Showing Posts For AeonThePiglet.4203:
The economy (and prices) were moving up over the first two weeks, but have definitely deflated over the last week. Exotic tailored good prices have gone from 30-40s over cost to 50-60s BELOW cost. Very strange, this has to be novel for a MMO.
When something new is first released, there is a set of early adapters who discover and profit off the new items/markets. Because there is relatively few early adapters, prices are artificially high as supply is much lower than demand. As more players enter the market, the the price falls.
(I wish I could insert graphs)
This is a change in market saturation. It happens in every mmo because the new markets are introduced so frequently.
Could deal with this through a number of mechanisms. Most obvious solution would be the quantity style helicopter drop to get demand going (give everyone currency either through increased trophy prices or the mail). Krugman talks about that with his famous baby sitting club example that everyone has read a billionty times. Quantity theory is kind of out of date but then MMOs have unusual features (as has been alluded to) that make it relevant.
Other option would be more along the lines of Woodford/Sumner aggregate demand management. Not as sure how to do that sans a financial sector (oh how badly I wanted to take out a loan for speculation on the gold-gem index at release) but buying lowbie items and trophies for slightly above market could help get cash into the pockets of players.
I wish dungeon tokens were tradeable* as that’d provide a seriously obvious currency surrogate for quasi-OMO management. Late game would be handy to occasionally nuke the value of tokens by selling them for less than the market cost in order to reduce player wealth, for example. Worked amazingly well with ecto in GW1, players saw their stockpile reduced in value by about half after some changes to UW.
*Might conflict with the objective of giving “meaning” to the prestige armor but I have a feeling that a floating exchange rate set by players would give provide a significantly better metric for analyzing which dungeons sit where on the difficulty index based on the price at which this or that token is exchanged for gold. It’d be trivial to laser in on problem areas like CoF pre-nerf with the market providing an advance warning system.
And can I just say — apropos of nothing, obviously — that following the ToC and not referring to members of the staff in discussion results in seriously convoluted posts?