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GW2 worst mmo economy ever?


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#211 Jump_N_Move

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Posted 07 March 2013 - 04:20 PM

In order to eliminate scams, you'd have to cure people's stupidity. That just won't ever happen.

Very few people are having tons of money and cornering items in the TP. That's conspiracy BS. Yes some people are buying 10k items and flipping for 10% profit, but those aren't wild swings or even near the price gouging level seen in GW1.

The only item attribute that has any type of relativistic value is the item's skin. Everything else in this game is a derivative of another item. All tier 1 mats can be transformed into tier 6 mats. All(most) armor prefixes can be crafted, All types of armor/weapons can be crafted. All weapon upgrades can be crafted.  This in and of itself corner's and drastically limits the market pricing. The main factor on price then purely is availablity/supply. Which Anet has seen to carefully monitor and maintain, as it causes a direct correlation to the gemstore and the amount of money it generates.

#212 Midnight_Tea

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Posted 08 March 2013 - 07:57 PM

I read about four pages of this thread before throwing my hands up.

Can someone please define the features of a good economy versus a bad one, without needing to cite examples from games I'm never going to play?

This whole time I've been operating under the illusion GW2 has a fairly decent economy, if just because I can reliably make good money from collecting and selling fine mats or running events. I also like that money has tangible weight and value in this game and that I'm forced to make serious decisions with it even at level 80. That's my definition of "good" and GW2 passes it. I can even often sell crafted Masterwork equipment at a profit.

I totally think repair costs in WvWvW needs to die in a fire though. Honestly I'm of the opinion that WvWvW should be a part of the PvP side of the game instead of the PvE in the first place. I don't want to make or lose money if I'm doing that side of the game, I just want to think about what's in front of me.

#213 The_Blades

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Posted 08 March 2013 - 08:23 PM

Imo gw2 economy is bad because the items have no value.

All skins, save for the mystic toilet recipes that take tons of stuff are easily obtainable and worthless. Thats why gw2 has a bad economy, the items either have no worth or have a huge price tag.

Adding to that the lack of zone/dungeon specific skins.

#214 Arewn

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Posted 08 March 2013 - 08:56 PM

View PostThe_Blades, on 08 March 2013 - 08:23 PM, said:

Imo gw2 economy is bad because the items have no value.

All skins, save for the mystic toilet recipes that take tons of stuff are easily obtainable and worthless. Thats why gw2 has a bad economy, the items either have no worth or have a huge price tag.

Adding to that the lack of zone/dungeon specific skins.
You could argue the opposite for similar reasons.
There ISN'T massive inflation on items and rediculous profit margins on random things, thus demonstrating a good economy. And that it's not that tons of stuff is worthless, but that their market price is incredibly fair, fair to the point that every idiot with access to the TP can't exploit the economy with get rich quick strategies.

#215 Midnight_Tea

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Posted 09 March 2013 - 03:53 PM

View PostArewn, on 08 March 2013 - 08:56 PM, said:

You could argue the opposite for similar reasons.
There ISN'T massive inflation on items and rediculous profit margins on random things, thus demonstrating a good economy. And that it's not that tons of stuff is worthless, but that their market price is incredibly fair, fair to the point that every idiot with access to the TP can't exploit the economy with get rich quick strategies.

Exactly. That's how an economy in the real world behaves. If the goal of GW2's economy design was to make money matter to the degree it does in the real world, they did a great job of it. It does not mean everything is equally valuable or that you can ignore your income. And if you have to buy gems in order to stay solvent, you're not playing very well.

My opinion would be very different if it wasn't possible to be profitable in any zone in the game, but thanks to how everything scales, it's more than possible to walk everywhere and practically trip on money.

#216 El Duderino

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Posted 10 March 2013 - 01:42 PM

I don't really see any glaring holes in the economy. There are many checks and balances that I notice. I do think the GW1 economy was worse than this one. I think the listing and selling tax is good.

