Facefister wrote: »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.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 wrote: »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.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 wrote: »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.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.
Its the other way around. You would need an NPC to sell crowns for gold. The way you said it would generate gold.
Facefister wrote: »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.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.
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
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?
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.
but that won't remove the gold from circulation, and there are no in game merchants where people can buy interesting stuff for gold....
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.
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.WhiteCoatSyndrome 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.
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.there are no in game merchants where people can buy interesting stuff for gold....
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.
NupidStoob 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.