(edited by xelynruk.6983)
Gold for Daily and Monthly Completion
Seriously…
Do you believe such thing will happen when you think that they are trying to make many gold sinks to control the game inflation ???
My opinion about money drops in game is that there should be no raw money drop at all, people would create money selling lowest value items to npc only (these items you can’t sell on TP or noone buying them). Then refund the laurels for the +20% gold drop infusion to people who bought it. That is very much more possible to happen in the future than dailies granting everyone some gold coins lol.
I suggest you to read about how increasing quantity of a currency affect a market and prices. Then you would probably not ask such thing :p
If you want easy gold run cof p1, it is one of the few last place where you can make mass gold in few hours and I highly believe it ll be over by the end of this month with next update.
(edited by Titan.3472)
Dailies and monthlies already give a small amount of money scaled to your character’s level. Caps out at 5 silver for dailies and 50 silver for monthlies.
That’s enough, really. At level 80 you can easily earn 1-2 gold even while doing the daily anyways.
Dailies and monthlies already give a small amount of money scaled to your character’s level. Caps out at 5 silver for dailies and 50 silver for monthlies.
That’s enough, really. At level 80 you can easily earn 1-2 gold even while doing the daily anyways.
5 and 50 silver is small relative to the amounts suggested. Also, if you have a level 80, or multiple, then you know that getting them all geared up can be pricey. Why not make more money doing what you already do or soon will do given increased incentive?
Dailies and monthlies already give a small amount of money scaled to your character’s level. Caps out at 5 silver for dailies and 50 silver for monthlies.
That’s enough, really. At level 80 you can easily earn 1-2 gold even while doing the daily anyways.
5 and 50 silver is small relative to the amounts suggested. Also, if you have a level 80, or multiple, then you know that getting them all geared up can be pricey. Why not make more money doing what you already do or soon will do given increased incentive?
Because that will cause inflation. Which will just make things that much more expensive, punishing new players and players who wish to make new characters that are self-sufficient (aka: not passing gold from one character to another).
And ANet is doing what it can to keep inflation as small as it can. There’s no way to completely eliminate inflation and keep things challenging and rewarding.
LOL, thanks for the laughs….
Dailies and monthlies already give a small amount of money scaled to your character’s level. Caps out at 5 silver for dailies and 50 silver for monthlies.
That’s enough, really. At level 80 you can easily earn 1-2 gold even while doing the daily anyways.
5 and 50 silver is small relative to the amounts suggested. Also, if you have a level 80, or multiple, then you know that getting them all geared up can be pricey. Why not make more money doing what you already do or soon will do given increased incentive?
Because that will cause inflation. Which will just make things that much more expensive, punishing new players and players who wish to make new characters that are self-sufficient (aka: not passing gold from one character to another).
And ANet is doing what it can to keep inflation as small as it can. There’s no way to completely eliminate inflation and keep things challenging and rewarding.
and unfortunately the solution to inflation in games is to create more gold sinks… which have the side effect of causing prices to go up rather than down, while gold supply decreases… the economy in games is always messed up… Crafting materials always cost more than crafted items… “hot items” are always ludicriously overpriced…
So tell me… honestly what real harm will giving a bit more silver as incentive rewards really do? Maybe just maybe… this “incentive” might actually fix the broken economy… prices might actually hit the point where crafting is profitable, and the gold sinks work correctly without the need for more of them.
and to the OP… 1G = 100S not 1000S… so 500S is 5G… while I’d love to get 5G from doing my dailies I believe the value you were after was 50S.
Dailies and monthlies already give a small amount of money scaled to your character’s level. Caps out at 5 silver for dailies and 50 silver for monthlies.
That’s enough, really. At level 80 you can easily earn 1-2 gold even while doing the daily anyways.
5 and 50 silver is small relative to the amounts suggested. Also, if you have a level 80, or multiple, then you know that getting them all geared up can be pricey. Why not make more money doing what you already do or soon will do given increased incentive?
Because that will cause inflation. Which will just make things that much more expensive, punishing new players and players who wish to make new characters that are self-sufficient (aka: not passing gold from one character to another).
And ANet is doing what it can to keep inflation as small as it can. There’s no way to completely eliminate inflation and keep things challenging and rewarding.
and unfortunately the solution to inflation in games is to create more gold sinks… which have the side effect of causing prices to go up rather than down, while gold supply decreases… the economy in games is always messed up… Crafting materials always cost more than crafted items… “hot items” are always ludicriously overpriced…
So tell me… honestly what real harm will giving a bit more silver as incentive rewards really do? Maybe just maybe… this “incentive” might actually fix the broken economy… prices might actually hit the point where crafting is profitable, and the gold sinks work correctly without the need for more of them.
and to the OP… 1G = 100S not 1000S… so 500S is 5G… while I’d love to get 5G from doing my dailies I believe the value you were after was 50S.
