Showing Posts For Bolivar.6287:
The problem isn’t that it’s following real-world economics models. The problem is which model it’s following.
You suggested in the OP that because there’s so many buyers and sellers (all servers on one TP) that price naturally falls to the cost of production. You admitted later on that it doesn’t.
GW2’s economy takes on the unfortunate “race to the bottom” model. I’m assuming everyone tried to beat each other’s prices until they hit 1c above Merchant price and now everyone thinks that’s just the norm. It’s not. For one, they’re probably losing money because of the listing price and sales tax. Second, there should be a convenience premium on these items, because otherwise the player would be relying on random loot drops to get that specific item that they want. Sometimes economic models produce situations where everyone loses.
Ironically, I was actually happier when the TP was down for maintenance. It brought me back to that old school MMO feel of having to wait for a PM and then negotiating a price. I love that one-on-one dynamic in the bartering context. I was also making more money. I was selling loot drops and even my own crafts for 3-5s a piece.
But it also adds in a real-world economic factor that the TP is missing – markets. You’re not going to sell a level 15 sword in Lion’s Arch. At the same time, you could probably get more value out of it to the players who are just about to move out of Queensdale as opposed those who have already moved on to Kessex Hills. It’s all about that sweet spot where how much the seller wants to get out of it meets where the buyer is willing to pay for it. Right now we’re losing a lot of profit.
Obviously MMO’s have evolved past this now-antiquated process, but I think everyone was better off when it was the only option in GW2.