The OP has some points and there are some things about the games economy, that I would like to see changed, even if that means that it will be negative for like 1% of the games community..
But if that 1% of the game is richer, than then 99% of the rest of the community together, then theres somethign really wrong in this game.
Clearly, it is more than understandable, that Anet wants us that we pay thignjs in the game with real money, because its more comfortable to get thast way the gold that you need for things in the game quickly.
Not really. A disparity in wealth is only a problem if it creates undue suffering. In real life, it becomes a problem when the poor are no longer able to afford necessities (food, water, shelter, safety, etc). But if you aren’t without necessities, then there isn’t really an issue. If I make 40k a year and my neighbor makes 140k a year, and I am not being deprived of anything necessary to live, then why should I care that they make more? If anything I should be glad to know someone is more fortunate than I am.
And herein lies my problem with all of these claims that the GW2 economy is broken somehow: There are no necessities in GW2. There is nobody who is being deprived of something that is necessary for them to function in the game. Sure, there are many frivolous things that you aren’t able to buy (invisible shoes, for example),but there’s no starving children in the street because invisible shoes are 4k gold. Gold is produced from thin air, and it is quite easy to acquire it either directly, or indirectly via gathering various materials. Everything is balanced around exotics, which are easily obtained through multiple means.
However, this doesn’t mean, that there can’t and should exist mechanics in this game, that keep the economy so far in check,
I’m going to cut this one off a bit early, because this devolves into a paragraph long run on sentence. But here are mechanics that exist in the game to keep the economy under control. There’s the TP tax, account bound and soulbound items.
This is called Monopoly!! And Monopolies are bad for the economy, there you can say what you want, thats fact!
Thats the reason why there exist for that in real life things like cartels, that make sure, that a monopoly doesn’t get created at all in a country, so that small portions of a market can’t rule over the a large market alone.
Not really. A monopoly isn’t necessarily good for an economy, but it isn’t necessarily bad, either. In fact, the real world is full of monopolistic competition, wherein each individual good is manufactured by one company, and the goods themselves are competing for your wallet. I.E. only Apple is allowed to make Iphones, but that won’t stop Samsung from making a similar but alternate product for you to buy.
Anyway, the problem with monopoly claims are that everything in the game appears from thin air. To have a true monopoly, you would need to have control over both the production and distribution of an item. That doesn’t happen in this game.
1: The Game receives a new maximum Gold Limit you can own per Account by 1000 Gold (GW1 had also a Limit, that you could own maximum 1000 Platin for the Account Chest and 100 Platin on characters) GW2 will use now the same System. You can have now maximum 1000 Gold in the chest per Account and maximum 100 Gold on your Chartacters.
This will limit the maximum Gold one will be able to store and will discourage super rich people to get richer and richer, because it iwll become more of a hassle to organize all the Gold, instead of spending it and removing it out of the Game or being maybe a bit more generous and helping out every now and then some poor players out.
This is a horrible idea that will hurt everyone and won’t accomplish the goal you set out to accomplish. I’ve played games with cash limits before. Phantasy Star Universe and City of Heroes, in particular, actually had limits on the amount of currency you could hold at any one time. This didn’t somehow limit players from becoming rich, as much as it just inconvenienced the average player. Here’s how:
#1: Alternate currencies were developed. Instead of trading meseta or influence, they would trade collections of items that were deemed more valuable. If you were to put a gold cap, players would start using stacks of ectoplasm as a currency instead of gold. In GW1, platinum became worthless, and ecto’s became the default currency of that game, too. By continually shifting investment to more valuable items, wealth can continue to accumulate.
#2: This meant that there were a large set of items that weren’t publicly traded. Due to the fact that, even if you try to arbitrarily cap wealth, work hours and rarity still exist, there will inevitably be an item that the community values more than the gold cap. There will be a lot of items, actually. And these items will never be listed for trade, precisely because they cannot accurately be valued under a limited gold system. To get the top of the line stuff, you had to be in the know, and you also had to deal with the possibility that you’d be scammed due to the complexity of the trade. Players would have to swap accounts several times to facilitate the entirety of the gold transfer before the items would be exchanged, making it dangerous to trade.
To recap, the poor people pay, and the rich still get obscenely rich. Nothing is solved.
2: The Trading Post Taxes get changed to the point, that they proportionally become significantly bigger for players, that are super rich, to ensure that the economy of this game stays healthy and also to discourage people to get uber rich and to try to build up monopolies of so much Gold that they become able to buy out stocks of items just to resell them then greedily for double/tripple the price for what they bought the stuff in.
Again, this wouldn’t work. It doesn’t work that well in real life either. You may have heard the term “swiss bank account”. You see, the “swiss bank account” is infamous because it is highly confidential, so rich people will dump their money into an overseas account to hide their assets and avoid taxes. The same thing would happen here. If you have disproportionate taxes for wealthy players, then the player is just going to dump their money into another account or invest into items in order to hide their wealth, so they can trade at a level that everyone else would.
You also run the problem of punishing players unfairly if you go by total assets instead of just liquid gold. Then, players who don’t have a dime end up being punished because they bought a legendary weapon at some point, and now have a permanent tax because of a cosmetic choice.
Third, if you charge a higher tax in order to discourage wealthier players, this will just hurt the poor players again. Wealthier players will respond to this shifting tax by increasing the price of their goods to compensate. Everything becomes more expensive for poor players, because now the barrier to entry on trade is that much more difficult.
3: Relisting Items and Preordering Items gets changed, underbidding for a lousy single copper won’t be possible anymore. Relisting and Preordering will be now only possible, if the prices are at least 5% higher/lower than what is currently the highest/lowest price. This will benefit especially parts of the market, where people constantly underbit themself to ensure, that people buy from them, but if you can just underbit people with a freaking single coppe,r its no miracly, that players stay always so super high, that many people can’t buy the things from the TP, or first after having done some obcene and absurd money grinding or beign lucky with some loot drops that give them instantly some bigger gold income if they sell it, like a unneeded precursor, or like an already unlocked very valuable dye …
This just hurts competition and stagnates the market. Underbidding people isn’t a problem because you have to eat the 5% listing price. Players in competition for selling a high value good, this can actually consume a whole lot of wealth. Likewise, relisting items and bidding differences of 1 copper aren’t actually a problem. At all. The whole point of a buy offer is to be patient and wait for players who are willing to sell the item to you. If you have a problem with someone always out bidding you, you yourself can raise the top bid by a significant amount. There’s nothing stopping you yourself from raising the price by 5%.
Relisting increases availability, and the free bidding system allows the buy and sell prices to more closely match each other. This system does not need to be fixed, at all.
I don’t have opinions. I only have facts I can’t adequately prove.