Guild wars Economy My View

Accurax

Accurax

Frost Gate Guardian

Join Date: Oct 2005

Ownington / OmgwtfpwnedsVille

Mo/Me

Hey, pretty good discussion going on been reading through all the posts, and there are some pretty damn good comments and suggestions out there.

I've written a revised article, which Inde has very kindly posted a link to from the main page.

In it i try and answer some of your questions, and respond to your comments / idea's a little more directly.

Take a look, and either post here, or PM me ... no flaming though. .. it took me hours to write that.

thanks mateys

crobarr

Ascalonian Squire

Join Date: Sep 2005

N/Me

the idea of gold no longer being "made" via drops, and only having more pumped into the economy when a new account is created doesnt seem feasable. that would seem to indicate that said introduced amount was basically ear-marked for that account. the only way that account is going to see even a fraction of that gold is if it's placed into there account right off the bat. the sudden influx of gold would wind up in the accounts of farmers before it ever had a chance to be "earned" by the new account holder. granted there would be some gold going back into the aconomy by way of armor crafting, ect. most would still go to farmers who are hording to afford 15k armor or that shiny new fellblade or whatever.

it would be the same as if anet decided there should be a set amount of ecto available in the game. between those collecting it to make there own armor and those hording it waiting for the price to jump up, there would be a general shortage. can you say OMG! inflation?

anet needs gold sinks that people actually care about. as long as my weapon is max w/good mods i could care less about what it's called since it makes no difference in combat. my droks armor is max and thats all that matters. i never buy keys, i use the ones i find and that's fine (i get keys all the time everywhere i go). currently i have nothing else i need so the gold just keeps stacking up in hopes that sooner or later there will be something worth getting. the 1 bright spot is that i hate selling with a passion. so i give items of all descriptions to low lvl chars. in the ascalon area, and sometimes take pitty on a new guy/girl (who isnt asking or begging) and give tham a few plat and some items to get started with.

anet, if your reading this: give us fun, yet useless items to buy and play with (like the halloween items- 1 shot items).

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Accurax
Hey, pretty good discussion going on been reading through all the posts, and there are some pretty damn good comments and suggestions out there.

I've written a revised article, which Inde has very kindly posted a link to from the main page.

In it i try and answer some of your questions, and respond to your comments / idea's a little more directly.

Take a look, and either post here, or PM me ... no flaming though. .. it took me hours to write that.

thanks mateys

I would suggest rather than just revising the article you should differentiate what you've changed, because now points that people have made will not accurately reflect the original article.

Accurax

Accurax

Frost Gate Guardian

Join Date: Oct 2005

Ownington / OmgwtfpwnedsVille

Mo/Me

Thanks Inde, much appreciated.

Any questions please get in touch, no bashing when u clearly havnt read it all though

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

man I'm not really interested in economics, prefer history and geography, but I read the first post and some of the following ones and found the issue more interesting than I thought it might be

Inde

Site Contributor

Join Date: Dec 2004

Dax,

I think Accurax mistated, this is an entirely new article giving feedback and comments on user's posts. You can see the new article here:
http://www.guildwarsguru.com/content...y-2-id1505.php

(I deleted my own post somehow, sorry about that).

Sample Attack

Sample Attack

Krytan Explorer

Join Date: Jul 2005

California

Lordz of War

R/E

The whole GW Economy is F-up, The game is breaking in pieces, Players (Wealthy players driving the GW)
I don’t think Anet intend to flood the game with gold and rare items….. Because you look at the Weapon Original Value and Ecto Original Value. It’s only 200 gold or 400 gold…Those are the suggest retail price tag, Player Mark up to 10 ECTO B/c a group of players can afford it. Everything in GW is over price (mark up) .. Unlimited Gold being generate Infinite will create more players move to PvP or some other game very quickly.
Maybe issue the daily allowance for each player to have like 10k…
When total 200 Gold Drop from Monster = Make available one ECTO @ Trader (Fixed)
A net tried to fix it at some point earlier by reducing price everything in the game…unsuccessfully everything going back up.


One Suggestion: Make a buying/selling NPC with the Search Function,
Here’s how:
WTS : 5 ECTO = 60 k (can be weapons anything).
You give it to Computer Trader 5 Ecto , Set a Pwd “KDIWAY” , Set “60K” is what you want …
When the buyer Search WTB Ecto and saw your thread,
give 60k to NPC..NPC verify 60k then give him the pwd to unlock the chest holding “5 Ectos” ( you can be online , offline , doesn’t matter, NPC take 5 % of sales and transfer the rest to your account )….
After upon complete transaction; the inventory space holding 5 ectos is clear or (if you have more than 5 Ectos holding the inventory space, subtract 5 Ecto from the rest ) ****you can only sell items in your inventory …

Safe way of Trading , Online and Offline … Trade Channel and Local Channel Rest in Peace not to look at those WTB , WTS , Wearing glasses to scroll up and down…

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Inde
Dax,

I think Accurax mistated, this is an entirely new article giving feedback and comments on user's posts. You can see the new article here:
http://www.guildwarsguru.com/content...y-2-id1505.php

(I deleted my own post somehow, sorry about that).
Thanks,
I was wondering what in hades he was talkin about.
I was ready to don my +5 flame retardant jammies and let it fly.

Fabius Cunctator

Academy Page

Join Date: Sep 2005

Venezuela

Lord

Very interesting post, good job Accurax, just a couple of points I found problematic:

Quote:
• Nothing is sold by merchants apart from that which has been sold to them. In this way item inflation is controlled.
The merchant would be flooded with thousands of items, since they are so varied with different damages, bonuses, types. The most practical solution I think would be using a search function right? Though it would seem strange to a new player since he doesn't know what type of items should he search for? Unless you made submenus and such, like Swords > Crystalline Swords - Long Swords - Dragon Swords, etc.

