I personally don't see the problem.
I see the increase in price of certain items over time, but fail to see why this is an issue.
As I already wrote, inflation is a huge issue mainly for long term players with some savings in golds in a bank.
It is not very funny to spent hal of the game time just trying to buy gold mats for decent price in golds just to protect myself from the inflation whichis 300 percent+ per year on PC EU platform.
Now golden mats are working as unoficiall currency on PC EU as golds are losing value so fast.
I know that developers are lazy and they don't bother to separate rules for writs on console / PC but running automated writs on PC and create tons of easy golds daily is something that is really a big issue.
It is not affecting richplayers too much as they tend to spent on very rare/collectible/hard to obtain thingswich are increasing the value (for example shivering cheese was around 300k a year ago now 1,8M so it is "only" 6 times more expensive).
The richest ppl and flip floppers are in reality profitting from the inflation.
New players have not any savings yet so they are not at least badly affected.
Now show me some "typical" middleclass player, who has not nearly any golds but 100 shivering cheeses and 1000 chromium platings in the bank... lol.
I personally don't see the problem.
I see the increase in price of certain items over time, but fail to see why this is an issue.
First and foremost, this is 'the way the game is meant to be played'. The developers set the 'rarity' of the items, not us.
Furthermore the majority of items that have seen a dramatic increase over time fall in two categories:
- Furniture and cosmetics. ZOS sets the rate at which these can be acquired and the player base sets the price they are prepared to pay for them.
- Gold 'tempers', mostly purple/gold platings and wax. Same as above.
There is more gold in circulation but again this is by design, ZOS sets the rate at which gold can be accrued, you cannot exceed that limit without methods that would violate the TOS; you can only determine what rate is achievable within the given framework for yourself. In other words, what activities in the game you prioritise in your allocated gaming time, activities that generate wealth or activities that reward you in ways that do not directly generate wealth.
When I see threads like these what I read between the lines is that there is a portion of the player base that simply does not want to engage on farming/acquiring wealth themselves - which is something perfectly achievable and not limited to a 'chosen few', the tools are available for any player to make use of - but want to dictate at what prices they would like to acquire what they want/need from others so they can carry on as they were.
That, convenient as it may appear to them, is very unlikely to happen.
I personally don't want to be the purveyor of services and goods to other players within a framework of their choosing.
Wouldn't work. People would just hold their wealth in assets instead. Inflation would get infinitely worse for those items, as supply for them dried up and all that gold that was previously sitting in banks got instantly circulated.TX12001rwb17_ESO wrote: »Simple solution to reduce the amount of gold in the game is add a soft cap for gold, if you go over it you will be taxed of your gold once per day on that account until you go below the soft cap, most will not be effected, those who do get effected are likely the ones responsible for the inflation.
Currently the maximum gold you can is somewhere above 2,000,000,000, way too much gold for any one player, make the soft cap something like 99,999,999, high enough that most players will not be effected, going above it would give you the "Too Rich" penalty where you will lose 1% of it everyday until your go below the soft cap, someone with a billion gold for instance would lose 10,000,000 gold per day, unless they can make more then that everyday they will be in a losing battle.
There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
silvereyes wrote: »There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
However, if what you really want is to decorate housing all day without paying RL money, farming the furniture crafting mats yourself or doing activities that generate gold income ... well then, I don't know what to tell you.
The taxes and fees are already high enough that some forego the system in lieu of direct trades as it is. If you increase them much, more people will just start organizing direct trades instead.Skinfaxe_DK wrote: »I personally think that the listing fee should be increased and the listing time should be reduced (to 10 days perhaps).
People keep saying this over and over, that "one person" or a "small group" is buying all the stock of something and then marking it up to high prices. I would like to see some proof of this, because if it's happening as much as people like to spout, surely there must be proof? Because otherwise I find it impossible to believe that one person or even a group of people have the time to scout the trade guilds daily for certain items to buy and then relist at super high prices. There are too many guilds and too many items for someone to regularly do this before they run out of gold, even if they're using TTC (which a lot of people don't seem to realize how that actually works, either, yet love to blame it in their conspiracy theories).Once again, if people were only buying up underpriced items and re-listing them at market value, that would be fine, and was what used to happen and still does on consoles.
But that isn't the problem, the problem is player X or player X and a few of their friends buying up ALL (or most) of a particular item and artificially inflating it's value. That was not ever an intended feature of the game and I can guarantee ZOS didn't think about there being very robust addons that would turn their design of disparate guild traders scattered about the world into what has basically become a centralized auction house with a one stop shopping website.