#217 hurkit

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Posted 11 March 2013 - 12:58 PM

View PostThe_Blades, on 08 March 2013 - 08:23 PM, said:

Imo gw2 economy is bad because the items have no value.

All skins, save for the mystic toilet recipes that take tons of stuff are easily obtainable and worthless. Thats why gw2 has a bad economy, the items either have no worth or have a huge price tag.

Adding to that the lack of zone/dungeon specific skins.

No value?   You must not visit the TP often.  Players determine the value.  That is why this is a good economy.

#218 GinormousJase

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Posted 11 March 2013 - 01:17 PM

Tbo we dont have a good economy in the real world. Its all about back handers and scams. So for a software developer to come up with a perfect economy would be something rather special

#219 Trei

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Posted 16 March 2013 - 12:17 PM

View PostSoki, on 04 March 2013 - 03:03 PM, said:

.... A mail system is just direct, one-way trade. It even requires the other player to be online....
It does?

#220 Roybe

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Posted 16 March 2013 - 12:55 PM

My problem with the GW2 economy?  People do not understand how to properly value what they are selling.  Case in point are the complaints about the buy orders below vendor price.  I use them to tell me it's a vendor item. Period.  You'll never sell those items above vendor so vendor them.  Not every item in the game has intrinsic value above vendor price...stop putting them in the TP!

Another related issue is crafted items...if everyone would price these things properly then the market would move to break even/profit.  Crafted items should be priced toinclude the value of all the items used to make it, i.e. all the metal used to make a ring, fitting, and the jewel, the price of any additives to the jewel and the price of the stone itself, plus a decent profit level.  Anything priced less makes it unprofitable to craft and sell items...heck right now, opportunity costs makes it cheaper to buy the items needed for this ring, and craft it that way than actually going out and farming the mats yourself.

Another issue people don't understand is that this is a global economy...all servers are buying and selling in one place, together, in real time.  This makes the idea of 'cornering a market', almost mute.  I say 'almost' because it would take collusion on a grand scale to try to buy up all the items of one type and filter them out at prices so high only another whale could afford it.

On prices being 'to high'...don't buy the item.  Make the equivalent yourself.  If the price is to high, then the market will eventually move the prices down.

This isn't a day traders system, although it does allow for a player to play that way...I make sales in terms of weeks...and generally have between 1 and 2 gold waiting for me daily on check in.  Figure out how to utilize the Auction House...you can make a profit very easily.

Edited by Roybe, 16 March 2013 - 01:00 PM.


#221 Perm Shadow Form

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Posted 16 March 2013 - 01:10 PM

Why not include Player to Player trading where both players have to also pay a small fee for trading.

#222 Roybe

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Posted 16 March 2013 - 01:47 PM

View PostPerm Shadow Form, on 16 March 2013 - 01:10 PM, said:

Why not include Player to Player trading where both players have to also pay a small fee for trading.

Unfortunately, PtP purchases cannot be global in nature so there is a server based sale that can be manipulated by larger sellers.  Do not agree with the idea, just based on this.

#223 Soki

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Posted 16 March 2013 - 05:17 PM

View PostRoybe, on 16 March 2013 - 12:55 PM, said:

My problem with the GW2 economy?  People do not understand how to properly value what they are selling.  Case in point are the complaints about the buy orders below vendor price.  I use them to tell me it's a vendor item. Period.  You'll never sell those items above vendor so vendor them.  Not every item in the game has intrinsic value above vendor price...stop putting them in the TP!

Another related issue is crafted items...if everyone would price these things properly then the market would move to break even/profit.  Crafted items should be priced toinclude the value of all the items used to make it, i.e. all the metal used to make a ring, fitting, and the jewel, the price of any additives to the jewel and the price of the stone itself, plus a decent profit level.  Anything priced less makes it unprofitable to craft and sell items...heck right now, opportunity costs makes it cheaper to buy the items needed for this ring, and craft it that way than actually going out and farming the mats yourself.

