I’ve been seeing much complaints on the Trading Post (TP) on the mechanics…and causes some player to not able to make money from it. I believe that stems from a lack of understanding on economics. Sure, buy low sell high, supply and demand…anyone can quote that…but how many actually understands it? I hope that this post will help improve our fellow GW2 player’s understanding on how basic economics relate to TP, and hopefully help them make some money off it.
BASICS OF GW2 ECONOMICS
The economy of GW2 is vastly different than any other MMO that you probably have played. First, it encompasses the whole game population across all the servers. This significantly improves the liquidity of the market as there are more potential buyers and sellers, and also increases the competition. When there are sufficient participants in the market, competition increases. The clearing price (the price where transaction happens) will then eventually converges to the cost of production (or vendor price). This is already happening in TP. The larger market also makes it harder (not impossible) for speculators to influence the market, which in turn benefits the general players. There are other factors at work here, which leads us to the second difference.
The second thing that GW2 differs from other MMO is that nodes and kill loots are not exclusive to only 1 player. All players can harvest the same node, and all players that contributes sufficiently to a kill will have a random chance of generating a loot drop. It is best that I illustrate this from one of my experience. In one of the event, there were 20-30 (too many to count) players defending a town. At the end of every wave, there are enough loots to fill up all my bag slots. I was fighting and salvaging gears at the same time just to clear it up…same goes to my party member, and I assume the rest of the event participants as well. Thus in GW2, the supply of gear and met drop are significantly higher than other games. What do you think will happen to the price of the gear drop? Met is a different story…crafting consumes tremendous amount of mets…that’s what keeping the met price up. Even when you are adventuring alone, the drop rate of blue and green items are crazy if you have the right buff…so in all….blue and green items are mostly trash in this game. When enough of them floods the TP, it is no suprise that the price converges to vendor price. The only reason it is 1c above vendor price is because of the price floor mechanism.
Will a higher floor price help? In pure honesty, no. All item have an intrinsic value determined by the usefulness and demand of the market. If an item is worthless…why would I want to pay a higher price for it? You may be able to sell it at the higher price…but the probability of selling it is lower. Higher price = less demand. You’ll have a smaller target group to sell to, yet the same number of people who wants to sell that item. What this would do is that some will just sell it to vendor, leaving some posting at the higher ceiling price in the TP, targeting a smaller potential buyer. It doesn’t change anything.
Another thing to keep in mind is the money supply. There is only a finite amount of money in the market at any point of time, and your REAL purchasing power is derived from how much the money supply is. If everything in the TP sells for twice as much it is now, you’ll also be buying things at twice the price….your purchasing power doesn’t change. Since the loots and gold reward appears out of thin air, most MMO will see a gradual increase in inflation. A-net put in some very good mechanism to drain money out from the system (WP, repair cost, vendor mets, listing cost, sales tax, gem sale)…it won’t stop inflation, but it will definitely slow it down.
In summary, we are playing in a very different economy designed with the benefits of players in mind, even though it is not immediately noticeable. Complaints were made because players are not familiar on how the game economic works…where in actual…nothing much really changes except for a few things in the next section.