The time and effort involved in buying up all of a particular item without a website telling you when and where every instance of that item comes up for sale, it neigh impossible to accomplish.
Trust me, I'm sympathetic. There are definitely problems with the in-game economy right now. I just disagree that flipping is the problem, and I also don't think the proposed cooldown would stop flippers at any rate.All through this thread people are ignoring what other people are saying because they're absolutely fine doing just what they do, without considering whether their experiences are representative of what other players even WANT.silvereyes wrote: »There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
However, if what you really want is to decorate housing all day without paying RL money, farming the furniture crafting mats yourself or doing activities that generate gold income ... well then, I don't know what to tell you.
I get that. The furniture crafting requirements are absolutely ridiculous. I wouldn't consider myself wealthy in game, but I have invested heavily in leveling writ alts so that I can get access to gold with a few hours of writs when I need to. Even years before all the recent inflation, though, housing was so expensive that I tended to not engage with it much.What I'm saying is, the situation is getting considerably worse and actually, no i don't want to pay more real life money and no I don't want to spend my real life virtually farming ever increasing crafting requirements.
silvereyes wrote: »Trust me, I'm sympathetic. There are definitely problems with the in-game economy right now. I just disagree that flipping is the problem, and I also don't think the proposed cooldown would stop flippers at any rate.All through this thread people are ignoring what other people are saying because they're absolutely fine doing just what they do, without considering whether their experiences are representative of what other players even WANT.silvereyes wrote: »There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
However, if what you really want is to decorate housing all day without paying RL money, farming the furniture crafting mats yourself or doing activities that generate gold income ... well then, I don't know what to tell you.
FWIW, I have zero skin in the flipper game. I'm terrible at it, and I've gotten stuck holding the bag too many times with items that didn't sell. These days, I prefer to focus on pure profit activities like writs.I get that. The furniture crafting requirements are absolutely ridiculous. I wouldn't consider myself wealthy in game, but I have invested heavily in leveling writ alts so that I can get access to gold with a few hours of writs when I need to. Even years before all the recent inflation, though, housing was so expensive that I tended to not engage with it much.What I'm saying is, the situation is getting considerably worse and actually, no i don't want to pay more real life money and no I don't want to spend my real life virtually farming ever increasing crafting requirements.
ZOS can fix that particular problem at any time without blowing up an entire game system in the process. They just don't, because, well, money.
I don't disagree, and at the same time, for the size of many large houses, 700 slots is nowhere near enough to properly decorate it.So they've bought a house for the pleasure of decorating it. And the game's economy is currently so utterly dysfunctional that that will take them literally a year or six months if they play a bit more.
That is nuts and it's at the point where the effort / reward gameplay loop looks truly broken.
silvereyes wrote: »The taxes and fees are already high enough that some forego the system in lieu of direct trades as it is. If you increase them much, more people will just start organizing direct trades instead.Skinfaxe_DK wrote: »I personally think that the listing fee should be increased and the listing time should be reduced (to 10 days perhaps).
silvereyes wrote: »Trust me, I'm sympathetic. There are definitely problems with the in-game economy right now. I just disagree that flipping is the problem, and I also don't think the proposed cooldown would stop flippers at any rate.All through this thread people are ignoring what other people are saying because they're absolutely fine doing just what they do, without considering whether their experiences are representative of what other players even WANT.silvereyes wrote: »There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
However, if what you really want is to decorate housing all day without paying RL money, farming the furniture crafting mats yourself or doing activities that generate gold income ... well then, I don't know what to tell you.
FWIW, I have zero skin in the flipper game. I'm terrible at it, and I've gotten stuck holding the bag too many times with items that didn't sell. These days, I prefer to focus on pure profit activities like writs.I get that. The furniture crafting requirements are absolutely ridiculous. I wouldn't consider myself wealthy in game, but I have invested heavily in leveling writ alts so that I can get access to gold with a few hours of writs when I need to. Even years before all the recent inflation, though, housing was so expensive that I tended to not engage with it much.What I'm saying is, the situation is getting considerably worse and actually, no i don't want to pay more real life money and no I don't want to spend my real life virtually farming ever increasing crafting requirements.
ZOS can fix that particular problem at any time without blowing up an entire game system in the process. They just don't, because, well, money.
The reason I raised flipping specifically was that it kept coming up in the middle of other threads but no one was discussing it specifically and I was interested to hear what people had to say about possible remedies (a lot, it seems).
Personally I think there are a whole host of factors that have all come together to make the economy completely dysfunctional and ALL of them need to be addressed in some way.
