barney2525 wrote: »Arbitrarily scrugeeing over New Players simply because established players have amassed large amounts of gold is NOT a good formula. You want players to be required to spend 100k - 150k just to make One outfit on the Outfitter ??
That's beyond ridiculous.
The Market prices will be as high and low as the Market will bear. Put an item up for 200k - if players want it for that price, they will pay it. If they Don't want it for that price - They will Not pay it, and wait for it to drop into a level they feel it is worth.
Just wiping out all the gold won't change things in the short term. Everyone is used to the prices we have now. Everyone knows what to expect the price will be when selling/buying their items, It would take months before anything dropped, and even then, players would be making more gold during those months. So the eventual change would still be minimal.
Despite my disdain for the phrase, the market "is what it is". Its not going to change. And it shouldn't. Wiping out everyone's gold with huge sinks - which would be seen by players to be basically a game mechanic implemented to simply steal the player's gold - would have a negative effect permanently. The huge static gold sinks you installed would Not go away once the stashes of gold the players previously had were gone. At that point you have huge gold sinks and not enough gold income to sustain anything.
This is Not a good plan.
IMHO
Gaeliannas wrote: »If people would stop paying 21k for wax the price would come down. If people would start farming their own mats the prices would come down. As long as I'm using some of my time to farm something that others don't want to then I'll charge what the market will bear. And in truth, just like in real life it's no ones business how much gold someone has.
In real life, government's control how much currency is in circulation, just like a game should, in order to keep the game economy healthy.
If people would stop paying 21k for wax the price would come down. If people would start farming their own mats the prices would come down. As long as I'm using some of my time to farm something that others don't want to then I'll charge what the market will bear. And in truth, just like in real life it's no ones business how much gold someone has.
Agreed.
I think that's the most unsettling thing is players that need mats but don't want to spend time farming mats or buy mats at current market value want to place a value on the time spent by players who do farm and who sell some or all of the mats gained. That somehow doesn't seem fair to me.
Perhaps putting in the time to farm mats would change that perspective a little. It's time consuming to farm mats and everyone's time is valuable.
Well wax used to be 3.5k, then 7k now 21k. What made it 3.5k a few years ago? Was the wax farmers time back then worth less than now? Or is it gold supply after many years of this game running creating a world where 1 gold is just worth less than it was a few years ago?
And telling people to not pay 21k isn’t going to help. Many people have more gold than they know what to do with because there are no sinks. So they pay whatever they want for wax rather than farm it.
WrathOfInnos wrote: »There's only one way to stop gold inflation. Gold created needs to be equal to gold destroyed. Right now gold is created in large scale through activities like writs, antiquities, thieving, vendoring loot and even trial plunder. The minimal gold sinks simply cannot keep up. The few expensive things that are worth spending gold on are one-time purchases, and a temporary solution at best (houses, bank/bag space). The fact is that useful recurring items cannot be purchased from NPC's, so gold remains in the economy.
I think gold generation needs to be vastly reduced, writs and trials should give alternate rewards, such as materials or gear to trade with other players. We also could use NPC's that sell items we need (not current NPC junk). Potions would be a great one, Alliance Potions can be purchased with AP, why not have a gold option. At current prices that would be 500x200 or 100,000 gold removed from the economy every time someone purchased a stack of spell power pots.
Guild trader fees is the primary tax and its an good one as it tax the rich players in good trading guilds most.WrathOfInnos wrote: »There's only one way to stop gold inflation. Gold created needs to be equal to gold destroyed. Right now gold is created in large scale through activities like writs, antiquities, thieving, vendoring loot and even trial plunder. The minimal gold sinks simply cannot keep up. The few expensive things that are worth spending gold on are one-time purchases, and a temporary solution at best (houses, bank/bag space). The fact is that useful recurring items cannot be purchased from NPC's, so gold remains in the economy.
I think gold generation needs to be vastly reduced, writs and trials should give alternate rewards, such as materials or gear to trade with other players. We also could use NPC's that sell items we need (not current NPC junk). Potions would be a great one, Alliance Potions can be purchased with AP, why not have a gold option. At current prices that would be 500x200 or 100,000 gold removed from the economy every time someone purchased a stack of spell power pots.
NPC merchants could be an way to solve the problem, especially for stuff like heartwood.
