Lorina2012-01-20 23:49:51
I think Lusternia is way easier to make gold...Less supplies now really...I mean, I have like five vials because I use liquidrift. I give away enchantments for free or just ask for powerstones. There is just something else going on with credits...I think it is mostly the real world economy.
Enyalida2012-01-21 00:59:15
No, the two are linked. More gold/less need for it = devaluation of gold = increase credit market prices. Credit value stays pretty stable because the $ price of it stays more or less the same.
Unknown2012-01-21 02:19:58
Why the heck are two people trying to sell most of the available credits at 20000 and 65000 each? That's sort of predatory--I mean it went from 6000k to 10000k in the last 12 months, there's no need to double the price of them.
Rika2012-01-21 03:07:52
I don't think they are actually trying to sell them, but it doesn't hurt them to put them up at such an incredibly high price if they don't need the credits in the near future.
Naia2012-01-21 05:41:03
rika:
I don't think they are actually trying to sell them, but it doesn't hurt them to put them up at such an incredibly high price if they don't need the credits in the near future.
This. I was saving for something and ended up listing a bunch which sold. It turned around and bit me in the butt when I couldn't rebuy them when needed.
Because of 30% sale in Jan, people probably had a lot of extras. Now sale is over so supply to the market has trickled.
Unknown2012-01-21 05:48:37
Phred:
Why the heck are two people trying to sell most of the available credits at 20000 and 65000 each? That's sort of predatory--I mean it went from 6000k to 10000k in the last 12 months, there's no need to double the price of them.
There's always the chance that SOMEONE will clear the market. It's happened before.
Chade2012-01-21 15:47:27
Good old Richter. I remember him engineering a massive jump in credit prices by doing that.
Unknown2012-01-22 08:18:10
Well, it's now been months since they dramatically reduced the rate of gold drops. Credit prices still haven't fallen.
Who would have guessed?
Oh, right. IRE's founder wrote a paper on this years ago. Make gold worth something in comparison with credits. Prices won't change until we have a significant and enduring gold sink (currently we have aetherships and cartels, both of which you 'complete the set' of and then have no further need of gold). We need not just one, but multiple gold sinks that will provide a significant enough advantage to gameplay to make them appealing, yet require constant renewal, and a significant price.
Until that happens, you can reduce gold influx all you want. All it means is your high end bashers (the ones not sinking it, just using it to make more credits) who will always make more gold than everyone else aren't affected. It's just people who aren't aware or able to take advantage of the obscure, highly profitable, or highly dangerous resources.
Reducing the influx, as this has predictably proven, doesn't make gold worth more, because people still don't want it.
Edit: If you want to see Matt Mihaly's paper on the subject, just check... iunno... every thread on this subject that's been posted in the last six months. I'm pretty sure I've linked it in all of them, and don't want to bother again.
Who would have guessed?
Oh, right. IRE's founder wrote a paper on this years ago. Make gold worth something in comparison with credits. Prices won't change until we have a significant and enduring gold sink (currently we have aetherships and cartels, both of which you 'complete the set' of and then have no further need of gold). We need not just one, but multiple gold sinks that will provide a significant enough advantage to gameplay to make them appealing, yet require constant renewal, and a significant price.
Until that happens, you can reduce gold influx all you want. All it means is your high end bashers (the ones not sinking it, just using it to make more credits) who will always make more gold than everyone else aren't affected. It's just people who aren't aware or able to take advantage of the obscure, highly profitable, or highly dangerous resources.
Reducing the influx, as this has predictably proven, doesn't make gold worth more, because people still don't want it.
Edit: If you want to see Matt Mihaly's paper on the subject, just check... iunno... every thread on this subject that's been posted in the last six months. I'm pretty sure I've linked it in all of them, and don't want to bother again.
Chade2012-01-22 09:04:26
PhantasmalKiller:
Well, it's now been months since they dramatically reduced the rate of gold drops. Credit prices still haven't fallen.
Who would have guessed?
Oh, right. IRE's founder wrote a paper on this years ago. Make gold worth something in comparison with credits. Prices won't change until we have a significant and enduring gold sink (currently we have aetherships and cartels, both of which you 'complete the set' of and then have no further need of gold). We need not just one, but multiple gold sinks that will provide a significant enough advantage to gameplay to make them appealing, yet require constant renewal, and a significant price.
Until that happens, you can reduce gold influx all you want. All it means is your high end bashers (the ones not sinking it, just using it to make more credits) who will always make more gold than everyone else aren't affected. It's just people who aren't aware or able to take advantage of the obscure, highly profitable, or highly dangerous resources.
Reducing the influx, as this has predictably proven, doesn't make gold worth more, because people still don't want it.
Edit: If you want to see Matt Mihaly's paper on the subject, just check... iunno... every thread on this subject that's been posted in the last six months. I'm pretty sure I've linked it in all of them, and don't want to bother again.
Just to say, when I made my best goldhaul in an hour, Icewynd hadn't been released and I was bashing easy to hunt areas that a level 70 could take on, albeit a bit slower. The areas are only obscure because you haven't figured them out yet, they're perfectly accessible to anyone. Most of my hunting was UV areas for that haul.
Unknown2012-01-22 09:14:44
Chade:
Just to say, when I made my best goldhaul in an hour, Icewynd hadn't been released and I was bashing easy to hunt areas that a level 70 could take on, albeit a bit slower. The areas are only obscure because you haven't figured them out yet, they're perfectly accessible to anyone. Most of my hunting was UV areas for that haul.
Then you have the luck of the devil himself. I haven't managed to bash over 60K in an hour since the changes, period. Besides, the gold influx rate, as has been demonstrated, is utterly meaningless when it comes to the gold/credit value ratio. Meaningless.
Whether you earn 10K an hour, or 60K an hour, if gold is worthless, you're still not spending it (except on credits, to sell higher, then buy lower again, skimming the credit profits from the market manipulation to pay for more artis, rather than actually spending the gold which has no meaning on its own).
Ildaudid2012-01-22 13:51:05
Phred:
Why the heck are two people trying to sell most of the available credits at 20000 and 65000 each? That's sort of predatory--I mean it went from 6000k to 10000k in the last 12 months, there's no need to double the price of them.
Tully the 295 credits at 65000 gold, those are mine. I have them there not to sell really, they are there so I hide them from myself. I really need a set of pliers, and it take some time to get 1500 credits, so if I have a smaller amount like close to 300, if I put it up in the credits for sale area it doesnt show on my stats. "outta sight outta mind" idea.
I really hope no one is silly enough to buy them, if they are Ill just buy back 295 at a much cheaper price. But I figured I would give you the answer to the 65000 credits on the market.
Unknown2012-01-22 16:44:12
Ah, okay, that makes sense, though I'd think that's a little risky (just like pricing stuff in a manse for 2 million gold might be).
Unknown2012-01-22 18:48:49
Eh. The reduced gold influx is certainly a step in the right direction, but ultimately all MMOs need gold sinks that take gold out of the economy only slightly slower than it is introduced, otherwise you end up with stagflation.