If you take housing as the easiest example, people are expected to pay real world money equivalent, in some cases, to the price of a triple A game. If they are on ESO plus they have 700 slots to play with and a few crowns from the subscription. Let's say that leaves 670 slots to fill by other means, for the sake of argument (which says something about the absolutely staggering prices in the Crown store).
If we assume a casual, non hardcore player, and if we assume that they can buy 300 of the furnishings they want from normal shops in the game, that's still 370 items they are either going to craft using their own materials or want to buy from guild traders.
With a casual gamer's playing style, you might be looking at generating one furnishing per day as things stand at the moment. Two if they play a bit more.
So they've bought a house for the pleasure of decorating it. And the game's economy is currently so utterly dysfunctional that that will take them literally a year or six months if they play a bit more.
That is nuts and it's at the point where the effort / reward gameplay loop looks truly broken.
This won't work either.SilverBride wrote: »Don't buy overpriced items and the prices will go down.
wolfie1.0. wrote: »getting rid of addons won't solve the issue.
Mitigate it? perhaps. but generally speaking PC servers have various aspects that you don't have on consoles. Yes add ons are one of those factors. But we have also had numerous bot issues over the years. We Also seem to have more players that are into the trade game and have a different server culture. For whatever reasons gold is way more plentiful on PC than consoles, and very likely a more dedicated traders. All removing them would do is relocate price discussions to discord groups and you would likely have similar effects.
Lots of comments lately about inflation and how the vast majority of traders end up posting goods for sale at the same price.
But a subset of that is people complaining that when people DON'T sell at the same price their items get snatched up at speed and resold at a profit at the same price as everyone else.
So what do people think of banning resale of an item bought in a guild store for, say, 30 days, to try to discourage this and improve price competition?
I find this entire discussion funny because the usual go to is: "Give us an auction house." But what people fail to realize is that a large majority of the trading issues right now on PC are because add-ons have created a pseudo auction house for the platform by centralizing sales and listings data across the server.
There is a reason why players can snap up underpriced items fairly easily, you have an add-on that tells you where and how much, with none of the effort of trader/zone hopping to search through stores that console has. You want to flip items on console? Great, be prepared to troll manually through 200+ traders, one by one.
I find this entire discussion funny because the usual go to is: "Give us an auction house." But what people fail to realize is that a large majority of the trading issues right now on PC are because add-ons have created a pseudo auction house for the platform by centralizing sales and listings data across the server.
There is a reason why players can snap up underpriced items fairly easily, you have an add-on that tells you where and how much, with none of the effort of trader/zone hopping to search through stores that console has. You want to flip items on console? Great, be prepared to troll manually through 200+ traders, one by one.
I find this entire discussion funny because the usual go to is: "Give us an auction house." But what people fail to realize is that a large majority of the trading issues right now on PC are because add-ons have created a pseudo auction house for the platform by centralizing sales and listings data across the server.
There is a reason why players can snap up underpriced items fairly easily, you have an add-on that tells you where and how much, with none of the effort of trader/zone hopping to search through stores that console has. You want to flip items on console? Great, be prepared to troll manually through 200+ traders, one by one.
Rather igneous if not absolutely rubbish, this assumes a player will actually do these very time-consuming activities for a rather small benefit. We DO not need a global auction house, however much this is implied in comments.
I find this entire discussion funny because the usual go to is: "Give us an auction house." But what people fail to realize is that a large majority of the trading issues right now on PC are because add-ons have created a pseudo auction house for the platform by centralizing sales and listings data across the server.
There is a reason why players can snap up underpriced items fairly easily, you have an add-on that tells you where and how much, with none of the effort of trader/zone hopping to search through stores that console has. You want to flip items on console? Great, be prepared to troll manually through 200+ traders, one by one.
Rather igneous if not absolutely rubbish, this assumes a player will actually do these very time-consuming activities for a rather small benefit. We DO not need a global auction house, however much this is implied in comments.
Wait what? I am saying that an Auction house would be bad and that the current PC market is proof of that. There is literally nothing in my comment that implies otherwise.
silvereyes wrote: »Trust me, I'm sympathetic. There are definitely problems with the in-game economy right now. I just disagree that flipping is the problem, and I also don't think the proposed cooldown would stop flippers at any rate.All through this thread people are ignoring what other people are saying because they're absolutely fine doing just what they do, without considering whether their experiences are representative of what other players even WANT.silvereyes wrote: »There are plenty of ways to enjoy the game that don't involve buying high-price items.And if certain aspects of the game, like furnishings, already appear strongly designed to push you to the crown store and then a group of players start driving prices in the non-crown store gameworld up, that starts leaving such an unpleasant taste in the mouth that there is a danger that playing ESO starts feeling more like encouraging ZOS to price gouge than an actual entertainment experience.