Another issue people don't understand is that this is a global economy...all servers are buying and selling in one place, together, in real time.  This makes the idea of 'cornering a market', almost mute.  I say 'almost' because it would take collusion on a grand scale to try to buy up all the items of one type and filter them out at prices so high only another whale could afford it.

On prices being 'to high'...don't buy the item.  Make the equivalent yourself.  If the price is to high, then the market will eventually move the prices down.

This isn't a day traders system, although it does allow for a player to play that way...I make sales in terms of weeks...and generally have between 1 and 2 gold waiting for me daily on check in.  Figure out how to utilize the Auction House...you can make a profit very easily.

I think a lot of the issue with it is that the AH is global.

Not many players players like nickel-and-diming a game's AH to make gold at a decent rate. They want to run around the world, gather materials, get drops, and be able to come out of a day's run with a decent chunk of money - like you can with pretty much every other MMO.
A global AH makes things like ores and (especially) wood pretty low in worth, compared to the relative wealth some people who had early access to the AH in the first couple weeks; and people who converted all their gold to gems and sat on them; have been able to get.
GW2 pushes players to go out of their way to make money - which is not conducive to what a lot of players want to do, when they sign on to an MMO.


Making money in GW2 isn't hard - it's just not something many people think about when they play games; and the way it works in GW2  is what happens when an MMO's economy is designed around the B2P model: Nickel-and-diming players at every interval to get them to gems->gold.

#224 Roybe

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Posted 17 March 2013 - 01:18 AM

View PostSoki, on 16 March 2013 - 05:17 PM, said:

I think a lot of the issue with it is that the AH is global.

Not many players players like nickel-and-diming a game's AH to make gold at a decent rate. They want to run around the world, gather materials, get drops, and be able to come out of a day's run with a decent chunk of money - like you can with pretty much every other MMO.
A global AH makes things like ores and (especially) wood pretty low in worth, compared to the relative wealth some people who had early access to the AH in the first couple weeks; and people who converted all their gold to gems and sat on them; have been able to get.
GW2 pushes players to go out of their way to make money - which is not conducive to what a lot of players want to do, when they sign on to an MMO.


Making money in GW2 isn't hard - it's just not something many people think about when they play games; and the way it works in GW2  is what happens when an MMO's economy is designed around the B2P model: Nickel-and-diming players at every interval to get them to gems->gold.

Yeah..ores worth twice what vendors pay, certain cooking mats worth 50 times vendor cost, just get the right mats and you can sell them for decent coin daily....just need to know which ones.  Sorry 2 gold per day without trying isn't a bad rate of return..I do it regularly.  You aren't going to make hundreds weekly...but you shouldn't be able to in a stable economy.

#225 Soki

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Posted 17 March 2013 - 06:47 AM

View PostRoybe, on 17 March 2013 - 01:18 AM, said:

Yeah..ores worth twice what vendors pay, certain cooking mats worth 50 times vendor cost, just get the right mats and you can sell them for decent coin daily....just need to know which ones.  Sorry 2 gold per day without trying isn't a bad rate of return..I do it regularly.  You aren't going to make hundreds weekly...but you shouldn't be able to in a stable economy.

And what I'm saying is that a heavily monitored tightly-tuned economy isn't conducive to what a lot of people find "fun" in an MMO.

#226 Green

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Posted 17 March 2013 - 07:21 AM

My two cents; a similar post I wrote within the first month after launch.

View PostGreen, on 15 October 2012 - 06:00 AM, said:

After reading the post here http://www.guildwars...hats-the-point/ and the replies from other readers I though I'd expand further on the topic. Hopefully folks will see this as an opportunity to get a better idea of the situation and the chance to offer feedback and suggestions to the community and Anet.

Firstly I understand that creating a virtual market like the Trading Post is a huge undertaking by many people smarter that myself. Hats off to them! This post is just my two cents based on my experience in virtual markets and my observations in GW2.

