Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Restoring price competition -- ban resale of goods for 30 days?

  • Sylvermynx
    Sylvermynx
    ✭✭✭✭✭
    ✭✭✭✭✭
    AlnilamE wrote: »
    I don't use TTC, but doesn't the interface literally tell you how long ago a specific item was scanned?

    Yes. I don't use it very often, but the lowest amount of time I've ever seen is 15 minutes.
  • Xebov
    Xebov
    ✭✭✭✭✭
    Northwold wrote: »
    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.

    Edited by Xebov on February 9, 2022 5:33PM
  • thorwyn
    thorwyn
    ✭✭✭✭✭
    ✭✭✭
    Xebov wrote: »
    Northwold wrote: »
    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.

    Thank you!

    /thread
    And if the dam breaks open many years too soon
    And if there is no room upon the hill
    And if your head explodes with dark forebodings too
    I'll see you on the dark side of the moon
  • Northwold
    Northwold
    ✭✭✭✭✭
    ✭✭
    "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.

    Edited by Northwold on February 9, 2022 5:57PM
  • joerginger
    joerginger
    ✭✭✭✭✭
    Northwold wrote: »
    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.

    The prices for some crafting materials haven't really risen, I still buy wood, ore and hide at the same prices I did years ago. In fact, it seems like there is more cheap hide on the market than I have ever seen.
    I just leave the more expensive offers on the market. Platinum and ancestor silk have indeed become more expensive, but their method of acquisition has not become "more ridiculous" all of a sudden. I could still get them from surveys if I had the time. But since there is absolutely nothing to buy with gold in this game, I might as well buy those, too, and save some time.
  • Xebov
    Xebov
    ✭✭✭✭✭
    Northwold wrote: »
    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 situation has nothing to do with spending your entire non-work life in a game. Its players that have a goal and they expect to reach it with very little efford. Since they have to put in more efford now than they are willing to put into, they try to somehow force other players into a situation where they support this playstyle if they like it or not.
    We are effectively in a position where someone farms and provides goods and someone else tells them that they have to sell it cheaper to them because they are not willing to spend time to compensate them. Its like going to a car dealer and tell them they have to sell the car to you for 50% of the price because you dont want to work for the money needed.

    There is a simple choice. Players can either spend the time to farm themselves or they can pay others to do it for them. The player market is nothing else than paying a player to farm something for you. If you want to farm the items yourself than you spend the same time you did years ago. In cases of resources the green CP may even reduce the time needed.

    If someone is not willing to farm, but also not willing to propperly compensate other players for their time than they have to rethink their goals because they dont fit their playstyle.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Northwold wrote: »
    "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.
  • Northwold
    Northwold
    ✭✭✭✭✭
    ✭✭
    jaws343 wrote: »
    Northwold wrote: »
    "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.
    Edited by Northwold on February 9, 2022 7:16PM
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
    ✭✭✭✭✭
    AlnilamE 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
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Northwold wrote: »
    jaws343 wrote: »
    Northwold wrote: »
    "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.

    So again, it comes down to wanting to limit the trading community in this game because casual players want to build a chair in their house and instead of farming the materials themselves because they don't like the price that players who did farm these materials are charging. Frankly, really don't care what a casual player wants to do when it comes to player trading. You know, when I started, and I am sure when most people start, they tend to be in the casual classification. I used to sell gold improvement mats to the NPC vendor because I had no idea what I was doing. And then I learned and became more invested in the game and decided to learn how to effectively sell with guild vendors. Nothing is stopping players from doing that right now, and being "casual" is no excuse.

    And I'll still point to the fact that pricing steadily increasing is solely a PC problem and that any fluctuations on the console markets typically follow standard patch and event scheduling. Basically, I would be adamantly opposed to any changes to impacted the base game for all platforms. You can't cull flipping without ruining the console markets. You can't limit listing prices without ruining the console markets. You can't cut off gold supplies without crippling the console economy.

    And I'll reiterate, this is a PC problem. So trying to "fix" the games trading system for an issue isolated to a single platform is ridiculous.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    AlnilamE 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

    I have had countless times where I am purchasing gear, or unlearned motifs and plans, and accidentally purchasing double. Or purchasing items and realizing that I didn't need them. To have to then sit on them for 30 days because of a mistake is a bit ridiculous. On top of flipping not really actually being an issue. I still have not been convinced that the third party of a transaction, the person who was unable to buy the lower priced item because it was already purchased, is important in this situation at all. Only two people matter to any transaction, the person selling and the person buying. The person who thinks the price is too high and the person who wishes they could have bought the item first are irrelevant.
    Edited by jaws343 on February 9, 2022 7:38PM
  • Tornaad
    Tornaad
    ✭✭✭✭✭
    I think this would have the opposite effect of what you are after.
    Price goes up or down because of demand.
    If prices are going up as much as they are, it is because people want that thing.
    What you are proposing would not affect the demand, but only the supply. Thus, by restricting how soon you can sell something, you would cause prices to go up even more.
  • ZOS_GregoryV
    Greetings all!

    After review, we would like to remind everyone that Flaming is a violation of the Community Rules, and is stated as follows:
    • Flaming: It’s okay to disagree and debate on the official ESO forums, but we do ask that you keep all disagreements civil, constructive, and on-topic. If a discussion gets heated and turns into a debate, remember that you should stick to debating the post and/or thread topic. It is never appropriate to resort to personal comments or jabs about those participating in the thread discussion.
    Moving forward, we ask that all posts he kept within the guidelines. If there may be any questions in regards to the rules, please take a few moments to review them here.

    Thank you for your understanding,
    -Greg-
    Edited by ZOS_GregoryV on February 9, 2022 10:26PM
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • Xebov
    Xebov
    ✭✭✭✭✭
    Northwold wrote: »
    jaws343 wrote: »
    Northwold wrote: »
    "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.

    Price competition is working well and if you look at graphs and sales from guilds you can see that it does. Prices for high demand goods constantly go up and down depending on how much is sold vs how much gets offered. They change daily based on that. If i look at my sales data from the last 30 days i can see my dreugh wax sales to bounce between 19.999 and 21.999 back and forth mutliple times. To see bigger price dips you would need supply to exceed demand, thats whats happening with motifs get released and results in them becomming cheaper and cheaper over a couple of weeks as supply piles up in the traders. Same goes for event styles and motifs. If items constantly sell for given prices there is no reason to drop prices. Just because the result is not what you want it to be does not mean that the system is not working.

    Material requirements are the same for everyone. You might not like them, you dont have to, but if you want some things you have to put efford into getting it either by farming the materials or buy farming the gold to aquire them. Complaining that the efford is to high but expecting others to do the efford and then supply you cheaply is not going to work. It implies that you think your play time is more important than the time of the player that you expect supplying you.
  • pleximus
    pleximus
    ✭✭✭✭✭
    No. Absolutely not. This is NOT how free economy works. People are allowed to buy and trade at whatever prices they wish. If you don't want to buy it then play the game in the hopes of getting the item. Or someone might be kind enough to gift it to you. BUT, NO ONE is obligated to sell an item to a price YOU deem acceptable.
Sign In or Register to comment.