Lots of comments lately about inflation and how the vast majority of traders end up posting goods for sale at the same price.
Lots of comments lately about inflation and how the vast majority of traders end up posting goods for sale at the same price.
These threads are not about inflation or pricing in general. They are about the prices for a handful of high demand goods that mostly boil down to upgrade materials.
The players that open these threads are not concerned about the player economy. They are simply complaining that the prices players ask for these high demand goods are higher than the prices they are willing to pay. They dont want to farm these items themselves and they dont want to earn the gold to buy them. They make up some conspiracy theories how traders control the market and how they are getting all the cheap offers for resell. Their only goal is to get something somehow in place to get these items cheaper without realizing that there is no reason for players to sell items cheaper to them. After all why should i reduce prices on goods i spend time on aquiring just to help out some lazy ppl?
If players want to rely on the player market for their needs they have to learn that other players dont spend their time on aquiring things just to sell them cheap to players that think doing a daily a day should get them the money to save the time on farming.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game.
Ultimately, where these kinds of arguments lead is: enjoy your clique.
But an MMO can't run on a clique.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. I'm not sure where that sort of sneering language gets anyone. It's a game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game. The balance is out of whack.
"The players that open these threads are not concerned about the player economy. They are simply complaining that the prices players ask for these high demand goods are higher than the prices they are willing to pay. They dont want to farm these items themselves and they dont want to earn the gold to buy them. They make up some conspiracy theories how traders control the market and how they are getting all the cheap offers for resell. Their only goal is to get something somehow in place to get these items cheaper without realizing that there is no reason for players to sell items cheaper to them. After all why should i reduce prices on goods i spend time on aquiring just to help out some lazy ppl?"
"If players want to rely on the player market for their needs they have to learn that other players dont spend their time on aquiring things just to sell them cheap to players that think doing a daily a day should get them the money to save the time on farming."
Ultimately, where these kinds of arguments lead is: enjoy your clique.
But an MMO can't run on a clique.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. I'm not sure where that sort of sneering language gets anyone. It's a game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game. The balance is out of whack.
"The players that open these threads are not concerned about the player economy. They are simply complaining that the prices players ask for these high demand goods are higher than the prices they are willing to pay. They dont want to farm these items themselves and they dont want to earn the gold to buy them. They make up some conspiracy theories how traders control the market and how they are getting all the cheap offers for resell. Their only goal is to get something somehow in place to get these items cheaper without realizing that there is no reason for players to sell items cheaper to them. After all why should i reduce prices on goods i spend time on aquiring just to help out some lazy ppl?"
"If players want to rely on the player market for their needs they have to learn that other players dont spend their time on aquiring things just to sell them cheap to players that think doing a daily a day should get them the money to save the time on farming."
Ultimately, where these kinds of arguments lead is: enjoy your clique.
But an MMO can't run on a clique.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. I'm not sure where that sort of sneering language gets anyone. It's a game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game. The balance is out of whack.
The problem is, the only solutions that are thrown around are geared towards ruining a part of the game a portion of the playerbase likes, namely trading, to benefit players who want to do another portion of the game, housing for example, without putting in the same level of effort in the trading game.
Trading, and playing the player markets, is a legitimate route of gameplay for the game. And the value of items is absolutely determined by the seller of those items and how much they value their time spent acquiring those items to sell. You can't have it both ways, you can't say your time is too valuable to spend grinding for materials for housing and then also say that the players selling those items time is worthless because they aren't selling the items at a price you like. That's absurd. Pay the price players who sell items are charging, or go get the items yourself.
kendellking_chaosb14_ESO wrote: »Okay I’m not a fan of this idea but I’m seeing a whole lot of logical fallacies with the counter points
1) Adding a “marker” wouldn’t require a new stack they can add a timer without splitting anything just do it on the back say 58 / 176 are available for selling/trading. Code the game to sell the items without a timers first much like the game uses crafting bag mats before player held ones. At the same time code it to use items with a timer first for balance. You can’t sell items on timers in guild or in trades so you can’t loophole the system.
That's not how it would work because ZOS won't even stack things like potions that you get from daily rewards and potions you get from crates, even if they are the same potions. As well as some of the XP scrolls don't stack.