Spell power pots are worth 500 gold each on pc-eu, so making rading less lucrative will hurt some
Trying to address some of the repeated misconceptions about why this has become a problem for some players (and, I imagine, an awful lot more players than the more prolific posters here think), some players here do not like the selling mechanics that ESO offers to the point that they will not sell anything.
As I said above, it is not that they are "lazy". These people do farm, be it materials or gear or motifs or whatever. And in terms of effort there is no material distinction between someone who puts in a lot of hours at varying times and someone who logs in every single day for less time, except that the game is designed to funnel players into the latter behaviour (the business reasons for which I shan't explore).
It is not laziness, but that for a significant slice of the player base the selling mechanics are so unappealing that they do not use them. As such, those players do not benefit from selling on the products of their labours to other players, so they are sandwiched between the rewards they get -- which are just what the basic game without player economy offers -- in terms of income, and what the guild sales prices are for the occasionally needed additional items.
So they do see considerable inflation because the rewards from the basic game remain on the whole static.
To repeat myself, it is no answer that you personally think these people should play your way. They exist in large numbers and they don't want to. It is no answer to say "ESO is an MMO" as if that is some sort of spectacular and profound declaration. It functions, also, as a solo game and has been designed in large sections to be capable of functioning as a solo game. As such it has attracted a lot of solo players.
Given the way ESO was designed to cater both for MMO players and soloists waiting for Elder Scrolls 6, the decision not to have a central auction house, first of all, and, second, to gate the trade stores behind guilds, was completely and utterly baffling. The game cuts an appreciable chunk of the playerbase out of the selling mechanic. The guild store setup has also become completely pointless on PC because the supposed advantages of guild traders stopped existing the moment Tamriel Trade Centre became a thing. But it is what it is.
But that being the case, more care does need to be taken in the balancing of certain activities in the game. That's things like drop rates for commonly used items and so on. Recourse to the player market would not be necessary for these items if they dropped at rates that made it reasonable to accrue them alone. There is a supply problem.
I am not talking here about chromium platings. I'm talking about basic things like heartwood, mundane runes and the like. Things the game throws out requirements for like confetti which the drop rates do not reflect.
And to the extent there is any genuine intent on the part of the developers to attempt to drive this slice of players into the existing selling mechanics, I would say that attempt is seriously misguided because those mechanics are to all intents and purposes red lines -- things that type of player will never use. Frankly, I doubt that is ZOS's intent because they are well aware that these players exist and they know how they behave.
Just cool it with "lazy, entitled, want things for free". Not every player plays the game the same way and the sometimes rather condescending tone of posters suggests they simply do not understand how different people play this game. It's quite likely that the players affected by this are "working" in the game harder than you do to achieve the same result. Some of the posts are plain silly, frankly, or wilfully blind, and are very hard to take seriously.
Well wax used to be 3.5k, then 7k now 21k. What made it 3.5k a few years ago? Was the wax farmers time back then worth less than now? Or is it gold supply after many years of this game running creating a world where 1 gold is just worth less than it was a few years ago?
barney2525 wrote: »Arbitrarily scrugeeing over New Players simply because established players have amassed large amounts of gold is NOT a good formula. You want players to be required to spend 100k - 150k just to make One outfit on the Outfitter ??
That's beyond ridiculous.
The Market prices will be as high and low as the Market will bear. Put an item up for 200k - if players want it for that price, they will pay it. If they Don't want it for that price - They will Not pay it, and wait for it to drop into a level they feel it is worth.
Just wiping out all the gold won't change things in the short term. Everyone is used to the prices we have now. Everyone knows what to expect the price will be when selling/buying their items, It would take months before anything dropped, and even then, players would be making more gold during those months. So the eventual change would still be minimal.
Despite my disdain for the phrase, the market "is what it is". Its not going to change. And it shouldn't. Wiping out everyone's gold with huge sinks - which would be seen by players to be basically a game mechanic implemented to simply steal the player's gold - would have a negative effect permanently. The huge static gold sinks you installed would Not go away once the stashes of gold the players previously had were gone. At that point you have huge gold sinks and not enough gold income to sustain anything.
This is Not a good plan.
IMHO
SimonThesis wrote: »Inflation is only getting worse, its been following crown prices. They need more/better gold sinks. I agree they should put the burden more on the richer players not new ones, maybe reduce the abundance of those crown repair kits and charge more for repairing CP 160 gear only. I also think they need to find a way to increase trading guild competition this is the largest gold sink in the game.
