main reason for gold inflation is CROWN SELLING for ingame gold. That's it!
Crown selling itself doesn’t increase the amount of gold in the game. It just transfers it.
There doesn’t seem to be wide spread inflation. It’s a limited number of items that are in high demand. In some cases they have a limited means to obtain which in itself limited supply which would drive up prices.
In all cases, everyone can farm items in game ans take control of the situation for themselves.
It did have kind of a 2nd hand cause of certain materials increasing. I know many players that were reluctant to purchase crown exclusive homes took advantage when homes could be gifted. That led to an increased demand for materials for furniture. That was just supply and demand though. As you said the gold only transferred it wasn't created.
main reason for gold inflation is CROWN SELLING for ingame gold. That's it!
Crown selling itself doesn’t increase the amount of gold in the game. It just transfers it.
There doesn’t seem to be wide spread inflation. It’s a limited number of items that are in high demand. In some cases they have a limited means to obtain which in itself limited supply which would drive up prices.
In all cases, everyone can farm items in game ans take control of the situation for themselves.
It did have kind of a 2nd hand cause of certain materials increasing. I know many players that were reluctant to purchase crown exclusive homes took advantage when homes could be gifted. That led to an increased demand for materials for furniture. That was just supply and demand though. As you said the gold only transferred it wasn't created.
While some of the materials that sell for a high price is due to furnishings, regardless of what effect or non-effect the crowns for gold sales have had. However, it extends beyond housing since Chromium is not used for housing.
Regardless, the solution to finding something that is selling for more than one wants to pay is to farm it themselves. If someone is unwilling to put the time in to farming or pay someone else the going rate then they are choosing to go without.
Iron_Warrior wrote: »Pc market has inflation, console market is stable
Pc has add ones, consoles don't have add ones
So now tell me what is causing inflation on pc? You give me the answer
main reason for gold inflation is CROWN SELLING for ingame gold. That's it!
Crown selling itself doesn’t increase the amount of gold in the game. It just transfers it.
There doesn’t seem to be wide spread inflation. It’s a limited number of items that are in high demand. In some cases they have a limited means to obtain which in itself limited supply which would drive up prices.
In all cases, everyone can farm items in game ans take control of the situation for themselves.
It did have kind of a 2nd hand cause of certain materials increasing. I know many players that were reluctant to purchase crown exclusive homes took advantage when homes could be gifted. That led to an increased demand for materials for furniture. That was just supply and demand though. As you said the gold only transferred it wasn't created.
While some of the materials that sell for a high price is due to furnishings, regardless of what effect or non-effect the crowns for gold sales have had. However, it extends beyond housing since Chromium is not used for housing.
Regardless, the solution to finding something that is selling for more than one wants to pay is to farm it themselves. If someone is unwilling to put the time in to farming or pay someone else the going rate then they are choosing to go without.
There are furniture plans that use Chromium plating's.
Examples: (all below just random thoughs, and prices can be changed accordingly)
Upgrading should ask for some gold:
Blue to Purple, usual mats + 10k gold
Purple to Yellow, usual mats + 100k gold
Outfit system should require for more gold:
500 gold is now 5k
1k gold is now 10k
3k gold is now 30k
Transmutating should require more gold.
and obviously daily writs should give less money, or maybe less for multiple characters.
This wouldn't help nearly as much as it would hurt. If what you mean is not every node would drop something and it's random which ones would, why would anyone waste their time farming mats? If I might spend an hour farming 150 nodes and only 50 drop something, I'm not going to waste my time doing it. Meanwhile the people using bots aren't using their own time actively farming, so it won't matter to them if they're getting fewer drops. And since bots clearly don't exist in the numbers to drop prices on things like tempers and Heartwood, if a large number of players stop farming, prices are going to go up since there will be less of these things coming into the market.Limiting the gold that new players can make certainly wouldn't help(either the economy or our new player count. Our lack of an auction house and having guild only merchants/zone chat as a selling mechanism can be off putting to many, especially those with anxiety (or similar) issues.