However, if what you really want is to decorate housing all day without paying RL money, farming the furniture crafting mats yourself or doing activities that generate gold income ... well then, I don't know what to tell you.
FWIW, I have zero skin in the flipper game. I'm terrible at it, and I've gotten stuck holding the bag too many times with items that didn't sell. These days, I prefer to focus on pure profit activities like writs.I get that. The furniture crafting requirements are absolutely ridiculous. I wouldn't consider myself wealthy in game, but I have invested heavily in leveling writ alts so that I can get access to gold with a few hours of writs when I need to. Even years before all the recent inflation, though, housing was so expensive that I tended to not engage with it much.What I'm saying is, the situation is getting considerably worse and actually, no i don't want to pay more real life money and no I don't want to spend my real life virtually farming ever increasing crafting requirements.
ZOS can fix that particular problem at any time without blowing up an entire game system in the process. They just don't, because, well, money.
The reason I raised flipping specifically was that it kept coming up in the middle of other threads but no one was discussing it specifically and I was interested to hear what people had to say about possible remedies (a lot, it seems).
Personally I think there are a whole host of factors that have all come together to make the economy completely dysfunctional and ALL of them need to be addressed in some way.
If you take housing as the easiest example, people are expected to pay real world money equivalent, in some cases, to the price of a triple A game. If they are on ESO plus they have 700 slots to play with and a few crowns from the subscription. Let's say that leaves 670 slots to fill by other means, for the sake of argument (which says something about the absolutely staggering prices in the Crown store).
If we assume a casual, non hardcore player, and if we assume that they can buy 300 of the furnishings they want from normal shops in the game, that's still 370 items they are either going to craft using their own materials or want to buy from guild traders.
With a casual gamer's playing style, you might be looking at generating one furnishing per day as things stand at the moment. Two if they play a bit more.
So they've bought a house for the pleasure of decorating it. And the game's economy is currently so utterly dysfunctional that that will take them literally a year or six months if they play a bit more.
That is nuts and it's at the point where the effort / reward gameplay loop looks truly broken.
Skinfaxe_DK wrote: »silvereyes wrote: »The taxes and fees are already high enough that some forego the system in lieu of direct trades as it is. If you increase them much, more people will just start organizing direct trades instead.Skinfaxe_DK wrote: »I personally think that the listing fee should be increased and the listing time should be reduced (to 10 days perhaps).
What people specifically?
Wouldn't this be sellers who are sitting on excess mats or who want a higher margin?
If they want to sell through direct trades they still have to compete with the market price and likely sell for lower? Isn't that a good thing?
wolfie1.0. wrote: »getting rid of addons won't solve the issue.
Mitigate it? perhaps. but generally speaking PC servers have various aspects that you don't have on consoles. Yes add ons are one of those factors. But we have also had numerous bot issues over the years. We Also seem to have more players that are into the trade game and have a different server culture. For whatever reasons gold is way more plentiful on PC than consoles, and very likely a more dedicated traders. All removing them would do is relocate price discussions to discord groups and you would likely have similar effects.
Everything you listed is also true for console:
Console has tons of bot issues. Bots everywhere farming mats to sell.
More players into the trading game is utter nonsense. The trading community on console is just as robust.
Gold is more prevelant on PC for two reasons: Add-ons make gold gain far more efficient. And PC has been around longer. Nothing to do with more dedicated traders.
Console pricing discussions already happen within guilds and on discord, and, surprise, surprise, the market is mostly fine and really only fluctuates minimally around updates and events. Why is that? Because, while there is pricing discussion, there is no centralized, real time, interface to see what the market prices are across the server. That is the problem on PC, players can see live pricing and real time sales info and buy up items that are underpriced more readily.
Add-ons are the only significant difference between PC and Console markets. And that includes both QOL, which increase gold gain efficiency, and Market add-ons which centralize the market more effectively. You remove both of those things from the PC infrastructure and you will find prices are far more stable, inflation is far less inflammatory, and flipping is far more difficult to effectively do with any regularity.
MM isn't so much a problem. It's scope is limited to your current guilds, which are capped at 5. It and it's predecessor, ShopKeeper, have been around since shortly after launch.wolfie1.0. wrote: »wolfie1.0. wrote: »getting rid of addons won't solve the issue.