Maybe if they added more features for trading guilds like customizable traders there would be more trading competition. Ex a guild could pay extra gold a week to give their trader a personality. Maybe they could upgrade the appearance of the traders shop for gold each or pay for more colors on their tabbard.
Toxic_Hemlock wrote: »Iron_Warrior wrote: »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.
Console not having add ones is causing pc inflation?
It's a simple problem with a simple solution. there are three versions of the same trading system on 3 three different platforms. 2 of them are stable and 1 is inflated. For solving the problem you have to see what is the difference between the stable ones and the inflated one and fix it. You don't need to add features to the game that also affect the 2 stable markets only to fix the inflated one.
To your first question, no, but it does make things uneven across platforms and as such leveling out the field is preferred because MANY would leave the PC platform, myself included, if they took away our addons. So my solution seems much more fair and balanced.
As to your second paragraph, I already made a suggestion that doesn't involve gutting the ability of PC players to enjoy the game, and that is put the crown crates up for sale. You could do this on all platforms too, so as to again, level the playing field on all platforms. Once you do this and gold is worth more the inflation would stop quickly IMO. I'm just spitballing here as ZOS would most likely never let that happen.
wolfie1.0. wrote: »It's not "forcing" people to farm. If people don't want to pay for whatever they're after, then the other option is to farm it themselves, or I guess ask others for it. You can't expect people to sell you whatever you want for cheap just because you don't want to pay.hey dear community,
as everyone knows there is a crazy amounts of gold inflation in the game and i want to talk why this is a bad thing for "casual players"(as zos proved that they care casuals more) and my suggestions to fix this.
inflation is bad for new and casual players because it will fear them, the millions of gold is need to get some new items or upgrading stuff. jewelry upgrading was pricey even before this infilation and now its way worse.
what can be done?
well, zos needs to add some mechanics or activities that should require some gold from the players.
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.
I would like to hear your thoughts on this subject, and what other things could be done about this problem?
good days.
I'm not certain manual adjustments will fix this. However I can appreciate you and others wanting to understand how this inflation happened.
Based on my observations, it happened over time, starting with Tempers, then Dreugh Wax, Hakeijo's and so forth. And the conclusion I came up with is with a growing player base, all of these items are in high demand yet, think about how they're sold. The Guilds bring the stores and their merchants set the prices and some Guilds, even with a Store, cannot compete in the public marketplace without a Kiosk.
One potential solution is as others have said, to centralize sales around an Auction House. Although I must admit, I've never liked the idea, never wanted it, however seeing how it could work from my New World experiences, varies with population. What I can tell you is that doing this alone would almost certainly bring prices down by like alot.
Right now its basically Guilds vs Guilds however with a central Auction House sales would be based on the individual bidders with no Guild for price sheltering. But I agree you can't just turn you back and say this is not a problem or forcing people to spend days farming when something is clearly overpriced and then say it's ok. It's not ok, things like this are usually a symptom of a greater, yet to be diagnosed problem and will lead to more problems in the future, especially for newer players trying to make their way in the game.
And guess what? The people that are selling that stuff to begin with had to farm it themselves. If they could do it, anyone can, it might just take some time. Why should the people who are "forced" to farm stuff so others can buy it not be properly compensated for their time? Is their time somehow less important than that of those who can't farm, or those who just don't feel like it?
There really isn't a problem. Prices have gone up not because of inflation, but because of demand for things being greater than they were before. Heartwood is, again, another example. Years ago it was like 100g/piece. Now you're lucky to find it for less than 1k. It's not because "people have more gold" it's because more and more blueprints are always being released that take ridiculous amounts of it, and the fact that we keep getting new or rereleased Houses every so often.
And again, the people who are selling stuff went out there and farmed it. It might have taken them days or weeks, but they did it. If they could take the time to do it, most others can too. And for those who actually can't, rather than just not wanting to, you at least HAVE the option of buying it, even if that might take you some time of saving up gold.
And the "newer players making their way" thing? EVERYONE who's currently playing had to make their own way when they started, it's not anything new. Everyone was a new player at first who had to work to get the stuff they have.
The thing about economics is everyone has their way of looking at it and I'm not really here to hammer out an economic recovery plan for eso.
