Gold Inflation and What Can Be Done

  • Northwold
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    wolfie1.0. wrote: »


    Love it or hate it we are probably stuck with the system we have until/unless ZOS does a complete and comprehensive economic overhaul

    Honestly at this point i think they really *do* need to do that. The game has evolved in so many different directions with so many different systems that impact on one another that it feels like someone needs to take a step back and consider whether *all* those systems actually play the way they are expected to play, objectively, and whether they are interacting with each other in a way that enhances or damages the gameplay experience. In other words, "if we started this game from nothing, would we want X system to be impacting on Y system like this. If no, we need to fix it."

    It's very telling that if you go in as a new player the game's systems and storytelling are now so astonishing complex and counterintuitive that you have literally no idea what's going on. "Veterans" of ESO then condescend to tell newbies to "just Google it". That a game needs people to trawl the internet to even understand where to start is a good sign that the game needs a root and branch rethink.
    Edited by Northwold on March 23, 2022 6:36PM
  • wolfie1.0.
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    Northwold wrote: »
    Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.

    For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.

    But why not an auction house minus?

    - You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.

    - Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.

    - If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.

    I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.

    Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.

    Spamming zone chat with "WTS" is a joke solution to the problem.

    OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.

    30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.

    To sell in the emporium you must pay a flat fee of 100k gold weekly.

    Listing fee is 14% of the sale price, none of which is returned upon cancelation.

    Fees and gold are removed from the game.

    Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.
  • Oreyn_Bearclaw
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    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.
    Edited by Oreyn_Bearclaw on March 23, 2022 7:18PM
  • Northwold
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    wolfie1.0. wrote: »
    Northwold wrote: »
    Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.

    For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.

    But why not an auction house minus?

    - You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.

    - Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.

    - If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.

    I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.

    Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.

    Spamming zone chat with "WTS" is a joke solution to the problem.

    OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.

    30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.

    To sell in the emporium you must pay a flat fee of 100k gold weekly.

    Listing fee is 14% of the sale price, none of which is returned upon cancelation.

    Fees and gold are removed from the game.

    Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.

    Well aside from the weekly fee, which I think is OTT to the point of defeating the very point of the mechanic, I'd be all for that, but a listing fee needs to be refundable if the item doesn't sell (indeed, it needs to be taken at time of sale). This is meant to be mechanic to create an OPTION for sellers who will not use the existing mechanics to sell SOMETHING so that they are not crushed by inflation. It's not meant to be a gold sink on the very players whom it's supposed to assist.

    If anything I'd argue for a considerably lower item cap -- maybe 5 items, and a percentage of 20-35%. It's not supposed to be equivalent to guild stores, but the item limit, if low enough, should be enough to cripple it for those players who want to get heavily into selling without bonkers listing fees beyond the percentage of sale.

    I mean, you could even make it a facility only available to players with, say, less than a million in gold and present it as the Tamriel Benevolent Foundation Market Stall or something silly like that, but without making that per account it's easy to see how players would game that by moving money around between characters.
    Edited by Northwold on March 23, 2022 7:16PM
  • wolfie1.0.
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    Northwold wrote: »
    wolfie1.0. wrote: »


    Love it or hate it we are probably stuck with the system we have until/unless ZOS does a complete and comprehensive economic overhaul

    Honestly at this point i think they really *do* need to do that. The game has evolved in so many different directions with so many different systems that impact on one another that it feels like someone needs to take a step back and consider whether *all* those systems actually play the way they are expected to play, objectively, and whether they are interacting with each other in a way that enhances or damages the gameplay experience. In other words, "if we started this game from nothing, would we want X system to be impacting on Y system like this. If no, we need to fix it."

    It's very telling that if you go in as a new player the game's systems and storytelling are now so astonishing complex and counterintuitive that you have literally no idea what's going on. "Veterans" of ESO then condescend to tell newbies to "just Google it". That a game needs people to trawl the internet to even understand where to start is a good sign that the game needs a root and branch rethink.

    Honestly I can't disagree with you. There are stats that exist in game that are not recorded anywhere without addons. I can't count the number of times that I have been asked why sets that add critical chance are flat values and not % values on gear and what the actual max crit chance value is and all of the in game help tos are... inadequate and the story is convoluted. There are legacy vet ranked crafting mats that are...well useless. And explaining why gear stops at cp 160 is a pain.

    We will see whY actions ZOS takes. I never expected them to go for AwA so anything can happen.

    The real concern though is that with economy, changes can make matters worse not better.

    A good example is druegh wax. You can go back and look at the prices and history and DW started climbing with armor passive changes and sticker book. 2/3rds of the armor in game are improved by DW. And most non tank builds use all light/med or a combo of the two. Add in the drop rate combined with the nearly infinite craft bag and you have potential problems.

    I am not even confident zos could successfully complete such a overhaul without causing more inflation problems


  • Northwold
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    wolfie1.0. wrote: »
    Northwold wrote: »
    wolfie1.0. wrote: »


    Love it or hate it we are probably stuck with the system we have until/unless ZOS does a complete and comprehensive economic overhaul

    Honestly at this point i think they really *do* need to do that. The game has evolved in so many different directions with so many different systems that impact on one another that it feels like someone needs to take a step back and consider whether *all* those systems actually play the way they are expected to play, objectively, and whether they are interacting with each other in a way that enhances or damages the gameplay experience. In other words, "if we started this game from nothing, would we want X system to be impacting on Y system like this. If no, we need to fix it."