My tongue in cheek suggestion of making everything no drop and randomizing resource nodes would certainly do the trick. Nothing to buy and the hackers/farm bots wouldn't have an advantage on gear upgrades. But the outrage that would cause....the forums would literally explode.
Making the drop rates on purple/gold mats, heartwood, furniture mats, etc(things that sell) much higher would certainly help. With Zos's history of changing how (EVERY)things work every few months(a pattern I don't see stopping anytime soon), VERY low drop rates that makes farming yourself.... unpleasant....and the prevalence of bots(let's not pretend EVERYONE has spent countless hours of their OWN time farming mats. Many have but the big dog sellers? Might be just a FEW not factories here and there. Even consoles are getting more every day) new players found gold became the easiest/less time consuming thing to farm.
I've been playing for years, and the greedy little gamer gnome in me still has me looting every crate,barrel, sack I come across. I'm set for life in the game. Many of us are. But increase the drop rates on everything zos. Completely changing everything, just to do it again in a few months, can be exhausting for new players with your low drop rates. The days of EQ are long gone. Increase the drop rates, and yes, if you won't pay for G.M.'s randomize nodes at least to kill the bots. Should go a long way to help inflation, and maybe kill some of the more... unpleasant sides of ESO for new players.
This wouldn't help nearly as much as it would hurt. If what you mean is not every node would drop something and it's random which ones would, why would anyone waste their time farming mats? If I might spend an hour farming 150 nodes and only 50 drop something, I'm not going to waste my time doing it. Meanwhile the people using bots aren't using their own time actively farming, so it won't matter to them if they're getting fewer drops. And since bots clearly don't exist in the numbers to drop prices on things like tempers and Heartwood, if a large number of players stop farming, prices are going to go up since there will be less of these things coming into the market.Limiting the gold that new players can make certainly wouldn't help(either the economy or our new player count. Our lack of an auction house and having guild only merchants/zone chat as a selling mechanism can be off putting to many, especially those with anxiety (or similar) issues.
My tongue in cheek suggestion of making everything no drop and randomizing resource nodes would certainly do the trick. Nothing to buy and the hackers/farm bots wouldn't have an advantage on gear upgrades. But the outrage that would cause....the forums would literally explode.
Making the drop rates on purple/gold mats, heartwood, furniture mats, etc(things that sell) much higher would certainly help. With Zos's history of changing how (EVERY)things work every few months(a pattern I don't see stopping anytime soon), VERY low drop rates that makes farming yourself.... unpleasant....and the prevalence of bots(let's not pretend EVERYONE has spent countless hours of their OWN time farming mats. Many have but the big dog sellers? Might be just a FEW not factories here and there. Even consoles are getting more every day) new players found gold became the easiest/less time consuming thing to farm.
I've been playing for years, and the greedy little gamer gnome in me still has me looting every crate,barrel, sack I come across. I'm set for life in the game. Many of us are. But increase the drop rates on everything zos. Completely changing everything, just to do it again in a few months, can be exhausting for new players with your low drop rates. The days of EQ are long gone. Increase the drop rates, and yes, if you won't pay for G.M.'s randomize nodes at least to kill the bots. Should go a long way to help inflation, and maybe kill some of the more... unpleasant sides of ESO for new players.
This would be the case even if most people didn't stop outright farming, too. Fewer returns on mats from every node just means even less supply while demand is still there, which would still lead to prices going up rather that down. If you want prices on things to do down you need to make them LESS rare and more likely to drop, rather than the other way around.
Making things harder to farm also makes it harder for people to get things for their own use, whether they're a new player or one who's been around for t a while.
What inflation? I don't see it ... but ...
- My entire goal in ESO at this stage in my most elderly real life is just to hang out and piddle some.
- I've got 10 alts of varying flavors, all in gold gear that I made or upgraded from drops. It's certainly not BIS, but absolutely adequate for the game I'm content I do.
- I have absolutely no plans to make more than 10 alts. Period.
- My alts are all 160 with all the crafting skills maxed 100%.