That said, I believe you and I actually agree on some things however unless I'm mistaken you may have missed my actual point in describing the marketplace itself. This is a problem that started there and the solution is in there, somewhere. But the way eso kiosks and such are setup, I'm concerned that the marketplace isn't as healthy because there is no friendly competition. Its there but, the guilds are still in control.
You can say whatever u like but paying 20k+ for Dreugh Wax is nothing but greed and I can't help but have a conscience for the less fortunate out there. Thankfully I do know some high end Guilds that try to take care of their people, so there's that. But for the price of 100k I was able to make almost a full build before and now that barely covers one piece, which turns this into a grind game when the point here is to enjoy questing and pvp now and then.
Lastly, let's all regardless of how we feel about this try and have a heart for the new people who are unable to afford the things that you and I were able to buy back in our day. I am, first and foremost in this game and NW a merchant and I know how to make bank. But as you said, we all started from somewhere and the way the economy in the game is setup is a house always wins, rich man's game.
Its almost like a form of Corporate Welfare where I put in -lots- of extra hours a week trying to pay something that is overpriced, the 'seller' knows its overpriced and yet he/she has no problem making a ton of extra money that they really didn't earn. Place I used to work we called this 'upselling'. I just don't think its fair people login to the game to work for someone else whose abusing their time and money. And ZOS doesn't care either then I don't know what to say haha. There's been many Empire's throughout history that fell because of inflation.
With inflation essentially turning citizens into indentured servants, ie rise of serfdom from the Medieval Ages. Its a very big problem but you'll never know it is unless you understand how economics affects different groups of people. Its really bad for everyone to have this attitude of 'self', me me me, I I I, I deserve a gazillion gold for something that is worth tree fitty. And that's a problem with people in general and one I cannot solve lol.
Does that make sense?
No your argument doesn't make sense. Look there isn't a material or other normal item in the game that you can use that hasn't dropped in game. You just need to be willing to invest the time to go get it. That's it, you just need time. Now to save you time I am willing to sell you X item at Y price so that you don't have to invest that time. If you think it's a good deal then you buy. If you don't then you can find someone else who will sell cheaper, pay more for the convenience, or go farm it yourself.
Me as the seller, if you buy my item at the price I am selling at then I will sell more at that price. If it doesn't sell then I either hold it until prices are back to where I feel I can sell it, I use it for myself, or I lower the price. If an item sells too quickly then I will raise the price.
There isn't any indentured servitude going on here. No one is forcing players to buy from me or others. No one is forcing players to go out and farm either. Players are choosing to do it.
If you really want to combat inflation as a player start a trading guild, then go out there and declare war on trading locations to get them to spend more on their locations. The more they spend the less gold there is in game.
HumbleThaumaturge wrote: »#StopESOInflationNow
I suppose folks who are leaving comments are all active, regular players. These folks may say that inflation doesn't matter, because everyone just keeps up with the current economy.
Trying to address some of the repeated misconceptions about why this has become a problem for some players (and, I imagine, an awful lot more players than the more prolific posters here think), some players here do not like the selling mechanics that ESO offers to the point that they will not sell anything.
As I said above, it is not that they are "lazy". These people do farm, be it materials or gear or motifs or whatever. And in terms of effort there is no material distinction between someone who puts in a lot of hours at varying times and someone who logs in every single day for less time, except that the game is designed to funnel players into the latter behaviour (the business reasons for which I shan't explore).
It is not laziness, but that for a significant slice of the player base the selling mechanics are so unappealing that they do not use them. As such, those players do not benefit from selling on the products of their labours to other players, so they are sandwiched between the rewards they get -- which are just what the basic game without player economy offers -- in terms of income, and what the guild sales prices are for the occasionally needed additional items.
So they do see considerable inflation because the rewards from the basic game remain on the whole static.
To repeat myself, it is no answer that you personally think these people should play your way. They exist in large numbers and they don't want to. It is no answer to say "ESO is an MMO" as if that is some sort of spectacular and profound declaration. It functions, also, as a solo game and has been designed in large sections to be capable of functioning as a solo game. As such it has attracted a lot of solo players.
Given the way ESO was designed to cater both for MMO players and soloists waiting for Elder Scrolls 6, the decision not to have a central auction house, first of all, and, second, to gate the trade stores behind guilds, was completely and utterly baffling. The game cuts an appreciable chunk of the playerbase out of the selling mechanic. The guild store setup has also become completely pointless on PC because the supposed advantages of guild traders stopped existing the moment Tamriel Trade Centre became a thing. But it is what it is.