I think we can all agree that the Auction style Trading Post (TP) concept in GW2 is a good thing. It complements the various crafting professions giving depth to the game and grants the potential for players to enjoy the game beyond adventuring.

Due to the design in of GW2’s Trading Post, there are issues which have already been identified by the player base and are being monitored by Anet.

My main issue with the TP is there is no protection for sellers and their profit margins. It is way too easy for any old player to come along and upset the market (knowingly or unknowingly) and even corner the market.

We’ve already seen this with Legendary precursor items. At the time of this writing Dusk is now selling for 260 Gold. Don’t get me wrong, if someone has been lucky enough to find out a recipe for precursors and is able to capitalize on it, that’s great. But anyone in the know would agree there’s some funny business going on here, market manipulation perhaps.

My concerns are not necessarily regarding the cornering of a market item but more related to the consumable market, profit margins and its impact on the average player.

To make the case I’ll compare GW2’s TP to EVE Online’s Market system. Based on my experience with MMO’s, EVE’s system is the most mature and best in MMO’s today. I am not going to go into the very fine points of EVE’s market as it as complex as real world markets and has a GDP larger than some small countries.

I also want to make it clear that I understand the two games are very different and many of the systems in one are not feasible in the other. The comparisons I make are to simply show the differences in the two games and offer my humble suggestions.

Comparing GW2 and EVE Online Market Models

• CCP’s EVE and Anet’s  GW2 both have dedicate market professionals on staff who have worked in the financial sector before joining  their respective companies, bringing their expertise of real world markets to these virtual markets.
• Players can post both Buy and Sell orders
• Competition is fierce; I call it Market PvP (MPvP)
• EVE’s market is properly designed for MPvP
• GW2’s market is NOT properly designed for MPvP

Why EVE’s market is designed for MPvP

• More than One Market - Markets are divided up into a handful of regions within the universe, but are still connected in that one could buy from one region market, fly into a neighboring market then buy/sell there.
• Barrier for Entry - Players must train skills to allow them to buy/sell on the market beyond a few items here or there within the station (town, Lions Arch), Solar System (map, Queensdale), Region (server, NA, EU) they are currently docked in.
• Sellers Care - The more time you put into training the skills, the further away you can buy/sell, less tax you pay, higher volume of items you can sell at one time etc.
• Who’s Playing the Market - Player’s character names are tied to sell orders, you know who you’re buying from and selling to. You know who’s trying to make a move in the market; you know who’s being naughty and nice.

Why GW2’s market is not designed for MPvP

• One single market. The actions of one player effects EVEYONE in GW2, not just those within the same town, map or server ( the equivalent of station, solar system or region in EVE)
• EVE‘s system is such that one player or a group of players malice actions (knowingly or unknowingly) is limited to that station, solar system or region.
• The impact of malice actions can be counteracted by neighboring markets by adjusting (increasing or decreasing the price or volume of buy/sell orders), or bring in goods from outside markets to the trouble market to even it out to normalcy.
Result…
• It is very difficult for one to manipulate the global market i.e. increase the sale prices to ridiculousness or lower the prices to below profitability.
• It is very easy for one to manipulate the market in GW2 (i.e. Dusk)

• No Barrier for Entry – Without knowledge of how the TP works (15% taxes as an example) any player can place an item for sale on the TP. With the sheer number of players that have full and free to access the market, a reasonable sale price can tank on an item within minutes.

Because…
• Casual Sellers Don’t Seem to Care - Players tend to have little patience and want their money now. The begin undercutting each other. I call it the snowball effect. Generally speaking this is ok and promotes competition and better prices for the buyer.  Problem in GW2 is the under cutting often is not simply 1 copper, but multiple copper and in many cases multiple silver. For an item that has a profit margin of say 50 copper, there is very little room to play.