- Doing 7 writs on 10 alts takes a bit of time, but I'm totally good with that (when logins don't take forever).
- I do a ton of gathering and material surveys -- and collect treasure chests while I'm out.
- Even though my alts are maxed out, I find dolmens another way of gathering -- inefficient, but relaxing -- and that's where I get all my zone treasure chests.
- My alts have all done antiquities, so I can spot lockpicking treasure chests easily in delves and PDs -- more gathering
And despite my handicaps, I can now pick Advanced and Master chests on first attempt nearly every time!
I realize my uber-casual approach to the game will spin few cookies, but it works for me. No inflation, and with no particular effort, I've built up a lot of gold that I seldom dip into.
One of the areas in which the issue becomes really problematic is housing -- a single player activity and one for which ZOS charges many players quite extraordinary amounts of real-world money.
Toxic_Hemlock wrote: »Iron_Warrior wrote: »Pc market has inflation, console market is stable
Pc has add ones, consoles don't have add ones
So now tell me what is causing inflation on pc? You give me the answer
Let the console crowd have add-ons?
If you are worried about inflation, sell crown crates for 500k -1 million each I'm guessing the inflation will take care of itself.
The idea of taxing those with over a certain amount of gold sounds good until you realise it will drive prices up higher.
Why?
Because those players with huge amounts of gold won't want to pay tax, so they will buy chromium, dreugh wax, anything that's likely to keep its value and then if they need money they can resell what they bought.
In the meantime for those without the limitless money prices will appear to increase rapidly due to the numbers of materials on the market decreasing.
So no, a rich tax won't help
[snip]This wouldn't help nearly as much as it would hurt. If what you mean is not every node would drop something and it's random which ones would, why would anyone waste their time farming mats? If I might spend an hour farming 150 nodes and only 50 drop something, I'm not going to waste my time doing it. Meanwhile the people using bots aren't using their own time actively farming, so it won't matter to them if they're getting fewer drops. And since bots clearly don't exist in the numbers to drop prices on things like tempers and Heartwood, if a large number of players stop farming, prices are going to go up since there will be less of these things coming into the market.Limiting the gold that new players can make certainly wouldn't help(either the economy or our new player count. Our lack of an auction house and having guild only merchants/zone chat as a selling mechanism can be off putting to many, especially those with anxiety (or similar) issues.
My tongue in cheek suggestion of making everything no drop and randomizing resource nodes would certainly do the trick. Nothing to buy and the hackers/farm bots wouldn't have an advantage on gear upgrades. But the outrage that would cause....the forums would literally explode.
Making the drop rates on purple/gold mats, heartwood, furniture mats, etc(things that sell) much higher would certainly help. With Zos's history of changing how (EVERY)things work every few months(a pattern I don't see stopping anytime soon), VERY low drop rates that makes farming yourself.... unpleasant....and the prevalence of bots(let's not pretend EVERYONE has spent countless hours of their OWN time farming mats. Many have but the big dog sellers? Might be just a FEW not factories here and there. Even consoles are getting more every day) new players found gold became the easiest/less time consuming thing to farm.
I've been playing for years, and the greedy little gamer gnome in me still has me looting every crate,barrel, sack I come across. I'm set for life in the game. Many of us are. But increase the drop rates on everything zos. Completely changing everything, just to do it again in a few months, can be exhausting for new players with your low drop rates. The days of EQ are long gone. Increase the drop rates, and yes, if you won't pay for G.M.'s randomize nodes at least to kill the bots. Should go a long way to help inflation, and maybe kill some of the more... unpleasant sides of ESO for new players.
This would be the case even if most people didn't stop outright farming, too. Fewer returns on mats from every node just means even less supply while demand is still there, which would still lead to prices going up rather that down. If you want prices on things to do down you need to make them LESS rare and more likely to drop, rather than the other way around.
Making things harder to farm also makes it harder for people to get things for their own use, whether they're a new player or one who's been around for t a while.