But that being the case, more care does need to be taken in the balancing of certain activities in the game. That's things like drop rates for commonly used items and so on. Recourse to the player market would not be necessary for these items if they dropped at rates that made it reasonable to accrue them alone. There is a supply problem.
I am not talking here about chromium platings. I'm talking about basic things like heartwood, mundane runes and the like. Things the game throws out requirements for like confetti which the drop rates do not reflect.
And to the extent there is any genuine intent on the part of the developers to attempt to drive this slice of players into the existing selling mechanics, I would say that attempt is seriously misguided because those mechanics are to all intents and purposes red lines -- things that type of player will never use. Frankly, I doubt that is ZOS's intent because they are well aware that these players exist and they know how they behave.
Just cool it with "lazy, entitled, want things for free". Not every player plays the game the same way and the sometimes rather condescending tone of posters suggests they simply do not understand how different people play this game. It's quite likely that the players affected by this are "working" in the game harder than you do to achieve the same result. Some of the posts are plain silly, frankly, or wilfully blind, and are very hard to take seriously.
I agree. I have played for years. While I have joined a CASUAL guild I have never sold anything through a trader. Yes, I'm quite sure there are guilds who don't require you to pay to be in their club AND give you traders and all the bells a whistles to boot but many of us (guild masters included) don't enjoy that aspect. I spent decades in that game in one of the most well known retailers in the world. Doing it in a game just isn't my bag.
As long as it's easier to farm gold than to farm materials, inflation will continue. Yes, there are many who farm materials to sell, and should be compensated for their time, but let's not pretend bots dont play a part of this too, or that there aren't enough bots to affect product. If it wasn't profitable, you wouldn't have so many. Many of us saw a person testing his set of 10 out in grahtwood tree on Xbox na. Bold as day, had them mount in sync, wave, ride around, all said hello, then ported out the shrine. Had no fear. That was just 10. How many more did they have? How many more are in remote areas and not so brazen? How effective would YOU be, farming 24-7 in just a week? never need a bio break. Never sleeping, eating, stretching? Constant farm. 10 of you. 20 of you. 100 of you. On a console. I've played for years and have more gold and resources than I need but I can't imagine what I'd rack up with free, constant, and never ending farming. Especially on that scale. Might just be a gold mat worth or heartwood in there somewhere 😉
If you want to stop inflation you can either
1.KILL the market completely and make EVERYTHING no drop(and that's non trade able, non sellable to those that DONT know) or
2. increase the drop rates on mats. Now recipes, styles, things bots can't(yet?) do you'd still have to farm/buy. You'd have to work for it, or pay someone else that worked for it.
Either suggestion though should go with the stipulation (to clarify -as in together WITH suggestion 1. Or 2. ) that zos making farming nodes appear in a random pattern/location/time that keeps bots from easily being programmed a route. It might not stop it all, but it would put those that farm honestly on a MORE even keel than those who break the rules for profit who would now have to have a stationary bot for every POSSIBLE spawn, while a live farmer is actively using their eyes. Now farming, while never fun, is more viable with higher drops rates, higher drop rates drive down prices on many items for those with gold to burn, and it's much more fair and honest. Just my two cents anyway.
Its causal trading guilds and hardcore ones. I say Belkarth in Craglorn is probably the most professional, yes they are a bit high but not idiotic but even there on PC-EU its often an 30% difference on common bulk items."There are plenty of opportunities to provide items to the market."
Sorry but this is the classic kind of statement you would expect to find on this forum that is actually very different from sentiments elsewhere.
No. There are two places where you can sell in ESO:
1. Through a guild store. And good luck if you don't intend to play more than weekly or have a casual play style because your guild will kick you when they decide to go big, which is not actually a very nice feeling for a casual player. It's actively alienating.
2. Through zone chat, which is plain annoying.
ESO courts casual players. There is nothing wrong with being a casual player, despite what some people here might think, and there is no sensible mechanism for casual players really to sell stuff in ESO. It is truly weird.
Sorry, but this is nonsense. I am a casual player, and I get very well along with my trading guild (over a year if time is a matter). It is not that hard, and does not eat that much time, if you know what you are doing. I could even cut down that time, if I was in a less prolific guild.