In comparison…
• With EVE due to the fact you need to train skills to do everything in the game, and you can only train one at a time, means that players that do enter into the market are more informed because they’ve look at the market, decided what they want to do, then train the skills for it. They are then able to make smart decisions regarding the order prices. This means the chances of a player inadvertently selling an item way below a reasonable price and kicking off the snowball effect is significantly reduced.

Snowball effect is bad…
• Set Prices – Vendor Prices of ingredients (salt, flour, butter milk) along with the 15% sales tax means that there is a minimum an item needs to sell at before it’s profitable let alone worthwhile to produce and sell.  

In comparison…
• In EVE virtually all the prices are determined by the player. So if a produced item becomes no longer profitable, people stop buying the ingredients to make it. When people stop buying ingredients the folks selling the ingredients are forced to adjust their prices until it evens out again in the long run.

• Sale Tax - I don’t have a problem with the tax, it’s a money sink and every MMO needs them to prevent inflation. Our armor repairs and travel costs are other money sinks in GW2. I do believe 15% a little high and I question why the burden is placed solely on the seller.  

• Relisting - The problem with the tax is that when one chooses to sell an item they pay 5 of the 15% sales tax upfront. This means that one cannot simply relist their item with an even lower sale price without taking a major hit. Reason being is the item that was once profitable with the 15% sales tax now needs to be profitable with a 20% tax. (The previous 5% already paid is lost plus another 15% required for a new listing). With profit margins already so tight, relisting makes the item unprofitable all of a sudden in many cases. I could go on as it gets even more complicated but the main point has been made.

• Who’s Playing the Market? – In GW2 there is no one way to know for certain if a particular player is manipulation the market, all buy and sell orders are anonymous. This means malice actions can never be tied to a player and they are free to carry on with no fear of being fingered.
• There is a cetin degree of peer review that happens when you know who’s doing what in a market. Folks grow balls, nasty harry balls when they can hide.
• Also, conceivably bots could be making market orders on behalf of their masters. It’s interesting to watch the patterns on certain items.

Solutions

Again, I make no claim that I have all the answers, but it appears to me that a major overhaul in terms of programing is needed to work out all the kinks.

Short of that a few steps could make it better.
• Sales Tax – Remove the burden from the sellers solely. If 15% must be charged, split it between both the buyer and the seller 50/50. The seller pays his 5% up front, 2.5% at sale. The remaining 7.5% is added to the price automatically for the buyer, a hidden tax.
• Re-listing – Change it so one does not have cancel their sell in order to re-list. A simple adjustment fee of say 5 copper to change a listed price would go a long way to allow one to keep their prices competitive.
• Educate the public – Provide market data and trend info to show the history and volume of sales say within the last hour. That way they may not undercut so drastically with the assumption they can’t or won’t be able to sell the item otherwise.

Thanks for taking the time to read this. I hope it spurs more intelligent discussion on the topic and eventual fixes down the road.


#227 Eon Lilu

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Posted 17 March 2013 - 09:24 AM

I don't like the fact to get legendary's you either play 1000+ hours or dump a few hundred bucks on the gem store...I will never play a game again that has this sort of business model or that type of economy..

#228 Lordkrall

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Posted 17 March 2013 - 09:32 AM

View PostEon Lilu, on 17 March 2013 - 09:24 AM, said:

I don't like the fact to get legendary's you either play 1000+ hours or dump a few hundred bucks on the gem store...I will never play a game again that has this sort of business model or that type of economy..

I would love to see you buy Gift of Battle, Gift of [Insert dungeon specific item here] or Gift of Exploration for a few hundred bucks.

Another thing to keep in mind is the fact that there were people with legendaries before the  game had even been out 1000+ hours :) So clearly it is very possible to get it long before 1000+ hours.

Edited by Lordkrall, 17 March 2013 - 09:44 AM.


#229 chullster

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Posted 17 March 2013 - 09:41 AM

View PostLordkrall, on 17 March 2013 - 09:32 AM, said:

I would love to see you buy Gift of Battle, Gift of [Insert dungeon specific item here] or Gift of Exploration for a few hundred bucks.