What you would get would be a separate stack for each time stamp, just like Siege doesn't stack because it has a durability.
And people who go around buying items for their own use would be penalized as well.
Like, the other day I needed some mudcrab chitin, so I looked around my own guilds and then some other traders, since all I could find were stacks of 5 to 20. I ended up making about 10 purchases, so that would be 10 inventory slots until the 30 days ran out, unless I used them up before then.
"The players that open these threads are not concerned about the player economy. They are simply complaining that the prices players ask for these high demand goods are higher than the prices they are willing to pay. They dont want to farm these items themselves and they dont want to earn the gold to buy them. They make up some conspiracy theories how traders control the market and how they are getting all the cheap offers for resell. Their only goal is to get something somehow in place to get these items cheaper without realizing that there is no reason for players to sell items cheaper to them. After all why should i reduce prices on goods i spend time on aquiring just to help out some lazy ppl?"
"If players want to rely on the player market for their needs they have to learn that other players dont spend their time on aquiring things just to sell them cheap to players that think doing a daily a day should get them the money to save the time on farming."
Ultimately, where these kinds of arguments lead is: enjoy your clique.
But an MMO can't run on a clique.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. I'm not sure where that sort of sneering language gets anyone. It's a game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game. The balance is out of whack.
The problem is, the only solutions that are thrown around are geared towards ruining a part of the game a portion of the playerbase likes, namely trading, to benefit players who want to do another portion of the game, housing for example, without putting in the same level of effort in the trading game.
Trading, and playing the player markets, is a legitimate route of gameplay for the game. And the value of items is absolutely determined by the seller of those items and how much they value their time spent acquiring those items to sell. You can't have it both ways, you can't say your time is too valuable to spend grinding for materials for housing and then also say that the players selling those items time is worthless because they aren't selling the items at a price you like. That's absurd. Pay the price players who sell items are charging, or go get the items yourself.
Trading via the guild stores was intended to allow price competition. Whether you blame it on flipping, tamriel trade centre, or whatever, price competition is plain not happening and prices just keep going up. Now, if people see flipping (or whatever) as an important game mechanic, that's their right. But the way the economy has developed on PC is now having an appreciable impact on the way the game plays for other players, too.
As I've mentioned in other replies on here, flipping is not the only element in this problem. There are a whole load of factors that are contributing, both directly to do with the economy and not (eg ZOS attaching ever more ridiculous materials requirements to furnishing plans, associated with materials that have laughable drop rates or which are literally unobtainable except by doing dailies, so that you would need to repeat them on a number of characters if you need any significant volume; even the green champion points tree changes which feel so wrong headed -- transforming quality of life passives into limited number skills that have to be chosen between -- that you have to wonder if anyone considered what a negative impact they would have on normal gameplay). But the balance feels, now, increasingly off for people who are not diehards.
ESO has probably one of the more unusual player bases for an MMO in that it would appear that there are a lot of casual players and, indeed, a lot of players who play the game solo, alongside those who participate in the social side. And some mechanics of the game can cater pretty much exclusively to such less social players by design (and indeed are chargeable in real world money -- notably housing), just as some mechanics cater exclusively to social play.
But just as the PVP only players complain that the PvP elements are feeling increasingly off, so too are the casual gameplay elements. The balance of resources and economy are not the same as they were even a couple of years ago and are turning the game into a pure grindfest.
No one solution is likely to fix this, but it is, as I say, getting out of whack. And if ZOS's intent is simply to push people ever harder towards the crown store, I can't see how that ends well because it will leave a nasty taste in everyone's mouth.
kendellking_chaosb14_ESO wrote: »kendellking_chaosb14_ESO wrote: »Okay I’m not a fan of this idea but I’m seeing a whole lot of logical fallacies with the counter points
1) Adding a “marker” wouldn’t require a new stack they can add a timer without splitting anything just do it on the back say 58 / 176 are available for selling/trading. Code the game to sell the items without a timers first much like the game uses crafting bag mats before player held ones. At the same time code it to use items with a timer first for balance. You can’t sell items on timers in guild or in trades so you can’t loophole the system.
That's not how it would work because ZOS won't even stack things like potions that you get from daily rewards and potions you get from crates, even if they are the same potions. As well as some of the XP scrolls don't stack.