Quote:
• A-net monitors the creation of new accounts; every time a new account is created an amount of gold is “manufactured” by A-net and fed into the game.
Would the drop rate for gold for that new account be nerfed? Let's say that 200k are manufactured when that new account is created, those 200k would be absorbed by players in higher leveled areas by the time the new player reaches a point in the game where gold drops in significant amounts, the player wou I don't know if the constant influx of accounts into the game would be enough to counter this.


What happens if the merchant runs out of money?

I think most people wouldn't buy items from merchants, since most good items would be sold in auction houses, then people would keep selling the crappy items to merchants, which no one would buy, eventually the merchant will either run out of money or the value for the item would be decreased until it was meaningless

Dax

Wilds Pathfinder

Join Date: May 2005

Question-
Aside from salvage kits, identification kits, and maybe bag enhancements what do I really need to buy? Think about it.

What I'm getting at is that the state of the economy and how it is to you is not the same for everyone. I am not affected by things like inflation because I'm not dependant on others, unlike the real world where I am dependant on things like the price of gas. My paticipation in the games economy is a choice. Many MMOs the player is affected, because the need things other players produce unique to thier abilities...not so in GW.

I somehow get the impression that the article is based on the speculation on how the economy runs rather than fact. I would be willing to bet that Anet has the capablity to change any aspect of it that they see fit at anytime, and I haven't seen anything to the contrary that would lead me to belive otherwise.

I do appreciate the time it took for the analysis, but I think it would be a bit more relevant in a MMO in which the economy was purely player driven and players were dependant on eachother for necessities (sp).

Accurax

Accurax

Frost Gate Guardian

Join Date: Oct 2005

Ownington / OmgwtfpwnedsVille

Mo/Me

""those 200k would be absorbed by players in higher leveled areas by the time the new player reaches a point in the game where gold drops in significant amounts, the player wou I don't know if the constant influx of accounts into the game would be enough to counter this.""

I propose that the created gold be dropped randomly, gold farming would be a thing of the past since it would be just as likly that gold would drop from a river scale tad as from a high level boss, therefore gold wouldnt be scooped by high level farmers very quickly.

""I think it would be a bit more relevant in a MMO in which the economy was purely player driven and players were dependant on eachother for necessities (sp).""

Lol... Aggreed... one of my aims is to evenyually get into a position where i'm working for a game producer and assisting with the design, implementation and maintainance of "player driven" economies, this would be my dream job.

However, just because such an analysis as mine would be more suited to a complex economy, does not mean that it is not relevant, the economy in guild wars is just as important to many mnay players as the economy in other more trade based games is.

This means that guild wars economy should be (and probably is) a main area of concern for anet.... prooved simply by the effort they clearly put into maintaining it.

My article was about the problem of new players who join the game and have a chasm of wealth to jump to be competitive.

If you had read the article you would know this.

You are right to say that particuipating in the GW economy is a choce.... you have made the decision not to, therefore your correct in saying the article/economy is of no use to you.... please note that this article was not written about you.... and refrain from bashing what you clearly have no interest in.

FireFrenzy

Ascalonian Squire

Join Date: Oct 2005

The Lost Elite (lost)

R/E

I just finished reading the second edition thing and i have to say that have the right idea...

having played D2 for a while i started to notice how most of the "common items" (glot and prf gems) had 0 worth unless (perfect gem case) you were willing to pay 250 of m for an item... I'd h8 to see something simular happen to GW and my solution to the cash problem would be that you have say 10k per account or possibly 10k per RPGPC in circulation as was optioned in the second ed thread...

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Accurax
You are right to say that particuipating in the GW economy is a choce.... you have made the decision not to, therefore your correct in saying the article/economy is of no use to you.... please note that this article was not written about you.... and refrain from bashing what you clearly have no interest in.
Ummm I give you a piece of advice. If you are planning to be a Producer, AP, or game designer you should learn to take critism better. I was not bashing you, infact you asked for comments.

Firstly my point was the game has a simple economy because the designers I belive stated on more than one occations that the game is focused on combat and action over accumulation.

Second a game is not designed around one person but has to satisfy many people. I agree that the new user suffers the most because you are led to belive that you need alot of gold, but the solutions seemed to bemore aimed at putting more gold and wealth into the game.

Thirdly I don't need the economy, but that doesn't mean I wouldn't like to have a decent one. One of the thing I don't like about GW is the fact that there is no dependancy between players so I can go farm raw materials but they are not worth anything because everyone can relatively easy. Why should I buy a weapon when I get get them just as easy with drops/missions/collections? My character is pimped out with good gear not because I saved my gold and purchased anything but they all dropped relatively easy.
A better scheme would be that players farm the materials, to which they can sell to crafters that have trained to craft, then sell thier armor/ weapons/ food to everyone. Then you can have supply and demand, and marketable good.

Lastly, the GW economy isn't the real world. Repeat it, learn it, live it. My suggestion is check out some other games and compare thier economy system, how players interact and become dependant on one another.

Zaklex

Frost Gate Guardian

Join Date: Feb 2005

San Jose, CA, USA

Remnants of Ascalon

I'm going to make this simple, since GW is a CORPG(aka COMPETITVE On-line RPG-minor emphasis on Role-Play), the economy, though important is not anywhere near as critical as people are making it out to be.

Yes, there's an economy, it is broken? No, will A.net do anything to fix the economy, probably not drastically. Yes, some type of Auction House is in the works, but the best way to implement it is what is taking so long. As for cosmetic items to make characters more distinguishable from each other, that is also in the works.

Earlier someone said that the economy was taking away from working on content, I would suffice it to say that A.net doesn't have anyone monitoring the economy on a regular basis which would take away from adding content, since they've stated that they play the game themselves.