    It's very telling that if you go in as a new player the game's systems and storytelling are now so astonishing complex and counterintuitive that you have literally no idea what's going on. "Veterans" of ESO then condescend to tell newbies to "just Google it". That a game needs people to trawl the internet to even understand where to start is a good sign that the game needs a root and branch rethink.

    Honestly I can't disagree with you. There are stats that exist in game that are not recorded anywhere without addons. I can't count the number of times that I have been asked why sets that add critical chance are flat values and not % values on gear and what the actual max crit chance value is and all of the in game help tos are... inadequate and the story is convoluted. There are legacy vet ranked crafting mats that are...well useless. And explaining why gear stops at cp 160 is a pain.

    We will see whY actions ZOS takes. I never expected them to go for AwA so anything can happen.

    The real concern though is that with economy, changes can make matters worse not better.

    A good example is druegh wax. You can go back and look at the prices and history and DW started climbing with armor passive changes and sticker book. 2/3rds of the armor in game are improved by DW. And most non tank builds use all light/med or a combo of the two. Add in the drop rate combined with the nearly infinite craft bag and you have potential problems.

    I am not even confident zos could successfully complete such a overhaul without causing more inflation problems


    In absolute fairness to ZOS, to be clear, this is not a problem that is exclusively theirs. I mean, world of warcraft ended up being used by epidemiologists to study pandemics when they created a plague, which probably wasn't an anticipated effect either. :-D
    Edited by Northwold on March 23, 2022 7:22PM
  • wolfie1.0.
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    Northwold wrote: »
    wolfie1.0. wrote: »
    Northwold wrote: »
    Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.

    For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.

    But why not an auction house minus?

    - You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.

    - Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.

    - If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.

    I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.

    Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.

    Spamming zone chat with "WTS" is a joke solution to the problem.

    OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.

    30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.

    To sell in the emporium you must pay a flat fee of 100k gold weekly.

    Listing fee is 14% of the sale price, none of which is returned upon cancelation.

    Fees and gold are removed from the game.

    Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.

    Well aside from the weekly fee, which I think is OTT to the point of defeating the very point of the mechanic, I'd be all for that, but a listing fee needs to be refundable if the item doesn't sell (indeed, it needs to be taken at time of sale). This is meant to be mechanic to create an OPTION for sellers who will not use the existing mechanics to sell SOMETHING so that they are not crushed by inflation. It's not meant to be a gold sink on the very players whom it's supposed to assist.

    If anything I'd argue for a considerably lower item cap -- maybe 5-10 items, and a percentage of 20-35%. It's not supposed to be equivalent to guild stores, but the item limit, if low enough, should be enough to cripple it for those players who want to get heavily into selling without bonkers listing fees beyond the percentage of sale.

    Purpose of the entry fee is to sink gold out of the system at a flat rate or entry fee as it were. Similar to bidding on a trader. We have to at least partially replicate that process. Amount should be high enough to discourage use all of the time, but low enough to allow its use for new and casual players. So 25 to 50k may be better. This is designed so that it requires a player to both participate and initiate the process.

    The listing fees and listings need to be designed in such a way as to still offer incentives for the hardcore traders to prefer the guild traders. They is why I set the listing fee as 15% and had it all sunk out of the game instead of returning some in the cancelation process. There is no house cut in what I gave. When you list an item in a guild store you and cancel it then you don't get your listing fee back. If it sells then 3.5% gets deleted from the game and the rest goes to the guild. So to account for this let's drop it down to 3.5% listing fee that you don't get back and and an additional 5.5% that is lost if the item is sold.

    I also want to clarify what I mean buy listing limits. 30 items listed per week, total. The number can fluctuate a bit maybe go as high as 50 or down to 25. But this means that if you sell all of your 30 listings that you can't sell anything else till reset. This differs from guild traders that allow you to restock.

    The reason for my choices is are for a few reasons. First, the impression that I get is that players that don't like trade guilds want to sell infrequently. And second we honestly just can't allow everyone to be able to sell at the same time without causing major game disruptions. And lastly there has to be gold sinks involved from its users. For it to still make it appealing to use traders there needs to be an entry fee, a listing fee, and a sales fee.
  • Northwold
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    wolfie1.0. wrote: »
    Northwold wrote: »
    wolfie1.0. wrote: »
    Northwold wrote: »
    Carrying on from @Tommy_The_Gun 's thinking, basically there is a whole segment of the player base who will not use the current selling mechanics but who, if they did have access to the selling side of the economy, would contribute vastly to increasing the supply of items, at which point you could expect the price of more common materials to become more sane relative to what they are used for AND you could plug those players into the economy so that they did not experience so much inflation.

    For whatever reason, ZOS has made clear multiple times that a central auction house is not going to be a thing and the guild traders are here to stay. So be it.

    But why not an auction house minus?

    - You have "emporia" or something at various key cities, or even at bad locations, that are functionally similar to guild stores but are *open to every player and nothing to do with guilds*.

    - Each player gets a very limited number of selling slots to stop the emporia completely overtaking the guild stores that ZOS want to preserve.

    - If you like, sales at emporia attract a tax to disadvantage them compared to guild stores.

    I do not think guild stores are a good idea, least of all for a game like ESO which deliberately courted and courts a non-diehard MMO playerbase. But, plainly, the view is that they are sacred. But the game really, really needs a mechanic to allow players who want nothing to do with guild stores to sell.

