades are way easier to acquire when you can just fish for a bit and sell perfect roe for 40000+. New players are the ones who the least of all the players benefit from writs. You need multiple leveled crafters, you need materials, you will greatly benefit from ESO+ and most importantly you need time. Newer players are usually a lot more occupied with actually playing the game than the veterans.

    Stop using new players to further your own agendas.
    Edited by NupidStoob on January 12, 2022 1:13PM
  • vgabor
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    The main problem not the influx of the gold itself, the problem is the lack of gold sinks. Rich people sitting on millions and millions of gold because after a point there's really nothing what you can do with your golds... Sure you can buy stuff from guild traders, but that won't remove the gold from circulation, and there are no in game merchants where people can buy interesting stuff for gold....
  • WhiteCoatSyndrome
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    vgabor wrote: »
    but that won't remove the gold from circulation, and there are no in game merchants where people can buy interesting stuff for gold....

    Nitpicking: Luxury vendor and Golden. The caveats that the first is only useful for housing aficionados, they’re only available during the weekend, and having their wares being on rotation with only a few new things added each time (Luxury) or available through other means (Golden) are probably neutering their current usefulness as gold sinks, but they do exist.

    Which reminds me, is there any reason the normal siege weapons aren’t ALL available for gold? Why only AP for most of them instead of both? I can see gating the PVP Motifs and other higher tier things behind AP only, but the Ballista variants…?
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • Amottica
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    tmbrinks wrote: »
    if the cost of all items is 3x higher than it was... that also means activities that net things you can sell are earning you 3x as much "value", so the time spent is unchanged.

    This includes
    Running Hollow City for Alchemy Mats
    Running dungeons for motifs to sell
    Doing daily writs
    Farming mats in a starter zone.
    Buying items from telvar boxes in IC
    Selling gear bought with AP in Cyrodiil.

    Yes, some things aren't as effective
    The gold gotten from questing (which has always been small)
    The free gold given from login rewards.

    Inflation doesn't really matter as long as the ability to earn the goods stays about the same... and it has. Much how in real-life inflation doesn't really matter (and is actually healthy) if wages keep up.

    Well said.
    Edited by Amottica on January 13, 2022 2:45AM
  • silvereyes
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    vgabor wrote: »
    but that won't remove the gold from circulation, and there are no in game merchants where people can buy interesting stuff for gold....

    Nitpicking: Luxury vendor and Golden. The caveats that the first is only useful for housing aficionados, they’re only available during the weekend, and having their wares being on rotation with only a few new things added each time (Luxury) or available through other means (Golden) are probably neutering their current usefulness as gold sinks, but they do exist.
    I'd hardly call that a nitpick. Nearly 90% of the gold I spend is on the Golden and Lux Furniture vendors these days. I've probably spent nearly 30-40 million on them in the last year alone, and I still have more to go.

    Ever since the sticker book came out, I've been buying up the monster shoulders that I don't have yet, which is a surprising number for someone who's been playing all but a few months since beta. Farming Undaunted keys and fighting the RNG gods is not a good use of my time when chasing specific pieces. 100k to get exactly the piece I need? Yes, please and thank you!

    There are also several sets that basically suck that I've never collected before, but I buy them from the Golden now anyways, just to fill out my precious sticker book.

    I also buy up DLC dungeon helms, as I don't generally have time for vet DLC dungeons either, so there's a lot of pieces I'm missing. And of course, every new dungeon DLC adds two more sets to collect.

    Multiply this by several alt accounts - because why not, it's a good deal, and I find it fun - and it adds up.

    I know I'm not alone in this either. There's a lot of folks out there who only focus on ESO as if it's a single player TES game, and who won't ever set foot in a dungeon, especially a vet dungeon. The golden vendor is their only path to monster sets.

    As for whether an item is new or not, it matters, but probably not as much as you might think. There are lots of newer players and players who missed the previous rotations - myself included - that are happy to jump on repeats at their OG prices. And then there are those who buy in bulk to flip for a profit later.
    Edited by silvereyes on January 13, 2022 6:15AM
  • silvereyes
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    vgabor wrote: »
    there are no in game merchants where people can buy interesting stuff for gold....
    Well, besides the Golden and Lux Furniture vendors, there's also housing, which is basically the Crown Store acting like a merchant. People discount housing as not being a drain, because once you buy a house, you can't buy it again, but it doesn't need to be repeatable to function as a drain. There's always player churn in the game, and there is a stream of newer players buying houses, potentially collecting multiple.
  • Mayrael
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    This is a more complicated and complex phenomenon than simply "too much gold." Why? Because if we were talking about a typical inflation, all the goods that can be bought for gold in the guild store would increase in price, but in reality only some of them are getting more expensive, while many of them remain at the same price and others become cheaper.