Greatatlantic

Ascalonian Squire

Join Date: Nov 2005

Now, I'm not a student of economics, but I do consider myself a pretty smart and insightful individual, and I think I see some serious flaws in the system proposed by Accurax's.

Perhaps the largest assumption he made was the economy in Guildwars is one singular entity involving every player. I just don't think thats the case. Yes, a new player's jaw might drop at some of the premium items, but a new player shouldn't be trying to get a 10/10 sundering +30 health max damage axe. They would be perfectly content to get their hands on simply a max damage axe, which might be sold for 500 gold by somebody who just reached the dessert. And I've come from Pre-searing with that much. Thats the wonderful about supply and demand, the one tends to meet the other. With this mind, who cares if a long time player could buy any item he chooses. He is never going to bother with a clean max common skinned axe, or other gear in that category. Basically, the new players will quickly form an economy of their own, which the vets have no reason or incentive to participate in. Black dye might not be a common commodity in it, but a lot of other colors will.

Next, the argument of NPC traders allowing for the sale of items sold to them. I sort of like the standarized prices of identification kits and salvage kits, makes them easy to deal with why make the game more confusing just to standarized gold supply? This is especially true considering these things aren't dropped, and players consume them, not sell them. So for identification and salvage kits, keep the status quo. Though, I'm not sure it was his suggestion to change these things.

Now, for weapon mods. I agree just adding another trader that deals specifically with the mods is the way to go, this trader should be modeled after Rune traders. Some runes nobody wants, such as Major Mesmer runes. Then there are runes viewed as essential, such as Superior Vigor which sells for 70k. But Major Vigor sells for around 5k, and does that extra 9 hp really effect the PvE portion of the game? And Minor Vigor is a couple hundred. So it will be with weapons mods. The best mods will go for outrageous premiums no player could afford, while just a few points that really don't effect gameplay much will be very affordable to new players. If nothing else this will make "perfect drops" loose their value, since players will be able to customize weapons a lot more readily. Oh, and make Mods a standard drop along with weapons and gold.

Then there are the weapons themselves. I don't see how any sort of NPC trader system can work with weapons. Other than Green Items, there are no standards, so the number of possible weapons is huge, with only minor differences seperating them. I on one solo farming expedition might get 15 weapon drops, and every one of them is merchant fodder to simply convert into some gold. So if Accuras expects traders to sell back weapons, he is asking players to scroll through lists of thousands of items.

A well organized auction house can solve a lot of these problems. I would however, limit it to weapons and offhand gear alone. Otherwise, you undermine the purpose of traders. I've never played any other MMOs (ok, I've never played an MMO you purists), but I've heard very good things about them from other games.

Now, Accurax's biggest proposal was to change the gold standard as something manufactured by monster drops. However, I'm not sure if he is sugessting the amount of gold be held to one number (say a 1000i's) with out regard to the number of players, or if Accurax is suggesting the average of gold per player be held constant (say 10i's per player). I see problems with both. Amoung other things, the number of inactive players is very hard to measure. I played a bunch when the game first came out, then I took a break for a couple of months. It would have been easy to dismiss me as having left the game. But I started right where I left off. How many players actually announce their intent to leave? How long of inactivity does it take before somebody gets dropped from the economy. The number of banned players is so small its inconsequential. In the meanwhile, they aren't participating in the economy, and those that are run around and get the gold. Since your bullet points seems to suggesting adding gold when somebody joins and adding gold again when somebody drops, which would create a very akward flood of gold when the next chapter comes out, and then a dry spell as sales slow, since there would be no way to know if a player had "dropped" for a couple of months. And who would be in a position to get that flood of gold? The level 20s who have the time to farm outside Ascalon unless the amount of the drop is still dependent upon the level of the enemy. If that is the case, then gold will be all but non-existent for players joining after the initial rush, since what few gold drops they will get in the starter areas will be very small and still have to be shared among the party. And one of the problems Accurax hoped to solve was new players not being able to participate in the game's economy. Throwing gold into the economy to balance a new player joining only works if that new player is somehow able to get their hands on it.

The Federal Reserve is staffed by some of the greatest economists in the world, and they don't know what they're doing half the time. To expect A Net to figure out the exact equation, or even an approximate equation, to solve the game's senior player hoarding gold problem is sort of like expecting a retailer to figure out Duke Nukem Forever's release date.

Anyways, I certainly didn't try to solve the game's economy shortfallings like Accurax did, I'm just pointing out that he might have some work to do. Personally, I think adding Auction houses for weapons, and dealers for mods will go a long way towards "fixing" the game.

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Zaklex
I'm going to make this simple, since GW is a CORPG(aka COMPETITVE On-line RPG-minor emphasis on Role-Play), the economy, though important is not anywhere near as critical as people are making it out to be.

Yes, there's an economy, it is broken? No, will A.net do anything to fix the economy, probably not drastically. Yes, some type of Auction House is in the works, but the best way to implement it is what is taking so long. As for cosmetic items to make characters more distinguishable from each other, that is also in the works.

Earlier someone said that the economy was taking away from working on content, I would suffice it to say that A.net doesn't have anyone monitoring the economy on a regular basis which would take away from adding content, since they've stated that they play the game themselves.
Agreed.
Being that GW is labeled as a CORPG, which is a genius marketing move on thier part, it is a MMO for non-mmo players The economy is for the most part inconsequential (sp). Anyone who tries to fix it is thinking too hard....

If anet looked at things and decided that the merchants were out of something they could easily create more. I'm sorry it's really that simple, they control it.

Accurax

Accurax

Frost Gate Guardian

Join Date: Oct 2005

Ownington / OmgwtfpwnedsVille

Mo/Me

Ok ok ok,

first of all i apoligise to Dax for responding so harshly to his critisism... (RL issues work and shit, was in pretty bad mood, u just took the fall out)

Anyhow, Greatatlantic, Interesting comments, i appreciate the time you put into writing it.