    Whole game mechanics depend on the player economy to work properly. Most obviously housing and the crafting of furnishings have been aimed at single players and fail the fun test if it takes players literally years to do what they are trying to do. If they fail the fun test, people will stop playing. And while it might seem terribly clever to charge the equivalent of over 70 pounds (in the UK) to someone for a house and then drive them to the Crown store to spend 5 pounds a pop on plants, it isn't in the end. It's exploitative, players will not engage with it and will resent it, and those players will leave.

    Spamming zone chat with "WTS" is a joke solution to the problem.

    OK, I am going to give this an honest effort. For this idea to work the emporium(s) need to be inferior to guild traders in multiple ways so that it doesn't interfere with how they function. Also, for this to work there has to be strong limits or it could crash the game. So how about we say this.

    30 item listing limit per week per account. Items once listed can not be canceled for 3 days. Items expire at 14 days.

    To sell in the emporium you must pay a flat fee of 100k gold weekly.

    Listing fee is 14% of the sale price, none of which is returned upon cancelation.

    Fees and gold are removed from the game.

    Something along these lines. Are conditions that would need to be met. The guild stores need to have an appeal to them and on the other side the system would need to be able to limit how many players can sell, how much, and the frequency. The very real reason for this is that too much of it at once will crash the system. It's something that needs to be addressed before venturing outside of the established system.

    Well aside from the weekly fee, which I think is OTT to the point of defeating the very point of the mechanic, I'd be all for that, but a listing fee needs to be refundable if the item doesn't sell (indeed, it needs to be taken at time of sale). This is meant to be mechanic to create an OPTION for sellers who will not use the existing mechanics to sell SOMETHING so that they are not crushed by inflation. It's not meant to be a gold sink on the very players whom it's supposed to assist.

    If anything I'd argue for a considerably lower item cap -- maybe 5-10 items, and a percentage of 20-35%. It's not supposed to be equivalent to guild stores, but the item limit, if low enough, should be enough to cripple it for those players who want to get heavily into selling without bonkers listing fees beyond the percentage of sale.

    Purpose of the entry fee is to sink gold out of the system at a flat rate or entry fee as it were. Similar to bidding on a trader. We have to at least partially replicate that process. Amount should be high enough to discourage use all of the time, but low enough to allow its use for new and casual players. So 25 to 50k may be better. This is designed so that it requires a player to both participate and initiate the process.

    The listing fees and listings need to be designed in such a way as to still offer incentives for the hardcore traders to prefer the guild traders. They is why I set the listing fee as 15% and had it all sunk out of the game instead of returning some in the cancelation process. There is no house cut in what I gave. When you list an item in a guild store you and cancel it then you don't get your listing fee back. If it sells then 3.5% gets deleted from the game and the rest goes to the guild. So to account for this let's drop it down to 3.5% listing fee that you don't get back and and an additional 5.5% that is lost if the item is sold.

    I also want to clarify what I mean buy listing limits. 30 items listed per week, total. The number can fluctuate a bit maybe go as high as 50 or down to 25. But this means that if you sell all of your 30 listings that you can't sell anything else till reset. This differs from guild traders that allow you to restock.

    The reason for my choices is are for a few reasons. First, the impression that I get is that players that don't like trade guilds want to sell infrequently. And second we honestly just can't allow everyone to be able to sell at the same time without causing major game disruptions. And lastly there has to be gold sinks involved from its users. For it to still make it appealing to use traders there needs to be an entry fee, a listing fee, and a sales fee.

    I think for casual use you just have a very low numerical limit on items listed. I meant 5 per week total, not rolling. As I say, large gold sinks kind of defeat the point so I wouldn't disagree with the much lower suggestions you gave, but with a MUCH lower item link I don't think they're really necessary. I'm actually warming to the idea of a wealth cap, too, and presenting it as a sort of charitable function.

    But the fundamental point is that an auction house doesn't need to compete with guild traders. It can be hobbled. There just needs to be some tool that isn't absurd (zone chat) to allow players who don't sell otherwise to sell on occasion. (Well, no, there needs to be a global auction house and the guild store system is plain daft, but that will not happen.)
    Edited by Northwold on March 23, 2022 8:11PM
  • Xebov
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    Northwold wrote: »
    Xebov wrote: »
    Northwold wrote: »
    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.

    Northwold wrote: »
    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?

    It's rather difficult to explain that when, having literally cut and pasted the explanation higher up, you choose simply to ignore it because it doesn't line up with your worldview and then say there is no explanation. But, then, that's not atypical of some responses in this thread.

    And ESO is a maintained online game. It evolves. You might as well argue that they should have stuck with it the way it was at the beginning, with all the zones locked up. It wouldn't be around today if they'd taken that attitude.

    You're correct, it's a choice. But ultimately when a problem becomes so significant it disrupts expected gameplay, it's less a choice of engage with the gameplay mechanic or not than play *the game* or not. If people get so fed up they walk away something is wrong, and that puts the game's future in danger.

    Iam not arguing that the game shouldnt evolve. Iam arguing why it should evolve in certain areas. If players choose to not take part in player trade than there is no argument to be made when it comes to not having gold. If players chose to not run trials they have no trial gear either, but you wouldnt say its an issue. This is the exact same thing. If you want to change something you have to provide a clear reason why and "players decide to ignore it" is not a reason when alot of players on the other side actively engage.