I'm not sure how you'd get randomize nodes means they wouldn't drop anything. Why even have a node if it's empty? [snip] I mean random locations. Would be harder to program a route on the bots. And yes, there are enough bots to affect prices. It doesn't take much, it's low work, and it's never ending. But bot farming is such a touchy subject on the forums.
Edit: autospell
Edit 2: add
Also in my suggestion to randomize resource nodes I stated one of two additions in conjunction WITH it, not alone. To make everything no drop(which would upset...quite a few players I did say) or increase drop rates. [snip]
[snip]
Jeffrey530 wrote: »[snip]This wouldn't help nearly as much as it would hurt. If what you mean is not every node would drop something and it's random which ones would, why would anyone waste their time farming mats? If I might spend an hour farming 150 nodes and only 50 drop something, I'm not going to waste my time doing it. Meanwhile the people using bots aren't using their own time actively farming, so it won't matter to them if they're getting fewer drops. And since bots clearly don't exist in the numbers to drop prices on things like tempers and Heartwood, if a large number of players stop farming, prices are going to go up since there will be less of these things coming into the market.Limiting the gold that new players can make certainly wouldn't help(either the economy or our new player count. Our lack of an auction house and having guild only merchants/zone chat as a selling mechanism can be off putting to many, especially those with anxiety (or similar) issues.
My tongue in cheek suggestion of making everything no drop and randomizing resource nodes would certainly do the trick. Nothing to buy and the hackers/farm bots wouldn't have an advantage on gear upgrades. But the outrage that would cause....the forums would literally explode.
Making the drop rates on purple/gold mats, heartwood, furniture mats, etc(things that sell) much higher would certainly help. With Zos's history of changing how (EVERY)things work every few months(a pattern I don't see stopping anytime soon), VERY low drop rates that makes farming yourself.... unpleasant....and the prevalence of bots(let's not pretend EVERYONE has spent countless hours of their OWN time farming mats. Many have but the big dog sellers? Might be just a FEW not factories here and there. Even consoles are getting more every day) new players found gold became the easiest/less time consuming thing to farm.
I've been playing for years, and the greedy little gamer gnome in me still has me looting every crate,barrel, sack I come across. I'm set for life in the game. Many of us are. But increase the drop rates on everything zos. Completely changing everything, just to do it again in a few months, can be exhausting for new players with your low drop rates. The days of EQ are long gone. Increase the drop rates, and yes, if you won't pay for G.M.'s randomize nodes at least to kill the bots. Should go a long way to help inflation, and maybe kill some of the more... unpleasant sides of ESO for new players.
This would be the case even if most people didn't stop outright farming, too. Fewer returns on mats from every node just means even less supply while demand is still there, which would still lead to prices going up rather that down. If you want prices on things to do down you need to make them LESS rare and more likely to drop, rather than the other way around.
Making things harder to farm also makes it harder for people to get things for their own use, whether they're a new player or one who's been around for t a while.
I'm not sure how you'd get randomize nodes means they wouldn't drop anything. Why even have a node if it's empty? [snip] I mean random locations. Would be harder to program a route on the bots. And yes, there are enough bots to affect prices. It doesn't take much, it's low work, and it's never ending. But bot farming is such a touchy subject on the forums.
Edit: autospell
Edit 2: add
Also in my suggestion to randomize resource nodes I stated one of two additions in conjunction WITH it, not alone. To make everything no drop(which would upset...quite a few players I did say) or increase drop rates. [snip]
[snip]
um no you can't expect people to know what 'no drop' means lol, never have I seen it used in eso.
TX12001rwb17_ESO wrote: »The idea of taxing those with over a certain amount of gold sounds good until you realise it will drive prices up higher.
Why?
Because those players with huge amounts of gold won't want to pay tax, so they will buy chromium, dreugh wax, anything that's likely to keep its value and then if they need money they can resell what they bought.
In the meantime for those without the limitless money prices will appear to increase rapidly due to the numbers of materials on the market decreasing.
So no, a rich tax won't help
Then the solution is make valuable items like Chromium Plating's buyable from NPCs
OR
Make items only sellable once and then they are bound, this in addition to the tax would kill inflation.