Your best point was that of monitoring the activity of players, and the hording of gold.

Well first of all i'd like to point you to my article and in particular the section that says

"". I am going to use Guild Wars as an model for this suggestion. I am not suggesting that we start making drastic changes to the game as it is, simply that if it were done this way from the beginning I believe things would be better.""

My article was never intended to suggest that changes be made now, allthough i think it would be kinda fun <evil grins>, but more that things could have been done in a better way from the start.

It was hoped by the auther that maybe some improvements could be derived for implementation now.

Your point is extreemly valid, and very well made. in order to removed the preoblem of gold hordeing, you would have to do exactly that, remove the horded gold, and start again with a new system.

This would create some very very unhappy people.... and Lynch mobs are not unknown in my area of england.

Lastly one of you said something about economists in the RW not being able to fix the RW economies... so why should we expect Anet to be able to make the GW economy work.... cant find it now... sure i read it though

cant be arsed to look gotta pick GF up from work in 10.

anyway, the short answer is that the RW economists dont have the luxury of being able to programme the RW in any way they choose.... pretty easy i'd have thought to make a perfect economy in a system that you have total controll over... ie a game.

Anyway, thanks again guys, and sorry once more Dax i feel bad

Just my thoughts

Dax

""Lastly, the GW economy isn't the real world. Repeat it, learn it, live it. My suggestion is check out some other games and compare thier economy system, how players interact and become dependant on one another.""

True, GW isnt the real world, but then economics doesnt deal with the real world EVEN IN the real world.... Economics is by definition a theoretical science..... it generally studies models of economies in which certain segments are held stationary, or removed..... this is known as Ceterus Pariba, (All things being Equal), in this sense GW makes the perfect study of an economy.

Accurax

Accurax

Frost Gate Guardian

Join Date: Oct 2005

Ownington / OmgwtfpwnedsVille

Mo/Me

arrg its misseed the last bit... gtg collect gf from work.. ill amend later on

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Accurax
True, GW isnt the real world, but then economics doesnt deal with the real world EVEN IN the real world.... Economics is by definition a theoretical science..... it generally studies models of economies in which certain segments are held stationary, or removed..... this is known as Ceterus Pariba, (All things being Equal), in this sense GW makes the perfect study of an economy.

It's all good, I do enjoy the discussion and once again I appreciate the time it took to do all the research. You do have some good points especially about ebayers and new players experience. I too appologise if I seem too critical.

But really a good way to learn what works and what doesn't is to study different MMO's - what works and what keeps people playing ect. Many of them are relatively inexpensive and the first month is usually free. A good thing to do when waiting for chapter 2.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

GW can fix the econemy in many ways.

1. they DO control prices so they don't get out of hand from people hording items.

2. made aoe less affective so less gold is pumped into econemy slowing inflation. soloing is not nerfed as everyone seems to think it is its only slowed.

3. make drops increase with more people in party. that would incourage teamplay and would put a huge dent in the botters. instead of 1 computer they have to run 8 for a farm run. that can get expensive fast.

4. chest were a great idea for removing gold and increasing quality drops.

5. increased skills cost sto remove more gold from game.

so far i think they have done an execllent job. no one has problems getting drok armor or weapons. don't agree fully with skill cost as new players really need skills b/c this is a skill based game. at least skill caps should cost less. i gained many of my skills much earlier in the game with skills caps b/c they where cheaper and got better skills faster.

6 months later the econemy is some what stable and they have done a great job so far. most games econemy would have been shot to crap by now.

Greatatlantic

Ascalonian Squire

Join Date: Nov 2005

There is a joke about economists who think the real world is an approximation for their models. My analogy about the federal reserve was not to dismiss the theoretical possibility of using Guild Wars or other MMOs for economic puzzle solving. It was to point out the error of thinking A-Net can create a perfect gold standard for Tyria. Any attempt to do so would just be a guess.

Perhaps the best thing that could happen to Guild Wars is another chapter be released. That would attract some new players and bring back old players. And if there are more players the influence of the deep pocket long timers diminishes. That and the implementation of an auction house. It is so annoying to have a perfect mesmer weapon and not have a sigle mesmer to sell it to. Or knowing someone out there has the perfect weapon for me, and I'll never find it.

Nocens Imperceptus

Ascalonian Squire

Join Date: Nov 2005

W/Mo

I didn't have time to read over anything other then the original post, so sorry if somebody pointed this out before...

The thing in GW that keeps there from being an exponential increase of gold in the economy are the gold sinks. The gold you never get back. These are:

Armour (15k is a big one)
Item customazation: Sure its only 10g but that 20k item isn't going to be sold for 20k any more, when it is done its going to a merchant.
Merchants: You buy that superior salvage kit for 2k. Nobody is going to see that money again.
Traders: Sure they are based on supply and demand but the 25k for the superior smiting rune doesn't get back into the game.
Skill points: Buy a skill, game loses 1k.




And just as a request. Do you think you could write a guide on how farming effects the economy, and how the economy is going to be effected after the 11/10/05 nerf.. err.. patch... saying that only the devoted are going to continue to farm, because it is just frusturating now.