Surely it's easier to just buy the legendary itself?

#230 Lordkrall

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Posted 17 March 2013 - 09:43 AM

View Postchullster, on 17 March 2013 - 09:41 AM, said:

Surely it's easier to just buy the legendary itself?

Ah true, forgot about that.
But then again you would need to dump quite a bit more than a "few hundred bucks" for those, seeing the insane prices.

#231 Eon Lilu

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Posted 17 March 2013 - 05:29 PM

View PostLordkrall, on 17 March 2013 - 09:32 AM, said:

I would love to see you buy Gift of Battle, Gift of [Insert dungeon specific item here] or Gift of Exploration for a few hundred bucks.

Another thing to keep in mind is the fact that there were people with legendaries before the  game had even been out 1000+ hours :) So clearly it is very possible to get it long before 1000+ hours.

View Postchullster, on 17 March 2013 - 09:41 AM, said:

Surely it's easier to just buy the legendary itself?
That's exactly what im talking about....

View PostLordkrall, on 17 March 2013 - 09:43 AM, said:

Ah true, forgot about that.
But then again you would need to dump quite a bit more than a "few hundred bucks" for those, seeing the insane prices.

It doesn't change anything, what i said still stands, also I get mails everyday from gold spammers selling legendarys for 150 euro's each, Anet wanted to use the gem store and gold transfers to take the money out of the gold farmers pockets, but by making legendarys tradable all they have done is make it easier for them to make money and easily aquire with one purchase one of the most wanted items in the game....

I honestly think if we didn't have the gem store, Guild Wars 2 economy and the game as a whole would of been completely different.

Someone who can only spend a few hours a week to play should not be able to dump hundreds of dollars on there credits card to get ahead of players who can play more hours per week....and before you spin off that but its only cosmetics crap, it's still achieving a goal quicker than others in a game where goals are in the game....to guess what? Achieve...

That's how I see it and im totally against being able to just buy your way to your goals to catch up with players who play more and im totally against selling in game currency for real life cash...

I fell for GW2 and there MT store which they spun into the best PR crap ever... which ended up having gambling casino type grab bags in the store and end game items worth 1500+ hours of gameplay you can just buy off trading outpost with real life cash to gold instantly.....

Any armor or weapons you want? Just buy in game currency and instantly get them off the trading outpost....

Edited by Eon Lilu, 17 March 2013 - 05:54 PM.


#232 Xslare

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Posted 17 March 2013 - 06:50 PM

View PostEon Lilu, on 17 March 2013 - 05:29 PM, said:

That's exactly what im talking about....

It doesn't change anything, what i said still stands, also I get mails everyday from gold spammers selling legendarys for 150 euro's each, Anet wanted to use the gem store and gold transfers to take the money out of the gold farmers pockets, but by making legendarys tradable all they have done is make it easier for them to make money and easily aquire with one purchase one of the most wanted items in the game....

I honestly think if we didn't have the gem store, Guild Wars 2 economy and the game as a whole would of been completely different.

Someone who can only spend a few hours a week to play should not be able to dump hundreds of dollars on there credits card to get ahead of players who can play more hours per week....and before you spin off that but its only cosmetics crap, it's still achieving a goal quicker than others in a game where goals are in the game....to guess what? Achieve...

That's how I see it and im totally against being able to just buy your way to your goals to catch up with players who play more and im totally against selling in game currency for real life cash...

I fell for GW2 and there MT store which they spun into the best PR crap ever... which ended up having gambling casino type grab bags in the store and end game items worth 1500+ hours of gameplay you can just buy off trading outpost with real life cash to gold instantly.....

Any armor or weapons you want? Just buy in game currency and instantly get them off the trading outpost....

Legendaries have the same game effect as non-legendaries; its just a really expensive skin that gives the owner of it a +9001 to e-peen.  If you feel like people should not be allowed to buy weapon skins, as that is putting down the people who took the time to work to those skins; then so be it.  I always lived by "if it doesn't effect me much, why should I care," and seeing how I am fine with knowing that I took the time to grind out my first legendary, even if I could have bought it; I have no problem with the people that bought it.