  • Northwold
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    Xebov wrote: »

    Iam not arguing that the game shouldnt evolve. Iam arguing why it should evolve in certain areas. If players choose to not take part in player trade than there is no argument to be made when it comes to not having gold. If players chose to not run trials they have no trial gear either, but you wouldnt say its an issue. This is the exact same thing. If you want to change something you have to provide a clear reason why and "players decide to ignore it" is not a reason when alot of players on the other side actively engage.



    I don't want to get into an endless back and forth, but no trials and trial gear are not the same thing. That is a wholly misconceived comparison and almost surreal. Trial gear has a small relevance to other activities. In game gold and the means of making it is potentially relevant to *everything*.
    Edited by Northwold on March 23, 2022 10:20PM
  • WrathOfInnos
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    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.
  • Woozywyvern
    Woozywyvern
    ✭✭✭
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I disagree. Being able to purchase 'real world money' using in game curreny adds a huge driving factor and desire to gaining more gold. This in turn gives people a real motivation to push prices up. Not only that, but it completely devalues gold to those who can afford to buy gold in game like this, and as HumbleThaumaturge points out, it doesn't matter then how much you pay for items. You just bankroll

    And I simply do not believe that there are less people trading for gold now it is 'legal' (or at least ignored by ZOS) than when you have to go to dodgy websites and input your credit card details, and gamble with a nonreputable company, and also risk getting banned in game.

    Throttling the income for the newer, lower tier, casual, non rich (pick your category) players is not a method for controlling the inflation. Suggestions like removing the writ income, will not hurt the players and guilds that have huge resources of gold and mats and are able to control the economy, All it will do is remove a potential way for newer players to stand a chance of getting gold to contemplate catching up.

    By all means remove addons, but ALL addons relating to the economy. Increase drop rates of the super rare items. Ban crown trading.

    'What we do in life, echoes through Eternity.'
  • Tommy_The_Gun
    Tommy_The_Gun
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    I was thinking about this whole "gold inflation" and all of the it suddenly hited me... ZOS will probably do nothing about "gold inflation" as, um... well... they take the benefit of in-game stuff getting more expensive.

    I mean think of it. If I for example want to get certain motif, then I go to the Tamriel Trade Center websites and look up what is the average price for each motif style page. So I am like this:

    "OK, I need more or less half a million gold to get the complete style. My average income in-game is this much... and it takes this much time for me to get the gold...

    So the entire motif page set requires THIS MUCH hours of my free time (either grinding style pages or buying the missing ones, because RNG)... damn, it will be probably better for me to open crown store and buy the motif directly from ZOS. I value my rl time and it is way better to buy it for crowns.


    Basically, It works just like "time savers". Because let me tell you this: Sometime around Murkmire update, the zone quest reward motif was more or less 5K for a motif page on average. Right now, the Deadlands daily quest reward motif is more like a 30K gold for the motif page... which is kinda ridiculous...

    Just like pricing in RL, there is a certain "threshold" above which prices are too expensive for too many people. Too expensive means that significantly less people will buy stuff. But in ESO there is a workaround in form of... crown store... :/

    I will be honest: Whenever I see prices for dungeon motifs I am thinking more & more seriously about buying those from crown store instead. No joke here.
  • BloodMagicLord
    BloodMagicLord
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    I can't say I really agree with your suggestions of putting an additional fee on things like upgrading, which as you say are already difficult for newer players due to increasing material costs.

    But more gold sinks are clearly needed.
    Perhaps a better idea would be an ability to convert gold into some of the rare currencies, maybe transmute crystals at 5,000 gold each or something.
    PC EU | Tank | Immortal Redeemer | Gryphon Heart
    STOP CLASS HOMOGENISATION
  • Northwold
    Northwold
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    ✭✭
    I was thinking about this whole "gold inflation" and all of the it suddenly hited me... ZOS will probably do nothing about "gold inflation" as, um... well... they take the benefit of in-game stuff getting more expensive.

    I mean think of it. If I for example want to get certain motif, then I go to the Tamriel Trade Center websites and look up what is the average price for each motif style page. So I am like this:

    "OK, I need more or less half a million gold to get the complete style. My average income in-game is this much... and it takes this much time for me to get the gold...

    So the entire motif page set requires THIS MUCH hours of my free time (either grinding style pages or buying the missing ones, because RNG)... damn, it will be probably better for me to open crown store and buy the motif directly from ZOS. I value my rl time and it is way better to buy it for crowns.


    Basically, It works just like "time savers". Because let me tell you this: Sometime around Murkmire update, the zone quest reward motif was more or less 5K for a motif page on average. Right now, the Deadlands daily quest reward motif is more like a 30K gold for the motif page... which is kinda ridiculous...

    Just like pricing in RL, there is a certain "threshold" above which prices are too expensive for too many people. Too expensive means that significantly less people will buy stuff. But in ESO there is a workaround in form of... crown store... :/

    I will be honest: Whenever I see prices for dungeon motifs I am thinking more & more seriously about buying those from crown store instead. No joke here.

    Yes. This is to some extent the business pressure that drives MMOs. The trick is to keep the balance right so that the game does not feel geared so far towards pay to win that it simply is not enjoyable any more. That is the point where players start to walk out.