Because people will go: oh, people do their dailies, they’ve got the time to do 5 things out of a list of items. I can charge more for my items because I know people will have more money.
And I never said that inflation is stopped because of the gold sinks. Inflation will never go away. Nor am I saying that the gold sinks they have are effective or actually do anything to slow down the rate of inflation.
The OP has suggested that ANet just “print more money.” Which won’t help either. It will “help” in the short term, but eventually prices will creep up as people realize that they can get away with charging just a little bit more because people have a little bit more money they can spend on items.
Then the cycle starts all over again. It’s a band-aid solution. If ANet creates anything to try to slow down inflation, it should be something that’s more likely to actually work in the long-term rather than just a band-aid.
1g for doing 5 dailies is a freaking drop in the bucket compared to what CoF path 1 generates. All this would do is allow for fewer newbies who are too poor to repair their armor. People who use “inflation” as a scare word in MMORPGs have no idea what they’re talking about. +1 for the OP
and unfortunately the solution to inflation in games is to create more gold sinks… which have the side effect of causing prices to go up rather than down, while gold supply decreases… the economy in games is always messed up… Crafting materials always cost more than crafted items… “hot items” are always ludicriously overpriced…
Wait, what? The thing with inflation is, that when you have a product that is in somewhat limited supply, and people have on average just few silvers, it is quite impossible to sell it for one gold, since nobody can buy it. And even if they could, if the item is not overly desired, nobody would buy it for such a high price. Then again, if everyone had 100g just sitting on their bank account, they wouldn’t mind paying a couple of gold coins for something they might need someday.
Therefore, when we reduce the amount of gold an average player has, we reduce the inflation rate.
So to sum it:
If nobody has over 50s, can’t sell an everlasting snowman tonic for 1g
If everyone has 100g on average, can sell everlasting snowman tonic easily for well over 1g
Because you can now sell the tonic easily for 1g, you decide to ask 5g for it and bide your time until someone buys it. Nobody wants to sell the tonic for 1g now since they figure they can get more. Therefore, the price of the tonic has gone up.
Equals: Inflation.
Now that I have explained to you, how gold sinks work in theory, please do tell me how they work in your opinion? Since gold sinks are not pro-inflation, they are anti-inflation by design.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
(edited by Fred Fargone.3127)
and unfortunately the solution to inflation in games is to create more gold sinks… which have the side effect of causing prices to go up rather than down, while gold supply decreases… the economy in games is always messed up… Crafting materials always cost more than crafted items… “hot items” are always ludicriously overpriced…
Wait, what? The thing with inflation is, that when you have a product that is in somewhat limited supply, and people have on average just few silvers, it is quite impossible to sell it for one gold, since nobody can buy it. And even if they could, if the item is not overly desired, nobody would buy it for such a high price. Then again, if everyone had 100g just sitting on their bank account, they wouldn’t mind paying a couple of gold coins for something they might need someday.
Therefore, when we reduce the amount of gold an average player has, we reduce the inflation rate.So to sum it:
If nobody has over 50s, can’t sell an everlasting snowman tonic for 1g
If everyone has 100g on average, can sell everlasting snowman tonic easily for well over 1g
Because you can now sell the tonic easily for 1g, you decide to ask 5g for it and bide your time until someone buys it. Nobody wants to sell the tonic for 1g now since they figure they can get more. Therefore, the price of the tonic has gone up.
Equals: Inflation.Now that I have explained to you, how gold sinks work in theory, please do tell me how they work in your opinion? Since gold sinks are not pro-inflation, they are anti-inflation by design.
Someone on a fixed income does not need an Everlasting Tonic. They are a luxury item.
Imagine a world where, even as things got more expensive, gas remained fixed at US$1/gallon. Then everyone would be wealthier even as the money supply increased, because the opportunity cost of vehicular travel has been greatly diminished. Air travel becomes feasible for a lot more people, creating more free time all around.
Click a waypoint. Do you see the price going up as CoF p1 farming becomes more prolific? No? That’s because your theoretical Snowman Tonic Cartel has no control over it. Those little walks you decide to take to save yourself 3s become a lot more time-consuming relative to your income. The fact that it takes an entire even’ts pay to repair your armor is no longer an annoyance. There’s lots more silver in your pocket for other things of a fixed expense, like siege blueprints.