As for the economy in itself, the people buying these massive items for absurd amounts of gold are sinking huge portions of gold out of the economy.  Think about what the trading house fees on items priced over 1800 gold are.  And if they bought all the gold by means of gems, then amazing; another 1500 gold has been brought into the economy.  How much gold do you think is created by day because of fractals, maw, and renown hearts?  We are taking this amount of gold way out of proportion.

In any case, its a weapon skin, not a god-tier rare drop item that can only be received by doing a back-flip over maw on the night of the harvest moon.  It has no affect on game-play other than to fill your screen with particles and flashing lights, so treat it as such.

Edited by Xslare, 17 March 2013 - 06:56 PM.


#233 Jrambo88

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Posted 20 March 2013 - 10:16 PM

View PostRoybe, on 16 March 2013 - 01:47 PM, said:



Unfortunately, PtP purchases cannot be global in nature so there is a server based sale that can be manipulated by larger sellers.  Do not agree with the idea, just based on this.

They could then add a map kind of like the mists where any player from any server can go and trade only there. I'm not sure if that is almost impossible or incredible hard to add it, but it is a thought

#234 Just Horus

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Posted 21 March 2013 - 04:23 AM

View PostJrambo88, on 20 March 2013 - 10:16 PM, said:

They could then add a map kind of like the mists where any player from any server can go and trade only there. I'm not sure if that is almost impossible or incredible hard to add it, but it is a thought

Imagine the severity of lag of dragon events from every server combined. The map you're suggesting would be even worse by a large margin.

#235 Vysander

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Posted 21 March 2013 - 02:57 PM

View PostSoki, on 17 March 2013 - 06:47 AM, said:

And what I'm saying is that a heavily monitored tightly-tuned economy isn't conducive to what a lot of people find "fun" in an MMO.

I really havent kept track of this topic since the first few pages. But a "fun" economy is only "fun" to those who control it. For the other 95% of the populace it has more of a dictatorship feel.

There is no such thing as a "fun" economy, unless you enjoy statistics and or gambling.

#236 Soki

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Posted 21 March 2013 - 08:57 PM

View PostVysander, on 21 March 2013 - 02:57 PM, said:

I really havent kept track of this topic since the first few pages. But a "fun" economy is only "fun" to those who control it. For the other 95% of the populace it has more of a dictatorship feel.

There is no such thing as a "fun" economy, unless you enjoy statistics and or gambling.
Nothing's fun about an MMO economy; unless you know that you can go out in the world, play a while, and actually make decent headway rather than piddles.

It doesn't help that the entirety of GW2 progression is based on $, either.

#237 DarkHorseKnight

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Posted 09 April 2013 - 08:21 AM

Only problem from an economic standpoint I have with GW2 is that their are not enough gold sinks. Money is created and traded but never really removed from the game. Only true gold sink I see are the racial armors and not many people bother buying them because the dungeon armor is cheaper and comes exotic already.

I think most people think the economy in their game is screwed up. Look at the comments section of the Massively post...

Pretty much every major MMO is listed. Most people seem to think if they cant easily get rich then the economy sucks...

That's not the case. A strong economy in general is one where items are traded often and freely and GW2 has this. However in a game it is very importent the gold entering the game in a given time period is only slightly more then that which is destroyed. Preferably about 5% or so. I dont think GW2 has this.

#238 derkol

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Posted 02 May 2013 - 08:52 PM

I wouldn't say the economy is exactly good nor Bad. The worse thing however is when something new gets placed into the game, Gets to a low price, Buy all the low priced stuff and then whacked up an extra 100g. An example is the jetpacks. They first started at 100g, then they decreased to around 40g and the next day back at 150g.

If they gave a trading system like in GW1 when you can trade between player and player.




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