I don't think we need more gold sinks but there are some things that might entice players to spend more gold. Like buying 5 training points at the stable but for a higher price.
Upgrade mats is more expensive because the sticker book make its much easier to make new gear.
Crown trade probably hurt housing as lots of the people selling 5K crowns do it for housing.
Its so much old money in this game, and yes this one has so much of it.
Now I assumed the guild trader change was mostly an way to break up the networks who worked so hard to keep the guild store rent prices low.
On the other hand once 25K dps qualified you an spot in vet dlc groups as in MOL
On the other hand Dro'mata chests sell easy for 1.5M, and the lesser stuff is 6-800K
https://eu.tamrieltradecentre.com/pc/Trade/SearchResult?SearchType=Sell&ItemID=9453&ItemNamePattern=Crafting+Motif+35:+Dro-m'Athra+Chests
Farm it.
Yes that is another way to get rich, this one does not bother.
Never trust an drunk Khajiit
DarrowLykos wrote: »It may be easy for "some" to farm. It's not about the physical aspect of going out and doing it, it's the overly massive amount of time it takes to do so. There is no casual farming for anything and making a decent living in this game. It all takes a lot of time and well most don't have that luxury but still would like to enjoy the game. Raising drop rates doesn't always work so well either, then if there is too much of something it becomes worth nothing and then what do you have but fodder. This can also cause a crash in the system. A happy medium would be nice and I have seen it from time to time in the game. Inflation is going to be affected by real world inflation. Just follow the pattern over the last 2 years. Being able to buy and sell crowns will have this affect.
*sigh* I really don't get it. I never "farm". I do my surveys, and then I go and play. I have a char who is level 50, but still has a lot of "shard tourism" to do, so I go, hunt my shards, do delves, quest, have fun and grab everything that I happen to stumble upon, which is quite a lot.
Trying to address some of the repeated misconceptions about why this has become a problem for some players (and, I imagine, an awful lot more players than the more prolific posters here think), some players here do not like the selling mechanics that ESO offers to the point that they will not sell anything.
As I said above, it is not that they are "lazy". These people do farm, be it materials or gear or motifs or whatever. And in terms of effort there is no material distinction between someone who puts in a lot of hours at varying times and someone who logs in every single day for less time, except that the game is designed to funnel players into the latter behaviour (the business reasons for which I shan't explore).
It is not laziness, but that for a significant slice of the player base the selling mechanics are so unappealing that they do not use them. As such, those players do not benefit from selling on the products of their labours to other players, so they are sandwiched between the rewards they get -- which are just what the basic game without player economy offers -- in terms of income, and what the guild sales prices are for the occasionally needed additional items.
So they do see considerable inflation because the rewards from the basic game remain on the whole static.
To repeat myself, it is no answer that you personally think these people should play your way. They exist in large numbers and they don't want to. It is no answer to say "ESO is an MMO" as if that is some sort of spectacular and profound declaration. It functions, also, as a solo game and has been designed in large sections to be capable of functioning as a solo game. As such it has attracted a lot of solo players.
Given the way ESO was designed to cater both for MMO players and soloists waiting for Elder Scrolls 6, the decision not to have a central auction house, first of all, and, second, to gate the trade stores behind guilds, was completely and utterly baffling. The game cuts an appreciable chunk of the playerbase out of the selling mechanic. The guild store setup has also become completely pointless on PC because the supposed advantages of guild traders stopped existing the moment Tamriel Trade Centre became a thing. But it is what it is.
But that being the case, more care does need to be taken in the balancing of certain activities in the game. That's things like drop rates for commonly used items and so on. Recourse to the player market would not be necessary for these items if they dropped at rates that made it reasonable to accrue them alone. There is a supply problem.
I am not talking here about chromium platings. I'm talking about basic things like heartwood, mundane runes and the like. Things the game throws out requirements for like confetti which the drop rates do not reflect.
And to the extent there is any genuine intent on the part of the developers to attempt to drive this slice of players into the existing selling mechanics, I would say that attempt is seriously misguided because those mechanics are to all intents and purposes red lines -- things that type of player will never use. Frankly, I doubt that is ZOS's intent because they are well aware that these players exist and they know how they behave.