    And on inflation and the disconnect between the in-game economy and the rest of the game, personally I think that balance is starting to go badly wrong in a way that is counterproductive because it leaves an increasingly bad taste in the mouth. There is another thread here on the new furnishings needing an enormous amount of style materials to craft. It's more of the same issue.
    Edited by Northwold on March 24, 2022 2:31PM
  • alberichtano
    alberichtano
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    Arthtur wrote: »
    ESO is an MMO not a single player game. If ppl are refusing to join guilds its their decision but they cant excpect having benefis that guild offers. And ppl have to understand this fact because... If we "remove" this "inflation" the economy will be dead.
    There is no way to bring prices so low that gold from mobs is enough for living. Its just impossible. U would have to wipe servers every few years so everyone would start from the start.
    Also u can trade without guilds.
    But yea, if you are refusing taking part in this its your decision and you are suffering from consequences.

    If those players are playing single player game why they even need gold? Sorry but look at this in this way: those players are adding "demand" on stuff because They need it while not adding anything to the "supply" as They refuse to trade. Its not healthy in MMO. If u buy stuff from guilds then u should join them and seel some stuff too. If u dont wanna join because u want single player game - dont buy anything from traders and farm everything yourself.

    "Inflation" is a normal thing in MMO. In small scale or high after some time farming gold from mobs just isn't enough as trading become more important. Just because somebody doesnt like the price of the time of diffrent ppl doesnt mean he is right.

    And if this still isn't obvious: making something more common so it easier to drop for some ppl will affect everyone. If we double the chances on dropping Dreugh Wax so person B can have 20 instead of 10 it will affect person A who will have 200 instead of 100 as he plays everyday. Do u see the problem or still no? Any single change that will make farming easier for those single players will affect everybody and could even destroy the market.

    While higher supply usualy means lower prices u need to engage in the market in order to take part in this. Increasing supply because someone doesnt want to engage is just...
    There is no way to make single players able to get everything for gold from mobs without making all of the items worthless like style pages from events. Of course at this point trading would be just dead.

    "Play however you want" is the game's motto, not "play in a guild and be 1337 or go away".
  • alberichtano
    alberichtano
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    Northwold wrote: »
    Northwold wrote: »
    Arthtur wrote: »

    And if this still isn't obvious: making something more common so it easier to drop for some ppl will affect everyone. If we double the chances on dropping Dreugh Wax so person B can have 20 instead of 10 it will affect person A who will have 200 instead of 100 as he plays everyday. Do u see the problem or still no? Any single change that will make farming easier for those single players will affect everybody and could even destroy the market.


    Actually no, I don't see the problem. Because as far as I can tell from your post the nub of your complaint is simply "I will make less money from farming dreugh wax".

    Meanwhile, whole other aspects of the game, notably housing, would move into a more sensible balance.

    Housing is as balanced as it ever was. When it first came out, we all paid massive amounts for different items that could not be bought at vendors. The houses are still the same price. Some of the mats have increased in price, but their drops aren't that great to be blunt. I think they dropped a bit more a few years ago, but I really am not sure because I was never a farmer. However, there has never been a time when any of those drops for housing (recipes or whatever they are called) were not very expensive. When housing started, greens were 5k! Crappy little vases, if you didn't want to wait a month or two, you could find those recipes and items for thousands because everyone was buying them up. Blues were in the 10k mark. Purples 15k to 500k depending on the item. There was also far less to choose from. So really, there was never any sensible balance with housing. Drops are low because they want you to go to the crown store. This is not about people being rich. It is about supply and demand. Less supply. More demand. People can price outrageously for things that are extremely rare in the game. It's that simple. No amount of messing with the market or trying to (note I said trying to ) curb inflation will ever change that.

    Indeed hence why I have pointed out, in multiple posts, that the obvious way to deal with the schizophrenic interaction of housing and the trading system is to improve the drop rates for basic furnishing materials and to think again about the furnishing plan item requirements. There's no problem with something like a luxury window requiring a king's ransom of materials. It's a different matter for a small section of wall. That feels very much like real world money price gouging via the crown store.

    My response to the poster in question was because I really struggle to fathom how rebalancing certain drop rates would "break" the game's economy. (Well I don't struggle to fathom it. It wouldn't break the economy, full stop.)

    This. Why does it take more than one heartwood to carve a wooden knife or spoon? Or a lot of other materials than wood, for that matter? I don't believe crafting is something tought only in swedish schools? ;)
  • alberichtano
    alberichtano
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    Contributing to price inflation:

    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    The other issue: Overuse of Tamriel Trade Centre (TTC). There are many players who manipulate prices in TTC. Even if TCC excludes outliers (high and low prices), this price manipulation tends to drive TTC prices higher, and buyers believe they are getting a fair deal if they are paying "the suggested price."

    There are gold launderers: These folks sell items at guild stores for prices much, much higher than normal (like 25 times higher than normal). Let's not explain the process of gold laundering, since that is probably against forum rules. Such sales happen day after day, week after week, month after month, so maybe TTC averages also include these outrageous prices. Again, folks look at TTC and think they are seeing the fair market price.

    The Craft Bag (which everyone loves) has probably contributed greatly to price inflation of materials. Before the Craft Bag, players were forced to sell materials due to inventory limitation. Now that players with Craft Bag rarely sell materials, fewer mats are available for sale, resulting in high mat prices.

    Personally, I'd like to see TCC and others like it banned. But that will never happen.

    I agree with the Crown-selling part of your argument, though I have no idea how to actually stave that (maybe short of lowering the cost of buying crowns for real money, but that will only happen after the deninzens of the netherworld need warm winter clothing).

    I have no idea what gold laundering is, so I cannot comment on that.