What you would get would be a separate stack for each time stamp, just like Siege doesn't stack because it has a durability.
And people who go around buying items for their own use would be penalized as well.
Like, the other day I needed some mudcrab chitin, so I looked around my own guilds and then some other traders, since all I could find were stacks of 5 to 20. I ended up making about 10 purchases, so that would be 10 inventory slots until the 30 days ran out, unless I used them up before then.
Stacking is a personal choice made by ZoS they can change to the way the code works it’s their code they could have a hidden timer on the item. I do some light coding here and there and honestly it wouldn’t be all that hard to do. Timer items get used my players first and non timer items get posted / traded first.
The whole idea that people are trading items so must that this would hit anyone other then resellers is wild
"The players that open these threads are not concerned about the player economy. They are simply complaining that the prices players ask for these high demand goods are higher than the prices they are willing to pay. They dont want to farm these items themselves and they dont want to earn the gold to buy them. They make up some conspiracy theories how traders control the market and how they are getting all the cheap offers for resell. Their only goal is to get something somehow in place to get these items cheaper without realizing that there is no reason for players to sell items cheaper to them. After all why should i reduce prices on goods i spend time on aquiring just to help out some lazy ppl?"
"If players want to rely on the player market for their needs they have to learn that other players dont spend their time on aquiring things just to sell them cheap to players that think doing a daily a day should get them the money to save the time on farming."
Ultimately, where these kinds of arguments lead is: enjoy your clique.
But an MMO can't run on a clique.
People can adopt the attitude that it's "lazy" not to want to spend one's entire non-work life living in a computer game. I'm not sure where that sort of sneering language gets anyone. It's a game. But if the computer game is increasingly not fun for a large number of players because things like prices *are* rising and the acquisition of materials *is* becoming more ridiculous and time consuming compared to what they are needed for, then you will ultimately see people abandon the game. The balance is out of whack.
The problem is, the only solutions that are thrown around are geared towards ruining a part of the game a portion of the playerbase likes, namely trading, to benefit players who want to do another portion of the game, housing for example, without putting in the same level of effort in the trading game.
Trading, and playing the player markets, is a legitimate route of gameplay for the game. And the value of items is absolutely determined by the seller of those items and how much they value their time spent acquiring those items to sell. You can't have it both ways, you can't say your time is too valuable to spend grinding for materials for housing and then also say that the players selling those items time is worthless because they aren't selling the items at a price you like. That's absurd. Pay the price players who sell items are charging, or go get the items yourself.
Trading via the guild stores was intended to allow price competition. Whether you blame it on flipping, tamriel trade centre, or whatever, price competition is plain not happening and prices just keep going up. Now, if people see flipping (or whatever) as an important game mechanic, that's their right. But the way the economy has developed on PC is now having an appreciable impact on the way the game plays for other players, too.
As I've mentioned in other replies on here, flipping is not the only element in this problem. There are a whole load of factors that are contributing, both directly to do with the economy and not (eg ZOS attaching ever more ridiculous materials requirements to furnishing plans, associated with materials that have laughable drop rates or which are literally unobtainable except by doing dailies, so that you would need to repeat them on a number of characters if you need any significant volume; even the green champion points tree changes which feel so wrong headed -- transforming quality of life passives into limited number skills that have to be chosen between -- that you have to wonder if anyone considered what a negative impact they would have on normal gameplay). But the balance feels, now, increasingly off for people who are not diehards.
ESO has probably one of the more unusual player bases for an MMO in that it would appear that there are a lot of casual players and, indeed, a lot of players who play the game solo, alongside those who participate in the social side. And some mechanics of the game can cater pretty much exclusively to such less social players by design (and indeed are chargeable in real world money -- notably housing), just as some mechanics cater exclusively to social play.
But just as the PVP only players complain that the PvP elements are feeling increasingly off, so too are the casual gameplay elements. The balance of resources and economy are not the same as they were even a couple of years ago and are turning the game into a pure grindfest.
No one solution is likely to fix this, but it is, as I say, getting out of whack. And if ZOS's intent is simply to push people ever harder towards the crown store, I can't see how that ends well because it will leave a nasty taste in everyone's mouth.