Just cool it with "lazy, entitled, want things for free". Not every player plays the game the same way and the sometimes rather condescending tone of posters suggests they simply do not understand how different people play this game. It's quite likely that the players affected by this are "working" in the game harder than you do to achieve the same result. Some of the posts are plain silly, frankly, or wilfully blind, and are very hard to take seriously.
some players here do not like the selling mechanics that ESO offers to the point that they will not sell anything.
the decision not to have a central auction house, first of all, and, second, to gate the trade stores behind guilds, was completely and utterly baffling.
The game cuts an appreciable chunk of the playerbase out of the selling mechanic.
The guild store setup has also become completely pointless on PC because the supposed advantages of guild traders stopped existing the moment Tamriel Trade Centre became a thing. But it is what it is.
DoggedBark24 wrote: »I don't think the solution is to just turn off all addons on PC, BUT I do believe turning off lazy writ crafter might help a bit.
joerginger wrote: »Casual players can farm mats like everybody else and get their upgrade mats from refining. In additon, are you talking about casual players or about endgame players who want to gets things cheaply? The former most likely wouldn't need the gear you are talking about.
True. It is very easy to farm.
The reason the prices are high for certain items is more people are willing to pay the price than willing to do the farming. It is a choice.
hey dear community,
as everyone knows there is a crazy amounts of gold inflation in the game and i want to talk why this is a bad thing for "casual players"(as zos proved that they care casuals more) and my suggestions to fix this.
inflation is bad for new and casual players because it will fear them, the millions of gold is need to get some new items or upgrading stuff. jewelry upgrading was pricey even before this infilation and now its way worse.
what can be done?
well, zos needs to add some mechanics or activities that should require some gold from the players.
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.
I would like to hear your thoughts on this subject, and what other things could be done about this problem?
good days.
some players here do not like the selling mechanics that ESO offers to the point that they will not sell anything.
The trading mechanic is part of the game. Players can use it if they want. If tehy dont want to use it or spend the time get used to it its their personal choice. Its like complaining that you dont get tax returns because you didnt bother doing your taxes.The game cuts an appreciable chunk of the playerbase out of the selling mechanic.
There are more than 200 Guild traders, thats enought space for more than 100.000 players. Yet enought guilds have open spots. So please explain how players are cut out?
wolfie1.0. wrote: »It's not "forcing" people to farm. If people don't want to pay for whatever they're after, then the other option is to farm it themselves, or I guess ask others for it. You can't expect people to sell you whatever you want for cheap just because you don't want to pay.hey dear community,
as everyone knows there is a crazy amounts of gold inflation in the game and i want to talk why this is a bad thing for "casual players"(as zos proved that they care casuals more) and my suggestions to fix this.
inflation is bad for new and casual players because it will fear them, the millions of gold is need to get some new items or upgrading stuff. jewelry upgrading was pricey even before this infilation and now its way worse.
what can be done?
well, zos needs to add some mechanics or activities that should require some gold from the players.
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.
I would like to hear your thoughts on this subject, and what other things could be done about this problem?
good days.
I'm not certain manual adjustments will fix this. However I can appreciate you and others wanting to understand how this inflation happened.
Based on my observations, it happened over time, starting with Tempers, then Dreugh Wax, Hakeijo's and so forth. And the conclusion I came up with is with a growing player base, all of these items are in high demand yet, think about how they're sold. The Guilds bring the stores and their merchants set the prices and some Guilds, even with a Store, cannot compete in the public marketplace without a Kiosk.
One potential solution is as others have said, to centralize sales around an Auction House. Although I must admit, I've never liked the idea, never wanted it, however seeing how it could work from my New World experiences, varies with population. What I can tell you is that doing this alone would almost certainly bring prices down by like alot.
Right now its basically Guilds vs Guilds however with a central Auction House sales would be based on the individual bidders with no Guild for price sheltering. But I agree you can't just turn you back and say this is not a problem or forcing people to spend days farming when something is clearly overpriced and then say it's ok. It's not ok, things like this are usually a symptom of a greater, yet to be diagnosed problem and will lead to more problems in the future, especially for newer players trying to make their way in the game.
And guess what? The people that are selling that stuff to begin with had to farm it themselves. If they could do it, anyone can, it might just take some time. Why should the people who are "forced" to farm stuff so others can buy it not be properly compensated for their time? Is their time somehow less important than that of those who can't farm, or those who just don't feel like it?
