@Jeremy
I have no issues with my guild store. I have issues with the guild store "UI" but the actual store is fine. The economy is far more than JUST and Auction house or lack thereof. And no, I do not think the first or any single month, is long enough for any economy to have matured enough to judge. At least not for something as different as ESO's guild store system is.
"Patience is one thing. But refusing to recognize a problem where one exists is another."
pa·tience
ˈpāSHəns/
noun
1.
the capacity to accept or tolerate delay, trouble, or suffering without getting angry or upset.
100% no, and not because I'm an ES fanboy. People literally have ZERO concept for how bad a server wide (we're a on a single server with MILLIONS of players) AH would lag down everything and cause massive problems. Try to imagine 35,000 listings of JUST Sanded Maple. Now multiply that time all the diff items in ESO, you get the idea.
100% no, and not because I'm an ES fanboy. People literally have ZERO concept for how bad a server wide (we're a on a single server with MILLIONS of players) AH would lag down everything and cause massive problems. Try to imagine 35,000 listings of JUST Sanded Maple. Now multiply that time all the diff items in ESO, you get the idea.
Don't know if this has been posted already but ESO had this to say.
What's your purpose in making guild stores for guild members only? Why not make them for everyone? – sliyerking
Our goal is to make the economy more player-based, but not to have a system that allows you to find anything at any time because there are so many players involved on a megaserver. With extremely large communities, low-percentage drops can become highly available in auction houses. It ends up harming the “gear chase” portion of the game.
They do have a good point.
NaciremaDiputs wrote: »Basic economics doesn't cover this, which is part of the problem. In basic economics, you don't have an infinite supply of goods coming into the market. Market Saturation is a major problem when you have an infinite supply of goods entering the market.
I'm opposed to a global AH because I actually bothered to study MORE than basic economics.
Don't know if this has been posted already but ESO had this to say.
What's your purpose in making guild stores for guild members only? Why not make them for everyone? – sliyerking
Our goal is to make the economy more player-based, but not to have a system that allows you to find anything at any time because there are so many players involved on a megaserver. With extremely large communities, low-percentage drops can become highly available in auction houses. It ends up harming the “gear chase” portion of the game.
They do have a good point.
NaciremaDiputs wrote: »Goods are not manufactured in this game. They simply appear on corpses, in chests, urns, crates, and other containers or are crafted using materials that appeared in one of these fashions. That is an infinite supply of goods because there are no limits to how many can appear in the game before there are no more to be had.
Please drop the crass insults if you really want to discuss this though. We disagree, we don't need to insult each other because of this.
NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
We have a player based economy and minimised inflation from the buy low sell high concept of an AH.
Plus, I enjoy the trading so much. You get to haggle and people pay what they feel it's worth; accept what they need. That makes a great economy. Nobody is there to say "That motif is worth 3k on AH, I can't do that." Instead they based opinions off offers and personal judgement.
alphawolph wrote: »We have a player based economy and minimised inflation from the buy low sell high concept of an AH.
Plus, I enjoy the trading so much. You get to haggle and people pay what they feel it's worth; accept what they need. That makes a great economy. Nobody is there to say "That motif is worth 3k on AH, I can't do that." Instead they based opinions off offers and personal judgement.
This is exactly why I vendor everything I don't put in the guild store. I don't haggle. If I ask for 3k your paying 3k or buying somewhere else.
This is why I know with out looking, stacks of ore vendor for 400g. I would vendor all I had before haggling to get 600g a stack. Every time.
alphawolph wrote: »We have a player based economy and minimised inflation from the buy low sell high concept of an AH.
Plus, I enjoy the trading so much. You get to haggle and people pay what they feel it's worth; accept what they need. That makes a great economy. Nobody is there to say "That motif is worth 3k on AH, I can't do that." Instead they based opinions off offers and personal judgement.
This is exactly why I vendor everything I don't put in the guild store. I don't haggle. If I ask for 3k your paying 3k or buying somewhere else.
This is why I know with out looking, stacks of ore vendor for 400g. I would vendor all I had before haggling to get 600g a stack. Every time.
Players are used to the convenience of an AH, and when you couple that lack of convenience with tight inventory constraints depending on your playstyle, ALOT of players just vendor to get rid of it...
THIS IS BAD, because it introduces MORE GOLD into the game via the vendor, which inflates the money supply faster. Consider the other option, where an easy, open AH would allow you to slap the ore stack up for sale...where another player buys it, and the transaction is TAXED in the system, providing a GOLD SINK, with NO NEW gold creation. AHs are ANTI inflationary...and one of the best anti inflation tools going, because they PROMOTE transactions, and for each transaction, they REMOVE gold from the system.
NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.
kofixb16_ESO wrote: »The people voting no are complete idiots. They are the same idiots that voted Bush jr into office and don't want universal healthcare. We need to start sterilizing all these people so they can stop birthing more idiot children to continue their idiocracy.
alphawolph wrote: »We have a player based economy and minimised inflation from the buy low sell high concept of an AH.
Plus, I enjoy the trading so much. You get to haggle and people pay what they feel it's worth; accept what they need. That makes a great economy. Nobody is there to say "That motif is worth 3k on AH, I can't do that." Instead they based opinions off offers and personal judgement.
This is exactly why I vendor everything I don't put in the guild store. I don't haggle. If I ask for 3k your paying 3k or buying somewhere else.
This is why I know with out looking, stacks of ore vendor for 400g. I would vendor all I had before haggling to get 600g a stack. Every time.
NaciremaDiputs wrote: »Drops rates do not limit the existence of goods, only the frequency with which they appear. If every player in the game has good fortune with RNG, then even rare items have the potential to appear an infinite number of times.
In economics, there are assumptions made about the availability of goods and they simply cannot be infinite possibilities for a product to be manufactured. If you continue to make wooden cabinets you eventually will run out of trees. ESO doesn't have this problem because the trees are digital and can be harvested over and over. Every single item in ESO can appear over and over and over an infinite number of times regardless of drop-rate.
This leads to Market Saturation. The best way to combat this is to limit the availability of goods through artificial means, which means not every player can have access to the same market.
Basic economics simply do not apply. The market in ESO is nothing comparable to the real world because the products are infinitely available if there are enough players participating in any one market. The logical conclusion is small independent markets. When a player's goods risk saturating a small market, they can take those goods to a different small market where there is less competition and continue to sell, whereas in a global market, the goods would never be sold because everyone that wants one, has it already, and there are tens of thousands of the same item already listed on the market daily that will only continue to drop in value because the number of people buying them is greatly dwarfed by the number of people holding that item and trying to sell it.
EDIT: I think I can explain it a little better...
Think of it this way. Basic econ says that when supply exceeds demand, we have a surplus and prices will fall until the price reaches an equilibrium point at which supply meets demand again. When the surplus begins, you need to stop manufacturing the product until that equilibrium is reached or exceeded, or supply doesn't drop off with the new lower price. In an MMO the bulk of these items are drops, not manufactured (crafted, and even crafted goods use dropped items as materials). Regardless of drop rate and rarity if the creation of the items continues, the surplus still exists and prices continue to drop until the item is worthless on the market. With small, independent markets available though, the surplus can be shifted to a market with less supply allowing everyone to continue participating in the market. A single centralized market pushed out the small to medium sellers and allows only the large wealthy sellers to profit.
I'm not saying the Guild Store system is perfect. I'm just saying I don't want to see WalMart in my MMO.