Scaling Listing fees to curb BL inflation.

Scaling Listing fees to curb BL inflation.

in Suggestions

Posted by: Sarabi.8310

Sarabi.8310

Now maby it’s just myself, but for most players the current trend of market inflation for high end goods (ectos in particular have more than trippled in value since release) is making it far more laborious than it need be to get the things we wish for.

Now the traditional (and generally effective) means of curbing inflation in online games I believe is introducing gold sinks in order to reduce the ammount of coin floating about, so here is a proposal that will both create a gold sink in the currently expensive climate, but also discourage price hiking in the future: Listing fees that increase with the selling price of the object.

For instance, for objects bellow 1s, the current fee of 5% would be implemented,
for 1s to 5s the current 10% listing fee, (money paid by the seller upon placing the item in the auction house)
6-50s – 15%
50-1g – 20%
1g-10g -30%
10g- 100g – 50%
100g+ 60%

And so on and so forth.

Here, the trend of rising prices no longer vastly favors sellers, encouraging bulk selling at lower prices, and curbing inflation when prices are too high.

Any thoughts?

Scaling Listing fees to curb BL inflation.

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Posted by: Jrunyon.3012

Jrunyon.3012

Lol 60%? You crazy.

This would basically make the TP unusable and force people outside of it, increasing the number of scam reports etc.

Not worth it at all.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

Scaling Listing fees to curb BL inflation.

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Posted by: Sarabi.8310

Sarabi.8310

The values are just for example, they can be adjusted to whatever would be suitable.

Scaling Listing fees to curb BL inflation.

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Posted by: Fasalina.6571

Fasalina.6571

Also listings should have a 48/72 hours time limit. I wanna see if that guy selling the spark at 540 gold will list it more than twice at that price

Scaling Listing fees to curb BL inflation.

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Posted by: Narkosys.5173

Narkosys.5173

I dont see the problem. If you cant keep up buy gems and covert to gold. That is the option and what Anet obviously intend for us to do. They encouraged the market inflation and at the same time decreased open world loot to 0 all in an order to force those who dont do fractals 24/7 to buy gems.

Play Their way and be ok or Play the way you want and Pay Real Money to keep up. The only final option is what I do – I log in to trade only I dont play for fun anymore because I get 0 rewards for doing the things I enjoy.

Ps there are about 5 people that own the precursor and legendary market and they have over 50k g each easy so they could relist forever if they wanted.

(edited by Narkosys.5173)

Scaling Listing fees to curb BL inflation.

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Posted by: IVeracityI.8936

IVeracityI.8936

I think listing fee should be a comparison between the posting price and the vendor value, not just static like this suggestion implies. But the idea is there, so it’d be nifty.

Scaling Listing fees to curb BL inflation.

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Posted by: DreamOfACure.4382

DreamOfACure.4382

60% is batkitten crazy. If you want this idea to get support, change the numbers immediately.
People’s eyes are naturally drawn to numbers and see it as important, irrelevant to whether or not it’s just an example.

Rather, you should just bold the principle of your idea, and do away with the numbers entirely. Numbers are generally the source of evil for all discussions.

I like the idea, but sadly, 15% is already extremely high for a common tax.

I don’t think increasing taxes further is the right solution to inflation.


What we need are some more severely, but optional, yet worthwhile gold-sinks.

Something that would encourage rich players to poor coin into, that less wealthy players do not feel pressured to do.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

Scaling Listing fees to curb BL inflation.

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Posted by: voyager.4982

voyager.4982

In terms of crafted items, you’re talking about a system where the fee on the finished product might be 2-4x the fees on moving the mats themselves.

That’s similar to a VAT in effect, I suppose, but the game crafting economy doesn’t exactly mirror RL when it comes to production.