Shadowdaemon

Shadowdaemon

Wilds Pathfinder

Join Date: Apr 2005

Anderson IN USA

Ecks Di [xD]

W/N

i have a couple things to say on here

1. the amount of gold someone has hoarded makes a gap between them and new people: no, the amount of time it takes them to learn to farm well is what makes the gap, i bought fissure armor(all the mats too)and 2 15k armors and i almost have a million saved again, i have never ebayed, only farmed

2. farming really hasnt changed much, maybe takes a little bit longer, but only slightly

3. they can always make more gold sinks, especially the ones for characters looks, alot of people will spend money on that, and the gold sinks surely work somewhat, i never bought a single ale, but i have spent hundreds of thousands on keys, i feel a crazy urge to open every chest

4. also i dont really think i am driving up the price of anything by hoarding gold, because of the simple fact that if i actually paid 100k for a weapon, i most certainly never would have got a million gold or my fissure armor, i would probably be broke all the time, the most i have paid for anything was 20k for one of the green items, because i just HAD to have it the second day of the patch

5. another great gold sink, FISSURE WEAPONS, make hard to find weapon crafters, with insanely expensive weapons(looks only, no better than other collector items) i saw the beta picture of the shadowblade, and i would easily pay 100k and 50 shards for it, and i am sure many others would as well

Sluggs

Sluggs

Banned

Join Date: Jun 2005

Quote:
Originally Posted by Accurax Article
Nothing is sold by merchants apart from that which has been sold to them. In this way item inflation is controlled
You still don't understand the current workings of GW. Currently the only things merchants sell are

Dye Remover
Slavage Kits
ID Kits
Bags
Runes of Holding
Keys

All these are consumables (except bags for which demand is strictly limited). Their selling does nothing but take gold out of the economy.

Merchants buy at very low prices taking items out of the economy putting in a little gold.

Crafters sell their skills turning crafting materials into items, most of which are customized and so effectively consumable. Some of them charge substantial sums of gold for their services and they take a substantial amount of gold out of the economy.

The other NPCs are Traders which already do what you suggest Merchants should do and they take over 20% of their gold turnover out of the economy.

Gold comes into the economy only from monster gold drops and what players sell to the merchants (thats Merchants not Traders). Gold leaves the economy as players buy from merchants, buy from crafters and trade through the traders (oh and guild and cape creation and invites and skill purchase).

As far as the amount of gold in the economy is concerned they are the only factors in the equation. And the equation isn't far out of balance at the moment. Anet may introduce more gold sinks (becuase they are fun), they could tweak monster drops if needed.

As for items, runes and weapons which get customized are somewhat consumable. Otherwise storage space is strictly limited (it is ridculous to claim it isn't because the number of accounts is not limited, a game with an infinite number items and gold would still only give an infinite number of players one item and one gold each).

So with continual item drops and limited storage items get sold to the merchant (or salvaged and the materials sold, or increasingly just left on the ground to rot).

What happens is the average quality of items in the economy rises and continues to rise. There isn't extra gold to buy these items so the quality of items you can buy for the same price continues to rise. That is why we have seen a fall in the price of good upgrades and items (that and I believe the introduction of chests increased the supply of high quality items).

The increasing quality of items in the economy may be a problem but it isn't a problem for newbs to the game, they can get better items for their gold now than ever before. I have personally cleared out inventory space and sold to the merchant for a few hundred gold items which I could have sold to players for a several plat a few months ago.

The only solution to the ever increasing item quality problem (if it really is a problem) is to make all items consumable, make them wear out or break or have monsters steal or loot them back - lol.

An auction house would substantially decrease the price of items just as the introduction of the Rune Trader caused what some called an economy ruining price crash. The rune trader made rune trading vastly easier allowing the true value of runes to be discovered. Given the trouble ANet had getting the NPC traders to work properly I wouldn't hold my breath waiting for an auction house.

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Sluggs
You still don't understand the current workings of GW. Currently the only things merchants sell are

Dye Remover
Slavage Kits
ID Kits
Bags
Runes of Holding
Keys

All these are consumables (except bags for which demand is strictly limited). Their selling does nothing but take gold out of the economy.

Merchants buy at very low prices taking items out of the economy putting in a little gold.

Crafters sell their skills turning crafting materials into items, most of which are customized and so effectively consumable. Some of them charge substantial sums of gold for their services and they take a substantial amount of gold out of the economy.

The other NPCs are Traders which already do what you suggest Merchants should do and they take over 20% of their gold turnover out of the economy.

Gold comes into the economy only from monster gold drops and what players sell to the merchants (thats Merchants not Traders). Gold leaves the economy as players buy from merchants, buy from crafters and trade through the traders (oh and guild and cape creation and invites too).

As far as the amount of gold in the economy is concerned they are the only factors in the equation. And the equation isn't far out of balance at the moment. Anet may introduce more gold sinks (becuase they are fun), they could tweak monster drops if needed.

As for items, runes and weapons which get customized are somewhat consumable. Otherwise storage space is strictly limited (it is ridculous to claim it isn't because the number of accounts is not limited, a game with an infinite number items and gold would still only give an infinite number of players one item and one gold each).

So with continual item drops and limited storage items get sold to the merchant (or salvaged and the materials sold, or increasingly just left on the ground to rot).

What happens is the average quality of items in the economy rises and continues to rise. There isn't extra gold to buy these items so the quality of items you can buy for the same price continues to rise. That is why we have seen a fall in the price of good upgrades and items (that and I believe the introduction of chests increased the supply of high quality items).

The increasing quality of items in the economy may be a problem but it isn't a problem for newbs to the game, they can get better items for their gold now than ever before. I have personally cleared out inventory space and sold to the merchant for a few hundred gold items which I could have sold to players for a several plat a few months ago.

The only solution to the ever increasing item quality problem (if it really is a problem) is to make all items consumable, make them wear out or break or have monsters steal or loot them back - lol.

An auction house would substantially decrease the price of items just as the introduction of the Rune Trader caused what some called an economy ruining price crash. The rune trader made rune trading vastly easier allowing the true value of runes to be discovered. Given the trouble ANet had getting the NPC traders to work properly I wouldn't hold my breath waiting for an auction house.
Well put. Until players are allowed to create and put something into the economy (that is unique), it really doesn't matter one way or another what they do to improve it.