Mitigate it? perhaps. but generally speaking PC servers have various aspects that you don't have on consoles. Yes add ons are one of those factors. But we have also had numerous bot issues over the years. We Also seem to have more players that are into the trade game and have a different server culture. For whatever reasons gold is way more plentiful on PC than consoles, and very likely a more dedicated traders. All removing them would do is relocate price discussions to discord groups and you would likely have similar effects.
Everything you listed is also true for console:
Console has tons of bot issues. Bots everywhere farming mats to sell.
More players into the trading game is utter nonsense. The trading community on console is just as robust.
Gold is more prevelant on PC for two reasons: Add-ons make gold gain far more efficient. And PC has been around longer. Nothing to do with more dedicated traders.
Console pricing discussions already happen within guilds and on discord, and, surprise, surprise, the market is mostly fine and really only fluctuates minimally around updates and events. Why is that? Because, while there is pricing discussion, there is no centralized, real time, interface to see what the market prices are across the server. That is the problem on PC, players can see live pricing and real time sales info and buy up items that are underpriced more readily.
Add-ons are the only significant difference between PC and Console markets. And that includes both QOL, which increase gold gain efficiency, and Market add-ons which centralize the market more effectively. You remove both of those things from the PC infrastructure and you will find prices are far more stable, inflation is far less inflammatory, and flipping is far more difficult to effectively do with any regularity.
I would argue that there is a different server culture on PC than on consoles as well. But i will also state that i am ignorant of market conditions on console servers as i do not own accounts there. So in all honesty i can't really speak to that, other than to say that what players may consider appropriate pricing on one server may not apply to another. there are other factors such as playtime and in game activity choices to consider as well.
I will concede that QOL addons and time saving addons contribute to the issue. But they are not the only factor involved. TTC, MM, ATT, lazy writ, and writworthy are probably likely targets for add on bans, and maybe they should be. MM has been proven to be a drain on server resources and TTC requires a third part app to function. Harvest map and destination pins would also need to go too.
Lazy writ and writ worthy have in game alternatives not so they can go, but it wont' change how writs work or how much gold they can provide.
If you really want to be annoying though, you target he craft bag. cap it, or remove it. that would flood the market
Man, if surveys started dropping heartwood and culandas ... I've got a couple hundred just eating up space in my housing bank that would like to get in on this action.wolfie1.0. wrote: »Actions that would alleviate pricing concerns are items like these:
...
2. Enable crafting surveys to reward furnishing mats
I find this entire discussion funny because the usual go to is: "Give us an auction house." But what people fail to realize is that a large majority of the trading issues right now on PC are because add-ons have created a pseudo auction house for the platform by centralizing sales and listings data across the server.
There is a reason why players can snap up underpriced items fairly easily, you have an add-on that tells you where and how much, with none of the effort of trader/zone hopping to search through stores that console has. You want to flip items on console? Great, be prepared to troll manually through 200+ traders, one by one.
Rather igneous if not absolutely rubbish, this assumes a player will actually do these very time-consuming activities for a rather small benefit. We DO not need a global auction house, however much this is implied in comments.
wolfie1.0. wrote: »wolfie1.0. wrote: »getting rid of addons won't solve the issue.
Mitigate it? perhaps. but generally speaking PC servers have various aspects that you don't have on consoles. Yes add ons are one of those factors. But we have also had numerous bot issues over the years. We Also seem to have more players that are into the trade game and have a different server culture. For whatever reasons gold is way more plentiful on PC than consoles, and very likely a more dedicated traders. All removing them would do is relocate price discussions to discord groups and you would likely have similar effects.
Everything you listed is also true for console:
Console has tons of bot issues. Bots everywhere farming mats to sell.
More players into the trading game is utter nonsense. The trading community on console is just as robust.
Gold is more prevelant on PC for two reasons: Add-ons make gold gain far more efficient. And PC has been around longer. Nothing to do with more dedicated traders.
Console pricing discussions already happen within guilds and on discord, and, surprise, surprise, the market is mostly fine and really only fluctuates minimally around updates and events. Why is that? Because, while there is pricing discussion, there is no centralized, real time, interface to see what the market prices are across the server. That is the problem on PC, players can see live pricing and real time sales info and buy up items that are underpriced more readily.
Add-ons are the only significant difference between PC and Console markets. And that includes both QOL, which increase gold gain efficiency, and Market add-ons which centralize the market more effectively. You remove both of those things from the PC infrastructure and you will find prices are far more stable, inflation is far less inflammatory, and flipping is far more difficult to effectively do with any regularity.
So in all honesty i can't really speak to that, other than to say that what players may consider appropriate pricing on one server may not apply to another.