Meanwhile, the way gem prices spike whenever something desirable goes up on the gem shop leads me to deduce that there’s already an overabundance of gold.
I don’t see the harm to this suggestion at all. It just add more way to gain money.
CoF p1 nets around 75 silver per 6 minutes. Running CoF p1 is only limited if the gate is open or not.
The suggested daily will only net 1 gold per day. Daily is limited by time.
2 runs or 12 minutes of CoF p1 will net more than what daily can give you.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Now that I have explained to you, how gold sinks work in theory, please do tell me how they work in your opinion? Since gold sinks are not pro-inflation, they are anti-inflation by design.
Yes you explain the theory that I already know. However… thats the issue it only works in theory… The theory works in RL economy due to incentive programs that accompany it as well… in order to reduce costs of goods incentives are given to offer merchants and other businesses alternative income for reducing their supply or prices temporarily until the current economic inflation stabilizes.
This practice only works in the real world though. When you bring it over to games it accomplishes nothing really… it’s also not really possible to incorporate such incentive programs in an MMO… Instead what we get are gold sinks, “features” in the game designed with the sole purpose of removing gold from the economy. The theory behind them is that by removing gold from the economy prices of in-game items will stabilize at reasonable prices for each level bracket.
The sad truth of the matter however, is that these gold sinks end up encouraging players to sell things for higher prices in order to pay for the upkeep of repairs, travel, and other gold sinks… Am I saying gold sinks shouldn’t exist? Not at all, they do their job to a point, they do keep prices from going to high, but they create incentive to sell for higher profits as well.
The economy in MMOs has always been quite upside down to be perfectly honest. Raw materials end up at high relative values compared to crafted items due to several factors.
- Factor 1: Time relative to quantity gained… the longer it takes to acquire the resources the higher the prices tends to be, this is compounded with the quantity gained per resource node.
- Factor 2: Quantity required for crafting… the more of a single resource an item requires the higher the *relative value of that resource is.
- Factor 3: Supply and Demand… as in the real world the more demand for an item compared to it’s supply the higher the cost of said item.
- Factor 4: Upkeep vrs Gain… the more it costs to to maintain the average characters expenses as opposed to average gold gain from play the higher common trade goods will cost.
It is factor #4 that causes the economy in games to be upside down for the most part. When a developer sees that prices in game are to high they often create a new gold sink, this creates a short term solution by forcing players to sell lower for a time in order to compensate for the reduced gold supply, but they will inch prices back up, starting with crafting resources to compensate. The highest demand crafting resources that can be obtained at the highest rate are often the first targets.
- To explain better… the more commonly required a resource is in crafting the higher it’s cost will go when a new gold sink in introduced.
By adding new ways to obtain gold rather than simply adding gold sinks also stabilizes the economy. When you create more opportunities you alleviate the upkeep created by gold sinks you reduce the incentive for higher prices by effectively neutralizing the most prevalent gold sinks, Repair and Travel.
To sum things up, MMO economies are very reminiscent of 1920’s depression era economy. The more gold removed from the economy, the more expensive leveling becomes, gear at level becomes unobtainable to most until that gear is now 5-10 levels below them. The result of this is players sell goods for higher costs to counter these upkeep costs. Increasing gold supply slightly helps to alleviate these upkeep costs and stabilize the economy. It does not reduce prices but rather slows and can sometimes halt the incline of prices.
*(relative value and actual value are not the same, a resource with a value of 8C that must be processed then the processed resource is required in minimal intervals of 10-20 may have a relative value as high as 10S, the item crafted may only sell for 3-5S as well)
(edited by Panda.1967)
and to the OP… 1G = 100S not 1000S… so 500S is 5G… while I’d love to get 5G from doing my dailies I believe the value you were after was 50S.
Yeah thanks, I was a little overzealous with my zeros when I originally posted. It’s corrected now.
I always laugh about the inflation part fo the argument against raising money, you realize they can cancel out the inflation by capping what you can sell things for (imagine a 1k gold cap on legendaries for example, as int hat is the highest you can sell them for ont he TP and have to risk having them stolen if you use the mail system). Inflation can be ended with a simple code change to cap things based on level and rarity of the item.
In a totaly enclosed environment, inflation really is that easy to combat when there is no COD mail system in place, if anyone complains about losing an item via selling using the mail system the answer is just to point to the TP. You lose the item for using an unsecured method that is your problem not the dev’s. The only people who would leave are the people who don’t really play the game anyway are mostly a nuesance to those actually playing (aka those people you see standing in the TP for hours on end using spreadsheets to try and control the market).