Seriously I know people (including myself) have tried to figure out a way to have fun playing the economy, but it really not that kind of game. Since I've given up worring about farming and making money, it's a fun game. I like farming, and crafting but there are plenty of other games that fill the void.

Ristaron

Ristaron

Desert Nomad

Join Date: Mar 2005

Canada, eh?

Legion Of Valhalla

E/

The whole problem with the Guild Wars economy is that we have selfish, arrogant 13 year olds and bot-users who make their daily goal earning countless platinums.
In the real world, they can't go out and kill monsters and make money and sell things for a sum that weighs a thousand times more than they do, so they do it in the game.
With this wealth, they can afford whatever they want.
This encourages others to follow suit, and then others to be able to keep up with the rising prices.

My solution: delete any account with more than 100 platinums.
(Take it easy, children, I'm joking.)


This is why I'm mainly a PvP player now. To hell with the rookie 13 year olds who are obsessed with their gold pieces, all I need is faction. That can be earned by kicking their skill-less asses in PvP when they dare challenge me with their uberl33t sword they paid 100 grand for ... you know, the same one I can create custom with if I go and unlock a few upgrades.
In the long run, my fame/rank/faction means infinitely more to me than gold, as I won it, aside from farming it.

Dax

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Ristaron
The whole problem with the Guild Wars economy is that we have selfish, arrogant 13 year olds and bot-users who make their daily goal earning countless platinums.
In the real world, they can't go out and kill monsters and make money and sell things for a sum that weighs a thousand times more than they do, so they do it in the game.
With this wealth, they can afford whatever they want.
This encourages others to follow suit, and then others to be able to keep up with the rising prices.

My solution: delete any account with more than 100 platinums.
(Take it easy, children, I'm joking.)


This is why I'm mainly a PvP player now. To hell with the rookie 13 year olds who are obsessed with their gold pieces, all I need is faction. That can be earned by kicking their skill-less asses in PvP when they dare challenge me with their uberl33t sword they paid 100 grand for ... you know, the same one I can create custom with if I go and unlock a few upgrades.
In the long run, my fame/rank/faction means infinitely more to me than gold, as I won it, aside from farming it.
While I agree with most that you said, what do you need that you can't get yourself? I could understand if the priced skyrocketed in salvage kits or something, but it's all things anyone can get if they are willing to take the time, no?

So anotherwords what does it matter if these kids want to play to aquire the most wealth? I totally object to lots of things in the game- Running lowbies for armor, Bots, Ebaying ect, because they affect others gameplay but if these guys wanna be gazillionaires in the game and it makes them happy ...let them. I figure if people want to take the time, fine we all can. If we don't the game is still fun.

foszor

Pre-Searing Cadet

Join Date: Jun 2005

California

Yellow Cab

W/Mo

I like the idea behind the article, but the proposed solution is seriously flawed. Let me explain:

If ANet acts as the bank, circulating a fixed amount of gold into the economy based on the number of active accounts (while reinserting any "lost" capital), what will inevitably happen is a series of Trumps will become overly present in Guild Wars. No, not a bunch of squinty eyed, comb-over characters… but players who retain large sums of money. They will in turn raise havoc on the economic balance, creating a massive shortage of gold in the market.

The problem at hand is whatever you make the least available, will immediately become the most valued (Like extremely hot porn stars). Economic inflation is a natural and acceptable side effect of a flourishing market; there is no reason to "nerf" it. Alike any other real life economy, the only way to deal with inflation is to accept and adapt.

The amount of gold in the economy is already relative to the amount of active players in the community. The more players hunting or farming for gold and drops (to sell) not only bring more money into the balance, but also spend it. Purchasing armor and items from merchants, these players sink their money right back to where it came. No, not a gargoyles ass cheeks, the economy- stupid. Yes, some people would assume farmers are nearly exempt from this point, but farmers spend money too, especially on farming related products (ident kits, salvage kits, keys, rakes, hoes, pigs, fertilizers ---umm. You get the point). Jokes aside, if you've ever farmed excessively, you’ll notice that quite often the quality drops seem fairly sparse and often don’t match the money spent on the aforementioned items. Yay! Another purple drop that is… uh, minor smiting? Sweet beans!

The so-called "inflation" that everyone is so concerned about is as much perpetual as it is misunderstood. The over all economy will undoubtedly be engorged with more gold, but the cost of ALL items is solely based on the demand. Ecto's are highly demanded items due to their usage. The drop rate and difficulty to obtain is not nearly as important to their cost. If everyone suddenly DEMANDED half-eaten masses as much as they did ecto's, the prices of those would sky rocket too. A perfect example was during the Halloween Events. The cost of Charr Carvings and any other related Halloween Collector tradable items was far above normal price. Players demand ecto’s - farmers get ecto’s and raise cost – players scream about prices of ecto’s – ecto’s are more desired, so then… you guessed it! Players demand ecto’s… rinse and repeat. See the perpetual cycle?

I strongly believe a possible solution to the problem is creating a more versatile market. Allow the already present items and materials to become more useful and thus in higher demand. I mean come on; I have like three stacks of feathers, anyone making any down pillows or comforters? Didn’t think so. In a market place, if only two items are useful and demanded, only the relative prices will rise. If many are demanded, the prices will naturally even out. Increasing the necessity for currently lower valued items and materials can be repaired with a lot less complications and/or confusions, than completely restructuring the economy.

(Just a side note: someone mentioned in the article that freshly seared newbie characters aren’t able to obtain "godly" items. So what? Work for it. I'm glad they cant. If a level 4 Warrior was walking around with a newly bought max damage gold fellblade that gave him plus eleventy to his health, it would piss me off! That isn’t right at all. Should a new lawyer who just passed the bar own a ten-story building for his new firm? No. You have to work for what you want. Some things are only obtained with hard work and dedication.)