    But TTC? I am not sure how that is a problem. Yes, some people manipulate prices, but then so do people IRL. I can't really see how ZOS could ban TTC, seeing as it isn't part of their portfolio. It would be like trying to ban youtube channels on making builds or ESO wikis. Near impossible.
  • alberichtano
    alberichtano
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    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.
  • alberichtano
    alberichtano
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    I can't say I really agree with your suggestions of putting an additional fee on things like upgrading, which as you say are already difficult for newer players due to increasing material costs.

    But more gold sinks are clearly needed.
    Perhaps a better idea would be an ability to convert gold into some of the rare currencies, maybe transmute crystals at 5,000 gold each or something.

    If I was a magic MMO-genie, I would create land lots. A sort of housing that allows you to build entire villages with NPCs. These could then be made to create resources, such as mines, farms, fishing whatever - but both to build, improve and maintain the creation of these resources you would need gold.

    Of course, the resource-gain would have to be relatively small not to completely swamp the market (or your backpack), but the idea is more to make something interesting you can pour your gold into than to do away with farming for resources entirely. I imagine it a bit like doing crafting writs - most of what you get is just basic stuff, but with the chance or rare drops in whatever industry you specialise your plot in.

    Well, probably not doable, but one can dream, right? ;)
  • LesserCircle
    LesserCircle
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    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Not only that but there's some people like me that can only get crowns from other players, it's how I get DLC.
  • Xebov
    Xebov
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    Northwold wrote: »
    In game gold and the means of making it is potentially relevant to *everything*.

    No its not. The game has 2 seperate areas.
    You have the general gameplay where you gain gold by doing quests or farming and you can spend it on game services like riding, houses, repairs etc. This area is completely stable in itself as prices and gains are static.
    The other area is player trade where you effectively circulate gold among players by buying and selling goods. This area is also nearly completely stable since you can gain enought gold by selling to be able to buy stuff. Even if prices rise this stays true.
    If you look at it this way it becomes clear why ZOS is not doing anything because there is no reason to.

    What you are doing is effectively mixing these 2 areas together. There are players that, for whatever reason, dont want to deal with selling goods to other players. That means they dont profit in any way from the circulation of gold. That turns them into buyers and the complaint is that they cannot get enought gold outside of player trading to buy items in quantity from player trading like they would like to. The solution to this problem is straight forward, they have to engage in player trading. No matter how you turn it, this situation is very obvious.
  • Xebov
    Xebov
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    "OK, I need more or less half a million gold to get the complete style. My average income in-game is this much... and it takes this much time for me to get the gold...

    So the entire motif page set requires THIS MUCH hours of my free time (either grinding style pages or buying the missing ones, because RNG)... damn, it will be probably better for me to open crown store and buy the motif directly from ZOS. I value my rl time and it is way better to buy it for crowns.

    That situation is caused by reactive gameplay.

    Effectively you can play a game in 2 ways:
    1.) You can simply play along and react to things happening that you might want, like a motif release or gear changes, and do what is needed afterwards.
    2.) You can play preperation wise and do little things along the way that result in a small stockpile because you know stuff is released frequently and changes happen frequently.

    The major problem of most players is that they use 1 and dont prepare for anything along the way. They simply just play. Then when new stuff is released or gear is changing they are like "Oh no now i have to farm for weeks". If tehy would have spend a little bit of time along the way the problem would not exist.

  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    ✭✭✭✭✭
    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Oh they will never ban crown selling. All crown selling does is increase crown sales. They could care less that a middle man is involved. To ZOS, a sale is a sale.
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I was firmly in that camp for a long time, but I think my position has shifted. Yes, with crown selling, no new money enters economy, and yes, it certainly puts a downward pressure on bots, which do print new money into the system. On it's face, I agree with the premise.

    The one thing crown sales potentially do is consolidate wealth. A few hundred bucks and you can be a worth 100 million gold. That makes it very easy to buy things over market value, thus driving up the price of goods. Maybe there is a better word for this phenomenon than inflation, but the practical effect is the same, price increase.
    Edited by Oreyn_Bearclaw on March 24, 2022 4:01PM
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
    ✭✭✭✭✭
    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Oh they will never ban crown selling. All crown selling does is increase crown sales. They could care less that a middle man is involved. To ZOS, a sale is a sale.
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I was firmly in that camp for a long time, but I think my position has shifted. Yes, with crown selling, no new money enters economy, and yes, it certainly puts a downward pressure on bots, which do print new money into the system. On it's face, I agree with the premise.

    The one thing crown sales potentially do is consolidate wealth. A few hundred bucks and you can be a worth 100 million gold. That makes it very easy to buy things over market value, thus driving up the price of goods. Maybe there is a better word for this phenomenon than inflation, but the practical effect is the same, price increase.

    The correct term is 'manipulation', Oreyn. When it's a decided factor and there is no work around.

    I'd like to see a big change in the crownstore/the way it works/how we interact with/possibilities to sell...We've been on this discourse boat for quite some time now. I'd really like to see a change and have things put directly into the game to give the game, well...'credibility'. (No bash, personal opinion)
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Youyouz06 wrote: »
    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Oh they will never ban crown selling. All crown selling does is increase crown sales. They could care less that a middle man is involved. To ZOS, a sale is a sale.
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I was firmly in that camp for a long time, but I think my position has shifted. Yes, with crown selling, no new money enters economy, and yes, it certainly puts a downward pressure on bots, which do print new money into the system. On it's face, I agree with the premise.