    The most in demand are upgrade mats and SOME alchemy plants, but standard crafting materials keep their price unchanged for years, even less popular alchemy plants like Bugloss, Wormwood, Mountain Flower or Dragonthorn keep their price constant, while colectibles drop in price. Why? Supply and demand. The price of some materials has risen not because of inflation but because of increased demand and unchanged/lower supply, while others are holding their price because of balanced supply and demand, and those that are going down in price are not as marketable as they once were because the market has become saturated (since most of these things only need to be bought once).

    What are the reasons for this? Without relevant data we can only guess. Quantitative changes in player population, qualitative changes (amount of inexperienced players vs. experienced players), changes in characteristics (those who follow the meta and those who don't care), etc. etc.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • NupidStoob
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    Mayrael wrote: »
    This is a more complicated and complex phenomenon than simply "too much gold." Why? Because if we were talking about a typical inflation, all the goods that can be bought for gold in the guild store would increase in price, but in reality only some of them are getting more expensive, while many of them remain at the same price and others become cheaper.

    The most in demand are upgrade mats and SOME alchemy plants, but standard crafting materials keep their price unchanged for years, even less popular alchemy plants like Bugloss, Wormwood, Mountain Flower or Dragonthorn keep their price constant, while colectibles drop in price. Why? Supply and demand. The price of some materials has risen not because of inflation but because of increased demand and unchanged/lower supply, while others are holding their price because of balanced supply and demand, and those that are going down in price are not as marketable as they once were because the market has become saturated (since most of these things only need to be bought once).

    What are the reasons for this? Without relevant data we can only guess. Quantitative changes in player population, qualitative changes (amount of inexperienced players vs. experienced players), changes in characteristics (those who follow the meta and those who don't care), etc. etc.

    Yes of course supply and demand is the main factor, but inflation is the reason why these numbers are getting so ridiculous. The more available gold makes people more willing to pay the high prices. The value of gold is simply lower than it was a year or two ago as there is way more in the economy than back then.

    Recent meta changes are more than enough explanation as to why certain item prices increased a lot.
  • Amottica
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    NupidStoob wrote: »
    Mayrael wrote: »
    This is a more complicated and complex phenomenon than simply "too much gold." Why? Because if we were talking about a typical inflation, all the goods that can be bought for gold in the guild store would increase in price, but in reality only some of them are getting more expensive, while many of them remain at the same price and others become cheaper.

    The most in demand are upgrade mats and SOME alchemy plants, but standard crafting materials keep their price unchanged for years, even less popular alchemy plants like Bugloss, Wormwood, Mountain Flower or Dragonthorn keep their price constant, while colectibles drop in price. Why? Supply and demand. The price of some materials has risen not because of inflation but because of increased demand and unchanged/lower supply, while others are holding their price because of balanced supply and demand, and those that are going down in price are not as marketable as they once were because the market has become saturated (since most of these things only need to be bought once).

    What are the reasons for this? Without relevant data we can only guess. Quantitative changes in player population, qualitative changes (amount of inexperienced players vs. experienced players), changes in characteristics (those who follow the meta and those who don't care), etc. etc.

    Yes of course supply and demand is the main factor, but inflation is the reason why these numbers are getting so ridiculous. The more available gold makes people more willing to pay the high prices. The value of gold is simply lower than it was a year or two ago as there is way more in the economy than back then.

    Recent meta changes are more than enough explanation as to why certain item prices increased a lot.

    It’s supply and demand that causes inflation. Inflation cannot be the the cause for inflation.

  • WhiteCoatSyndrome
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    What about a crime and punishment event? Rajhin and Sithis have a competition and their agents give the player dailies that will rack up bounties - run from the guards, murder someone in public, that sort of thing. The rewards would need to be good though (and obviously not gold), to incentivize people. You could even make it an actual competition - the total number of dailies completed for each of the two get added up and whichever one ‘wins’ determines the nature of some sort of grand prize. It will probably end up being whichever set is easiest, but it could still be fun.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
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