And back to the topic…

Women with small breasts are people too and should be treated with respe--- umm. I mean… There will ALWAYS be higher cost items, but the price difference wouldn’t be nearly as dramatic under an adaptive environment. There is neither a problem nor a fix to this fact, it is just that... a fact. Specific things will always be valued more than others, for both logical and illogical reasons. Why black dye is valued higher than other dyes has no rational reasoning other than personal preference. Yet the cost remains nearly ten times the amount of the nearest runner up. This is an irregularity that cannot be projected in any calculations or charts, but can easily be remedied. Simply allow for more black dye to be present in the game and its desirability will decrease. But then what fun is it?

In closing I’d like to add that I wrote this reply in a complete spontaneous act and under the influence of painkillers. Meaning, This is just my raw opinion into this community discussion and nothing more than that. Pass the booze.

prencher

Academy Page

Join Date: Nov 2005

What's with this "new players dont have a chance" bullshit?

1 - Collector items.
2 - Prices are decreasing. Items are flooding the market just as the gold is. More similar items = lower prices, no matter how much gold everyone's got.
3 - Hey, this is a max dmg weapon that goes for 10k.. guess what, you don't need a weapon of that kind at level 8, imagine that. I play casually and I earned well over 12k by level 14. I never had a problem getting the armour of my level during leveling, nor getting decent weapons (collector, trading in cities)
4 - Theres plenty of money sinks. Usable items like keys, salvage kits, id kits, dyes, crafting materials. All money that goes away when used. There's also the runes and weapon upgrades. Poof, gone once applied (well ok you can get lucky and salvage some back at times).

Stop making problems out of something thats not a problem.
You want inflation? go play everquest, camelot or world of warcraft, then you'll see inflation.

The Acolyte

The Acolyte

Lion's Arch Merchant

Join Date: Nov 2005

Seekers of Justice ~ SoJ

Quote:
Originally Posted by prencher
What's with this "new players dont have a chance" bullshit?
/Agree

Why do people feel like they should be entitled to the same amount of wealth someone else who has (sarcastically...i think already dedicated mass amounts of time to collecting. It's idiotic, ignorant, greedy, and selfish to think that new players SHOULD be able to catch up with ease. Of course there will be those that are new yet will be better at marketing and business, and will do really well, but for the most part someone who has been playing gw for a while now SHOULD have collected more "things", including wealth.

WTF people...it's really scary that these people are floating out in society with these similar ideals (another thread). STOP thinking you're entitled to stuff and start figuring out ways how to earn wealth. There is a ton of info on the net about how to make money in game...its not that frggin difficult...

PS-I agree with the original poster on his premises though...the economy DOES need to be tweaked quite a bit, but only to help spur a more diverse and healthy economic system that (in my opinion) would be more fun to enjoy.

Acolyte Devathi

BigRedsFro

Ascalonian Squire

Join Date: Nov 2005

Well I dont know if anyone brought this up, but the guildwars economy could recieve a boost from taxes, such as a monthly "income" tax. Now it may not be a popular choice but I do believe it would help. They could take out a small percentage of peoples gold storage, and of course, have it be a graduated tax, making the rich pay a higher percentage than the poor. This could help out but it might not. As long as the tax rates stayed constant, it would work out.

Although it would be painful to see your gold slowly deplete, other things could be put into the game too, such as "bank" where you can store an unlimited amount of gold and perhaps gain interest on it. However, this would lead to several problems. If players were allowed to take "loans" there would be no enforcement to make them pay back the loans. Unless of course they had something as collateral. For instance, deposit a sword that is worth 356 gold, or a rune of superior absorption worth 100k. After depositing the item, recieve gold for whatever you need it for. The only way to get the item back is pay for it what you borrowed + a small tax rate. Now, im getting off on a tangent, but i think this would be a neat way for a player to turn items into gold but be able to get them back later, of course at an interest rate, forcing more gold back into the system.

Well, ponder this for a while, and give me some feedback.

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

Well it's not a problem really because green items aren't too expensive, you can create PVP chars and unlock good upgrades. Ectos and godly upgrades aren't needed because you can get near perfect items for a lot cheaper, just go to ascalon, and droknor's armour is the best in the game. If you want to be fancy and show that you're a dedicated and whatnot player, then fine get the 15k armours and show off. If you can't, well droknors armour is still cheap enough to get easily.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Too bad didn't read this sooner. Lots very nice points there. As a econ graduate my self (though I am not really proud of it ), I whole heartly agree with your observation. This problem first strike me, after few month of inactive playing, that as I got back to the game, see people selling green items for 100k+ (at time, I only had about 10k in pocket, which was not bad few month ago). As said, this inflation is a problem.

But how, how to fix it is a bigger problem. There are just no good duriable goods or money sink in game, and adding things like death penality and reduce farming will surely anger many players. I cann't think of any good solution, but I would suggest adding more zero value collectibles (like titles) to side track player from farming too much. Place a Upkeep fee for guild hall improvements for the high level Guilds. (want a training hall?.. pay for it) Reduce the Gold Cap that one character can hold. And maybe include an invisible taxe (the more gold you hold, the less gold per drop you will find)

But I would really want to hear what would be a better solution to this problem...