    The one thing crown sales potentially do is consolidate wealth. A few hundred bucks and you can be a worth 100 million gold. That makes it very easy to buy things over market value, thus driving up the price of goods. Maybe there is a better word for this phenomenon than inflation, but the practical effect is the same, price increase.

    The correct term is 'manipulation', Oreyn. When it's a decided factor and there is no work around.

    I'd like to see a big change in the crownstore/the way it works/how we interact with/possibilities to sell...We've been on this discourse boat for quite some time now. I'd really like to see a change and have things put directly into the game to give the game, well...'credibility'. (No bash, personal opinion)
    Disagree, manipulation is then you try to manipulate prices for an gain, people buying overpriced stuff because they have all the gold is not manipulation.
    And I agree that crown sales drives inflation indirectly, and specially for housing who is expensive.
    It transfer players with lots of gold but little to use it on to players needing to spend millions.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
    ✭✭✭✭✭
    ✭✭✭✭✭
    Youyouz06 wrote: »
    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Oh they will never ban crown selling. All crown selling does is increase crown sales. They could care less that a middle man is involved. To ZOS, a sale is a sale.
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I was firmly in that camp for a long time, but I think my position has shifted. Yes, with crown selling, no new money enters economy, and yes, it certainly puts a downward pressure on bots, which do print new money into the system. On it's face, I agree with the premise.

    The one thing crown sales potentially do is consolidate wealth. A few hundred bucks and you can be a worth 100 million gold. That makes it very easy to buy things over market value, thus driving up the price of goods. Maybe there is a better word for this phenomenon than inflation, but the practical effect is the same, price increase.

    The correct term is 'manipulation', Oreyn. When it's a decided factor and there is no work around.

    I'd like to see a big change in the crownstore/the way it works/how we interact with/possibilities to sell...We've been on this discourse boat for quite some time now. I'd really like to see a change and have things put directly into the game to give the game, well...'credibility'. (No bash, personal opinion)

    Not sure I totally agree with that as the term, but its academic. If I am intentionally buying selling high in an effort to raise prices (maybe I have lots of the item in question), sure that's manipulation. If I am simply willing to over pay for things I need simply because I am absurdly wealthy, that to me suggest currency devaluation, and inflation is a reasonable term for that.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
    ✭✭✭✭✭
    Youyouz06 wrote: »
    Paralyse wrote: »
    ESO economy right now is kind of like real life economy. 10% of the players are insanely wealthy and the other 90% are barely scraping by to afford the basics.

    i have maybe 4 million gold, all told, and yet I still don't have enough to gold out all of my gear and mats, or run the best food and potions on all of my toons. Mats cost keeps going up daily.

    IMO this might be unpopular opinion but I think when ZOS refused to make crown selling a TOS violation/bannable offense, it opened the door to this massive inflation as people who had the means to do so were suddenly able to dump hundreds or even thousands of dollars into the game to obtain massive amounts of gold quickly.

    The other aspect of that would be the fact that the trade guilds control the economy. With the largest traders having billions of gold (not an exaggeration) they exert a tremendous amount of influence on the economy. Players must use guild traders to buy things they don't wish to farm or craft on their own, and a percentage of those guild trader purchases (and sales to other players) goes straight into the trade guild leaders' pockets.

    It would be like having a large city with, say, 500000 residents, but less than 200 total stores, all of which sold literally everything you could ever want or need to buy. The people who owned and ran those 200 stores would be unimaginably wealthy. The only other way to obtain things would be to farm them or build them yourselves, or standing on a street corner shouting that you have something to sell and hoping someone else is shouting that they have something you want to buy or that they want to buy from you. (Guild traders and zone chat in ESO.) Someone could have exactly what you want to buy but be 5 blocks away and you'd never know about it. At least IRL you'd have want ads and classifieds and such, but ESO has nothing of the sort.

    Hard to disagree with most of that. Easy to get caught up in the gold source and gold sink argument (guilty of this myself), certainly an important factor, but wealth inequality absolutely drives inflation as well. Look around in the real world right now. Just enough people have absurd amounts of money. Especially on luxury items, prices are increasing at an enormous pace. I am not sure this fits into a classic inflation model, but its happening in plain sight.

    I make pretty good money in real life. I have thought many times of just selling like 50k crowns, just to buy all the motifs and style pages I am missing. Could probably do it in an afternoon and buy the first ones I see listed. I would end up richer than I started, and while that amount of RL money could be earned in an hour or two it would take months of dedicated in game activities. Sure, no new currency is created, but it still drives prices up.

    I used to do that once a year, it would take like 2 million gold to buy the motifs I was missing, but that number kept increasing to the point I stopped doing it.

    I can see why ZOS wouldn't ban Crown selling. Allowing it makes it more attractive to buy crowns, even if only for selling it for gold. To them it doesn't matter why you buy the crowns, as long as you do buy them. It is a source of income, after all.

    Oh they will never ban crown selling. All crown selling does is increase crown sales. They could care less that a middle man is involved. To ZOS, a sale is a sale.
    Contributing to price inflation:
    Yesterday, I watched one of my ESO "friends" convert real-world cash into in-game gold via selling Crowns. Crown sellers might raise 50 million to 100 million in gold in a flash (using just a few hours of real-world overtime pay). After that, they buy whatever they want (no farming required), and they simply don't care how much items costs. They just pay whatever is asked for whatever they want. Hence, prices rise. Lots of sellers list items for way above market price, just hoping some ESO hectomillionaire or billionaire will buy at the high price without hesitation. And they do!