There really isn't a problem. Prices have gone up not because of inflation, but because of demand for things being greater than they were before. Heartwood is, again, another example. Years ago it was like 100g/piece. Now you're lucky to find it for less than 1k. It's not because "people have more gold" it's because more and more blueprints are always being released that take ridiculous amounts of it, and the fact that we keep getting new or rereleased Houses every so often.
And again, the people who are selling stuff went out there and farmed it. It might have taken them days or weeks, but they did it. If they could take the time to do it, most others can too. And for those who actually can't, rather than just not wanting to, you at least HAVE the option of buying it, even if that might take you some time of saving up gold.
And the "newer players making their way" thing? EVERYONE who's currently playing had to make their own way when they started, it's not anything new. Everyone was a new player at first who had to work to get the stuff they have.
The thing about economics is everyone has their way of looking at it and I'm not really here to hammer out an economic recovery plan for eso.
That said, I believe you and I actually agree on some things however unless I'm mistaken you may have missed my actual point in describing the marketplace itself. This is a problem that started there and the solution is in there, somewhere. But the way eso kiosks and such are setup, I'm concerned that the marketplace isn't as healthy because there is no friendly competition. Its there but, the guilds are still in control.
You can say whatever u like but paying 20k+ for Dreugh Wax is nothing but greed and I can't help but have a conscience for the less fortunate out there. Thankfully I do know some high end Guilds that try to take care of their people, so there's that. But for the price of 100k I was able to make almost a full build before and now that barely covers one piece, which turns this into a grind game when the point here is to enjoy questing and pvp now and then.
Lastly, let's all regardless of how we feel about this try and have a heart for the new people who are unable to afford the things that you and I were able to buy back in our day. I am, first and foremost in this game and NW a merchant and I know how to make bank. But as you said, we all started from somewhere and the way the economy in the game is setup is a house always wins, rich man's game.
Its almost like a form of Corporate Welfare where I put in -lots- of extra hours a week trying to pay something that is overpriced, the 'seller' knows its overpriced and yet he/she has no problem making a ton of extra money that they really didn't earn. Place I used to work we called this 'upselling'. I just don't think its fair people login to the game to work for someone else whose abusing their time and money. And ZOS doesn't care either then I don't know what to say haha. There's been many Empire's throughout history that fell because of inflation.
With inflation essentially turning citizens into indentured servants, ie rise of serfdom from the Medieval Ages. Its a very big problem but you'll never know it is unless you understand how economics affects different groups of people. Its really bad for everyone to have this attitude of 'self', me me me, I I I, I deserve a gazillion gold for something that is worth tree fitty. And that's a problem with people in general and one I cannot solve lol.
Does that make sense?
No your argument doesn't make sense. Look there isn't a material or other normal item in the game that you can use that hasn't dropped in game. You just need to be willing to invest the time to go get it. That's it, you just need time. Now to save you time I am willing to sell you X item at Y price so that you don't have to invest that time. If you think it's a good deal then you buy. If you don't then you can find someone else who will sell cheaper, pay more for the convenience, or go farm it yourself.
Me as the seller, if you buy my item at the price I am selling at then I will sell more at that price. If it doesn't sell then I either hold it until prices are back to where I feel I can sell it, I use it for myself, or I lower the price. If an item sells too quickly then I will raise the price.
There isn't any indentured servitude going on here. No one is forcing players to buy from me or others. No one is forcing players to go out and farm either. Players are choosing to do it.
If you really want to combat inflation as a player start a trading guild, then go out there and declare war on trading locations to get them to spend more on their locations. The more they spend the less gold there is in game.
I'm not certain what doesn't make any sense. Its easy to see how people's time is wasted by abusive and non-inclusive economic system. I don't know how much plainer that point can be made especially with so many guilds locked out of the public market. You don't need to explain trading to me hah I know how that works better than prob most people on here, even you perhaps. But just because you can trade doesn't mean the system is right and that's where I'm coming from. So far no one has bothered to comment on that.
Look, people across the community noticed the inflation and they complained about it before I even said a word. Think about it. Obviously its a problem for alot of people and worth looking into to see what, if anything, could be going wrong. Just turning a blind eye to this is dumb and demonstrates total lack of leadership and compassion for people.
Economics is not something most people understand well and there's so much more to this than just taking the concept at face value. People not listening does not hurt me.I'm here because its like everyone is too scared to challenge the point directly. There is so much corruption going on its unreal but again, just like another problem we talked about not too long ago, if the Devs don't care or maybe something they can't change then.