How to Fix the Economy - Economics Background

Want me to take a bite?

Do you think travel doesn’t impact the cost of items? Imagine if you received items instantly without any additional cost. You think the value of things wouldn’t decrease? Why do you think the store or gas station that’s right next to a community is often more expensive than the one a few miles down the road? People pay to avoid inconvenience. If you don’t want to travel to sell to another market for more profit, then don’t. That’s your choice. We’ve already seen the economy be decimated by the global market change.

Poor form of arguing is using extremes. Even losing 1 gear score per repair would improve the economy overtime. Your alternative method is a good one too, but it’s a bit more extreme, because it will eventually make the item completely useless whereas mine won’t. It would just reach the minimum gear score for the item tier.

Because people are undervaluing the gear they’re selling, making it harder for everyone else to sell and higher prices. Currently it’s very difficult to know the true value of your gear, because the UI is awful. Honestly this is more to help casuals within the market, because I’m just buying these items and increasing their prices and making profit for doing nothing.

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Of course, items will cost more if you add transportation costs and also lower the availability in certain territories. However, it won’t play out as you think it would. Recalling is free, therefore everyone will just transport their items to one territory. You would have to revert a huge amount of QoL changes all of which are named specifically as good changes by returning players.

Implementing this completely unnecessary change is a terrible way to inflate prices which wouldn’t even inflate prices in most situations. The only thing this does is allow mules to make coins by essentially scamming players and increasing friction.

Losing a gear score on one piece of an item means you can’t even do the highest-level mutation anymore with that piece of equipment. Poor form of arguing? Ok bro, go back to the debate team loser, it is a terrible suggestion.

I can assure you that good pieces of gear do not even go onto the market for two reasons. To create a bidding war and because the price is over the player coin cap.

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yes yes yes yes and yes.

Bring back real market dynamics and GASP… arbitrage trading!

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You’re not making any sense. Recalling is free but it has an hour cooldown. You also have to actually go to the city to set your recall to that location. Basically, it’s faster and simpler to go to another city than recalling every hour, lol. You’re not exploiting anything. As for mules being scammers? Do you consider truck drivers scammers? You know many of them are self-employed and literally get paid to haul stuff. What’s the issue about that? It’s part of the supply chain for crying out loud.

No, you don’t. Each housing you buy gives you a 2-hour cd recall. What level are you even? Oh…

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Even if you have 3 houses, it’s still a 2-hour cooldown and you’re paying weekly to maintain it. So, you’re literally paying for that inconvenience. You still can’t be at every location, so you still resolve nothing. Anyway, you’re getting emotional and trying to attack me personally. I don’t have to prove my level, because it doesn’t apply to the economy. It’s not hard to level either, but hope it makes you feel better. I’ll ignore you now, just wasting my time. Shouldn’t have taken the bait.

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3 Houses + Inn, 2 hours for houses, 15 minutes for Inn. Also, azoth is a completely separate cost. Adding that back in right now when players have thousands of azoth vials stored up wouldn’t add much. 50 Azoth for 4 coins right now. Full inventory of items for ~20 coins.

It absolutely does. Most of your arguments immediately show a lack of game knowledge and therefore are easily countered.

Because I play the game.

Obviously you can’t know exactly how much coin and made vs sunk but you can very easily tell based on the market and how much gold/asmo ppl are hoarding.

An increase of supply of gold will indeed increase how much people craft, and therefore how much BiS gets sold. It’s just how it is.

No. BiS is not inflated due to coin supply but rather the wealth distribution.

Agreed. That is why I suggested diminishing returns for taxes gains for companies that own territories.

However, if there were more money dumps other than crafting, then there would not be so much BiS on the market.

I might of explained it poorly before, but I’m not trying to say that there is too much gold being generated, but rather there’s not enough gold going into the void for anything other than crafting. Since there’s nothing else to spend gold on in the end game.

Crafting isn’t a coin dump though. How does that sink any coins whatsoever?
Coin sinks in NW:

  • Attribute Respec
  • Repairing Gear
  • Listing Fees
  • House Purchases
  • Faction Vendor
  • Town Upkeep

Crafting often costs several thousand gold per craft. How is that not a money dump? You craft 10 leggings and you are down 100k. It’s definitely a money dump. Most crafting isn’t profitable.

Idk I guess it’s late for me and I’m poorly explaining things. I just mean that there is not enough option to spend gold on other than crafting when your at the end game. So when players get near gold cap, they can only spend it on crafting.

The coin isn’t leaving the economy. Buying materials goes to other players, and crafting just goes to the territory owners.

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You mean stimulating the economy by incentivizing spending rather than saving.

Yes, but buying things other than stuff to craft with. Such as more stuff in the faction store to want to spend money on, I like how they have the corrupted coating and stuff there but it’s just not enough.

The current value of items is absurd. Inflation got us here from gold coming in and none leaving via gold syncs. We dont need more inflation we need less. The only reason weve seen prices fall is supply of better loot is outpacing injection of free stimulis.

No. Everything you said is wrong.

They track everything. The amount of coin, azoth, xp, items gathered, items crafted, items looted, items refined, coins transferred.

Just through the trading post ~5-8 million coins per week are being destroyed. Do you really think they’re giving out 1K coins per day for no reason? Just think for a second about that.

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Wow a degree, no way! :slight_smile:

You’ve proven my point. Moving on.

Wow 5 to 8 million coins a week destroyed you say? 2k x 1k from satchels alone is 2m. If you run 1 expedition a week you make 2-3k each. Thats lets say 25% run 1 per day 500 * 2000 * 7 = 7m gold a day. That doesnt count opr, arena, a phantom gold from house taxes, quests, open world mob drops, all the raw materials being generated. Thats alread 3m gold a week inflation back of napkin math.

The list fee is the only money sink in the game really besides respec fees. Very little other gold leaves the economy.