Promethean Lex

Pre-Searing Cadet

Join Date: Dec 2005

Knights of the Tezzlan Empire

N/W

As stated from numerous articles of Doom Daemon economy of Guild Wars consists of three factors: gold, goods, players. Players want goods and need gold to get them. Gold serves as the way of transferring wealth from unneeded commodity to desired one. Currently gold is manufactured every time monster has a drop (items are also included, but this is different argument). Fully agreeing with Doom Daemon, the game system accumulates gold and goods even if the number of players is set. People go farming and there is no guilt in doing so.
Now we need to identify the problem we’d like to repair. It seems that overtime prices on high-level items increases, since number of gold coins increases unproportionaly faster then number of high-level items. Now is it a problem? The player, that invests more time, gets more gold and better items. He is able to afford the armor that shows his dedication. Well, it will take some time to get to the top. But if it is difficult it doesn’t mean it is unfair. The point is the player has always a higher goal to set, a better armor, a better bow… This is what makes game interesting to play, setting and getting to your goals and having satisfaction of the achievement at the end.
On the other hand, is it more difficult (thus unfair) for the players that started later to reach the same prosperity (item wise) as the players started a year ago? The answer is “Yes”, prices are getting steeper every day, while investment of time pays the same. So a player that started a year ago needed less time to get Super Bow, than the one starting now. Not fair? Let us say it is not?
So technically what should we do? We want to be able to control the prices charged by players, so that the players on their way to the “top” would spend the same amount of time as their predecessors.
How can we make this happen? I saw many proposals and many of them had faults, I will criticize the most common ones and offer my solution.
1. We can balance the item drop rate and gold drop rate, considering the numbers of players in the system. Very tedious and hard to implement task.
2. We can get reed of gold as we know it but most probably players will find some other medium of transaction.
3. We could enclose the system making gold limited, but then we will observe the opposite of what is happening now. Goods will accumulate, producing surplus, and money will be harder to get. Eventually u will be able to buy a gold item for 1 gold. Probably players will abandon such system fairly quickly, since gold will be hard to get. Consider you having 100g spending it for a sword, now you have 0g and want a rune. You go for a farm run but no gold is dropping since the limit is reached instead you get wood. A probable outcome: you will trade the rune for wood. If we are also ought to control the items then a person having all the gold items has a monopoly and gold item costs as much as ha/she says it does. Adding money to the system won’t help since a clique will always have abnormal share. ( 400g is the limit of the system, 4 players. Add 1 player and 100g to the limit. What holds 1 players of having 500g alone?)
4. I’m not very informed in gold caps, but what holds players from storing wealth in other items like die?
Now here is my solution. Why does black die cost 8,5K? Not 85K? Not 3g? Because NPC sells them at 8,5k per unit. So why don’t we allow blacksmith to sell weapon upgrades? Kind of weapon upgrade constructor. You choose property and modify the strength, price is modified accordingly. Now gold sword today costing 60K will cost 60K in million years, all because players can make the sword by themselves if the price charged by other players is too high. You still will need to farm for unlimited supply of money, you still will have the goals to set, but it simply wouldn’t matter when you started. My mistake it would matter only visually, since crystal swords will not be tamed by this method. But who cares if you have a crystal sword, if it deals same damage as one anyone can manufacture by paying some gold (40-50K) to the blacksmith.
Send comments!!! Promethean Lex

OneTimePoster

Pre-Searing Cadet

Join Date: Jan 2006

none

W/

couldnt you just have every item available to a player through a vendor at a fixed price this way it would force other ppl to match prices with the vendors effectively controlling the economy. Im sorry if somebody has already asked this i didnt take the time to check

.killjoy

Krytan Explorer

Join Date: Jan 2006

Mo/Me

you are trying to turn into george bush man... this is anarchy .. go for the better of yourself..

Valientishimo

Pre-Searing Cadet

Join Date: Feb 2006

Valiente Family

W/Me

Alright so say the economy gets controlled and theres a set amount of money, and merchants only sell what they are sold to, and everything else regarding merchants like that.

I have 3 things I simply don't understand how will work.

1.) Won't all the merchants be flooded with junk in a matter of a couple weeks? You would have to sort through thousands upon thousands of items just to find something remotely useful.

2.) If merchants buy whatever is sold to them, then won't they run out of money? I mean, if all the money is being filtered back in by drops, and merchants keep buying stuff from people, how is there a limit to money that way? Where are the merchants getting the money? Do merchants just spawn all the money?

3.) Even if merchants are giving their money to buy your junk, and the money that is getting filtered in through the merchants only. There WILL be points where there is no money to be filtered back in! What are the merchants supposed to do? Deny all the players until a few pieces of loose change are available?

My point here is: If you are going to control the gold amount, then you NEED to controll the item amount. Otherwise there's a heavy stress level on the controllers of the money to constantly add more to cover the selling of the junk!

At that point, you might as well not control the money, because you are back to square one.

I'de really like to see a way around this, hopefully short of dictatorship over every detail of the game.

Coolone6992

Pre-Searing Cadet

Join Date: Mar 2006

Soul of Legends

W/Mo

Oh...
I think I actually understood that.
And enjoyed that...

Just like I'm sure many people have said.
The newer players have to catch up gold wise and item wise...
For some reason, I enjoy that in a game...
Having to catch up to get gold...
Gives me a set goal to work for.
=D

Lord of the Nazgul

Ascalonian Squire

Join Date: Aug 2005

Go Canada!

Guilds of Creegus

E/Me

Sorry if i missed some info, but I only read the first few posts...

I'm actually all for the barter idea, get rid of the gold. It's more realistic...since when would u get 10 gold for a axe 3-5 dmg req 3 axe? and if u save up enough of this gold gotten from noob weapons, u can buy a "perfect sword", lv 10, in the center of ascalon city?

anyways, good thinking whoevers idea that was

dreamhunk

Banned

Join Date: Mar 2006

:P

E/Me

Ok I read the above thread I would agree the price has went up. I am also sure that people know that the new anet game is coming there for people are holding on to their gold.They are just waiting to flood the market with high prices. One way for anet.

I think what anet should do is add more content in the game.

like for exmple armor for pets, maybe add mounts to the game as a money sink. When you add more content people will want more storage. I also think food can be added to the game as means of a money sink.

Maybe add things like ships in the game that you need to up keep. I also think adding things you need to buy to upkeep your weapons.