    I can see how this seems like "buying gold", but the consequences are different. If you could buy gold in the crown store directly that would be a massive problem, because again it would be creating gold aka printing money into the economy. But since the gold spent on exchanging crowns is going from one player to another player it has almost no impact on inflation. The only problem with crown/gold trading IMO is that there is no safe way to perform these trades.

    I would argue that crown selling as it exists today is actually good for inflation. Prior to crown gifting, there was much more of a black market gold selling system, that involved hundreds if not thousands of bots farming gold from NPC enemies (creating gold and flooding the economy). I don't see much of this with the crown trading system we have now.

    As for TTC and other addons, they certainly result in more consistent prices across the board (not price fixing, just players being informed enough to avoid a bad deal), and expedite the adjustment of prices to match inflation (the prices would rise with or without addons, just would be more delay before players realized inflation was happening without addons). I think the benefits outweigh the downsides though, and being able to search a website instead of traveling to hundreds of guild traders searching for an item is a massive convenience.

    I was firmly in that camp for a long time, but I think my position has shifted. Yes, with crown selling, no new money enters economy, and yes, it certainly puts a downward pressure on bots, which do print new money into the system. On it's face, I agree with the premise.

    The one thing crown sales potentially do is consolidate wealth. A few hundred bucks and you can be a worth 100 million gold. That makes it very easy to buy things over market value, thus driving up the price of goods. Maybe there is a better word for this phenomenon than inflation, but the practical effect is the same, price increase.

    The correct term is 'manipulation', Oreyn. When it's a decided factor and there is no work around.

    I'd like to see a big change in the crownstore/the way it works/how we interact with/possibilities to sell...We've been on this discourse boat for quite some time now. I'd really like to see a change and have things put directly into the game to give the game, well...'credibility'. (No bash, personal opinion)

    Not sure I totally agree with that as the term, but its academic. If I am intentionally buying selling high in an effort to raise prices (maybe I have lots of the item in question), sure that's manipulation. If I am simply willing to over pay for things I need simply because I am absurdly wealthy, that to me suggest currency devaluation, and inflation is a reasonable term for that.

    Hi Oreyn,

    I was referring to crown -> gold sales.
    I think we can see a correlation between the gold -> crown exchange rate and the need/want to sell things at a higher price to be part of that adventure.

    Seeya :)
    Edited by Celephantsylvius_Bornasfinmo on March 24, 2022 5:05PM
  • Arthtur
    Arthtur
    ✭✭✭✭✭
    Arthtur wrote: »
    ESO is an MMO not a single player game. If ppl are refusing to join guilds its their decision but they cant excpect having benefis that guild offers. And ppl have to understand this fact because... If we "remove" this "inflation" the economy will be dead.
    There is no way to bring prices so low that gold from mobs is enough for living. Its just impossible. U would have to wipe servers every few years so everyone would start from the start.
    Also u can trade without guilds.
    But yea, if you are refusing taking part in this its your decision and you are suffering from consequences.

    If those players are playing single player game why they even need gold? Sorry but look at this in this way: those players are adding "demand" on stuff because They need it while not adding anything to the "supply" as They refuse to trade. Its not healthy in MMO. If u buy stuff from guilds then u should join them and seel some stuff too. If u dont wanna join because u want single player game - dont buy anything from traders and farm everything yourself.

    "Inflation" is a normal thing in MMO. In small scale or high after some time farming gold from mobs just isn't enough as trading become more important. Just because somebody doesnt like the price of the time of diffrent ppl doesnt mean he is right.

    And if this still isn't obvious: making something more common so it easier to drop for some ppl will affect everyone. If we double the chances on dropping Dreugh Wax so person B can have 20 instead of 10 it will affect person A who will have 200 instead of 100 as he plays everyday. Do u see the problem or still no? Any single change that will make farming easier for those single players will affect everybody and could even destroy the market.

    While higher supply usualy means lower prices u need to engage in the market in order to take part in this. Increasing supply because someone doesnt want to engage is just...
    There is no way to make single players able to get everything for gold from mobs without making all of the items worthless like style pages from events. Of course at this point trading would be just dead.

    "Play however you want" is the game's motto, not "play in a guild and be 1337 or go away".

    "Play how u want" doesnt mean "my way of playing is more important than others".
    In this situation deciding to not be in a guild is their decision to make trading with ppl harder for themselfs. While i dont have a problem with making this somewhat easier for them i wont agree to changing how entire economy works or wiping the servers because someone doesnt like guilds and cant afford stuff.

    There are ppl who like how trading works too. Their "Play how u want" is important too.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • Arthtur
    Arthtur
    ✭✭✭✭✭
    Crown selling is pushing prices up because the gold is already in the game. Its just ppl didnt had the option to spend it at all so all the gold was just sitting in the bank. Now with current crown ratio this gold is getting into economy rly fast and is an "easy" gold for some ppl. The thing is removing this would mean that ppl cant spend gold again and crowns already costs more for some ppl in real life.
    They could allow to buy tokens with crowns and put them on traders. So it would make crown trading easier and it would pull out some gold because of the taxes. But those crowns would have to be bound on the buy i guess. If ppl would start buying them just to well them for more it would be bad.

    (Typo)
    Edited by Arthtur on March 24, 2022 5:16PM
    PC/EU @Arthtur

    Toxic Tank for the win :x
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