Since A-net want's to promote this market (see second quote) and it's the market most 'casual players' would be active on, I think it's reasonable to ask both the GW community and A-net to share some thoughts on this subject.
The proposed solution is a 'weapon shop' with limitations to make sure it only facilitates the low-end market.
I know similar surgestions have been made, this is only an example.
First discussion should be if the low-end market (items below 5K) is indeed hit too hard compared to A-net's intentions.
... but alot of people DO want the golds. A-net seems to know this, and it is one of the reasons the loot-scaling was implented. The result, however, did NOT work and vanity weapons are still being sold at 100K + ecto's. |
Some parts of A-nets comment on this:
"and that the most advanced farmers should differentiate themselves ..... through the amount of gold that they can get from selling rare items to other players (directly or through traders). ......... Instead of looking for things to sell to merchants, solo farmers should now be looking for things to sell to traders or other players." |
However, when lootscaling hit the game, there was a sudden rise in prices.
Hence the exempt list.
What did happen can be compared to a real market situation.
Consider a factory making bikes.
Since bikes are not needed for survival, not everyone wants them.
They make 5000 bikes, $15.000 / year selling those.
Others see that and also start making bikes.
This puts some pressure on the market, lowering the first factory's profit to $10.000.
Now there is an other event in the market, that is causing their customers to have less to spend. This is because their income is reduced, but also because they want other luxurious articles.
Since they still need to survive, they will not spend as much $ on bikes.
Since factories don't want to stock, they start selling at even lower prices.
This results in even less profit for the first factory, let's say $5.000.
Part of the loss in profit is due to more marketing expenses.
Now this first factory is considering: I make $5.000/year selling bikes.
And when I convert to metal working, I make $15.000/year again.
Now there is this other factory.
They produce only one bike / year. The SuperVelo2007, GWEN edition.
It sells for $250.000
They have a select number of customers, people having more than $5.000.000 to spend.
While the reduced income hit their customers, the factory is not really hit, because they focused on a limited number of customers in the first place.
When too many people reach the $5.000.000, they just increase the price of their bike.
On the customer side, we have a couple of persons from the 'Bikebuyer' family. Government set additional taxes on income above $10.000/year.
Some are hit, others are not.
Now we introduce Joe Average Bikebuyer.
He had an income that was enough for the bike and a computer, but was hit by additional taxes. He has to consider whether $15.000, $10.000 or $5.000 are fair value for a bike, or that he better spend that cash on a new computer.
Now we have Peter New Bikebuyer.
He just got his first job, making more $ than he needs to survive.
But not the $10.000 for additional taxes.
But when he enters the market, he finds bikes are $15.000.
That's too expensive.
Several months later, he returns to find out bikes dropped to $5.000, which is a fair price for him.
And we have Paul 'I want that SuperVelo2007' Average Bikebuyer.
He has a fair income, with wich he thinks he could buy that SuperVelo2007 in about 1 year.
He only forgot about the fact that the factory increases the price when too many people can afford it.
He suddenly finds himself in a position where he realises that he can't reach the SuperVelo2007 without winning the lottery.
And we have Bill 'Gates' Bikebuyer.
He has more than enough cash on his bank account, can afford the SuperVelo2007 easily and does not really care about the additional tax.
The only person that was really hit by the taxes is Joe.
He was able to afford the bike, but now he has to consider his options, since he cannot afford a bike and a computer at the same time anymore.
Paul thinks he was hit, but does not realise that he could never afford the SuperVelo2007.
Bill could not care less. And Peter is happy, since he can buy a nice and shiny bike.
So far, so good.
Now, we have one HUGE problem.
While all the Peters, Joes and Pauls in the world can afford bikes at $5.000, there is less supply because factories start looking at better ways to make income.
This is worsened by inefficient market mechanisms.
For example, buyer and seller must meet each other, but there are several locations.
Sellers and buyers have little room for adverticement and again they must be in the same location.
Furtermore, prices are not transparant anymore. Buyers think $5.000 is the right price and won't buy for more, while factories can make more elsewere and therefore quit making bikes. This should cause a raise in price, but has not done so far.
This leads to Peter and Joe willing to buy a bike and having the cash, but unable to buy one. Leading them to spend that cash on a computer.
Both factories and customers lose in this situation.
I think this reflects the current GW situation.
Farmers (factories) have to spend time (marketing costs) to sell something that's not worth that much. So they move to other items.
Players (the 'Bikebuyer' family) can afford items, but the sellers are hard to find.
I think the way to solve this is not to revert the loot scaling.
This would cause the old situation, where a lot of people could not enter the market except by farming (and thus causing inflation).
Traders would be nice, but are too complex for weapons to implement.
Perhaps this can be done for weapon upgrades, like rune-trader.
Auction is not wanted, this is low-end market, 'fixed' prices are the way to go.
Implementing a 'simple' trading system could be a possible solution.
Not an auction-style thing, but more a 'weapon shop', where people can put one item in storage on sale (commission 10% on sale) and buyers can see and compare the items. Max price in this store could be like 5K or 10K, to make sure it's only supporting the low-end market. Items remain in shop for 1 day.
Commissions will make sure more gold leaves the game economy.
To prevent 'sniping' abuse, people can only buy 1 or 2 items/day.
Selling can be limited to an amount of gold or number of items.