Linking ALL Trading Houses? Goodbye! UBERDEFLATION. Patch Update 1.1

The key takeaway, is the higher level players are consuming supply, and spending money. Thus are an inflationary force. Mid level players are holding gold, thus deflationary pressures.

This is the opposite of the quote by the Devs. It is irrespective of anything else… the economic interpretation by the Devs is plain incorrect, irrespective of any other nuances including the ones you have mentioned.

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What they should do is remove the lower tier crafting mats from the higher tier recipes, as in for skinning logging hemp stonecutting, I shouldn’t need rugged leather to make layered leather and I shouldn’t need layered leather to make runic leather this just leads to trade post being filled with T5 hide that costs 0.01 because you need a shot tone more raw hide than you ever will T5 leather keep the course leather to rugged leather costs though.

If things get too cheap I buy them out and relist their goods at a higher price.

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I have 50 pieces of gear in shattered mountain waiting for this update so I can just post it in trade, can’t be fucked taking it to WW/EF

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“The key takeaway, is the higher level players are consuming supply, and spending money. Thus are an inflationary force. Mid level players are holding gold, thus deflationary pressures.”

I think you’re missing the fact that this game has some huge money-sinks at end-game. From what I hear, housing and repairs consume a lot of gold.

Your argument would be valid if it weren’t for the money sinks - what we need to know is how much of the outflow went to the market vs. money sinks.

Ever since they said that there is more money coming in than going out, and also said that it is tight at the top, I have wondered if that money coming in is/was from family shared accounts/gold sellers farming low level quests to get gold.

If so, that doesnt help the situation, even if more gold is going in than out.

Bots and gold farmers can show some gains that the greater community never see the benefit from for sure.

From a trader perspective it looks bad, but Trading Post way it is does not balance the game well. The big companies just care focusing Everfall, and they snowball AF. They can swap to the current meta faster than anyone else and dominates any war.

And don’t dare argue using the real world because it is a game, and need to be fun for everyone. Trader isn’t a role in this game.

This doesn’t invalidate it, merely scales it’s impact.
It’s like me saying a tomato is objectively a fruit.
And then you saying, yeah but it’s used in salads mostly, so it isn’t a fruit.
No, it’s still a fruit.

The fundamental error the Devs have made regarding economic theory still is present.

Are you trying to say people holding gold, and not spending is not a deflationary pressure?
Are you trying to say more supply = higher prices?

This is what I have merely stated, and you are saying this isn’t valid…

You call a tomato a fruit in the wrong place and some people will start to throw hands. Because you’ll be taking away their ability to eat pizza at schools

Trade Is a role in mmorpgs for sure. Why would you state traders are not?

I will love to see then them creating a Trader set and perks.

I’ll preface by saying that I understood the opposing side’s arguments and I understand their point of view and respect what they’re trying to preserve.

You want to oppose the trade linking to preserve you travelling merchant play style, good for you. Most people could consider it a waste of time compared to the abysmal profit over time but I won’t be the judge of how people have fun.

I will not condone, however, the ignorance of this premise. If you want to argue against the point driven by those who want the linking you have to make an effort of reading their comments and understanding their stance.

The people supporting the linking actually care for economic balance across the servers.
The broader effects of the changes are not going to be either deflation nor a significant change in prices, it has been explained ad nauseam that there is no logical reason to expect any of that.
The actual main effects of the linking are going to be a MUCH higher azoth availability for EVERYONE and much better distribution of wealth OVER TIME.

Honestly if one were to look at this topic from outside the one side that looks more shortsighted and selfish is the travelling merchant one since their argument is focused solely on their own personal little business model and their counter-argument is between the made-up and the non-existant.
Your implication that spending azoth unefficiently to move products where you can make a profit, that is hardly worth the azoth nor the time put into it, requires thought and/or effort on your part is, frankly, cute at best.

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I will say that given the server population caps, there is NOT enough bodies to create more than 1-2 high traffic areas honestly. And even since beta - it is always Windsward and Everfall given their newbie area + centralized area combination.

If the rest of the map was released AND the server population cap could increase by 2x or 3x, then you might have enough people flowing through other areas to justify the region specific TP’s.

I think instead of a ‘global’ TP, it would be neat if the territories were broken into ‘regions’. Could have some cool region bonuses if you own 50%+ of the territories. To the main point - could also link all TP’s in a region so that there are some ‘local economies’ to play with.

However, in the game’s current state there is not enough geography and population to have more than 1 economy - especially on servers that don’t regularly reach 1.5k peaks through the week.

So while I hate to see it - I believe linking the TP’s is the right option at this current state in the game.

byeeeeee :kissing_smiling_eyes:

The inclusion of the word ‘could’ makes that an almost pointless statement. Most people ‘could’ get up at 4am to start their day. But they don’t.

Assuming you actually meant to make a firm statement and say, ‘Most people consider it a waste of time…’ my questions to you are:

  1. based on what evidence? e.g., is there an unbiased poll that I haven’t seen?

  2. why should what ‘most people’ think about this proposed change carry more weight than what the subset of players who are most negatively affected by it think?

Why should people who don’t put signficant playtime into trade have more say than those whose play does, when it’s the latter group whose playstyle is going to be diminished? Just because they’re the majority? This is a quick road to making the game more and more simplified and generic, rather than appreciating the niche and complex gameplay options it has.

Consider - if pve-ers were here proposing changes that would have negative impact on pvp, do you think pve-ers should have more say than the actual pvpers?

Frankly, anyone who played alpha/beta knew that markets were unlinked and that resources were distributed throughout the world in a way that made some areas richer for some resources than others. And those who played in neither had the opportunity to read reviews and know this before buying the game.

Every person had the opportunity to know before shelling out a dime how markets and resource distribution worked. If they didn’t like the idea of unlinked markets, they didn’t need to buy the game.

For many of us who bought the game, unlinked markets and uneven resource distribution was a huge reason for doing so. It makes NW different than many other (but not all) MMOs and brings opporunities that simply can’t exist in most.

So I’m much more interested in knowing what most traders feel, than most ‘people’. We all knew what we were getting.

WOW, you went so deep into what was just a sidenote and completely ignored my point.

While I invite you to read all of my comment a again a few time if you plan to keep answering me I’ll clarify that I was being nice about the use of the word “could”.

Traveling merchants are objetively making a poor use of their time because ther profit margin compared to just selling in EF is WAY below what can be achieved by spamming infinte faction quests and outpost rush AND it consumes a lot of azoth that could also be used to produce better income otherwise.

Not judging how people have fun, in fact their fun is the ONE AND ONLY valid point against the linking.

Morning there. I’m sympathetic to the feelings of traveling merchants who will lose this aspect of enjoyment, even if I support this change overall.

What strikes me, not just in this quote, especially for people who were in alpha/beta, is the following:

  • The pyramid recipes relying on T1 mats, the static placement of most of those said mats and the existence of Buy Orders on the auction house have nearly guaranteed a bot-driven economy that IS that the source of deflation (alongside a lack of demand for crafted goods because the substitution effect to the nearest loot drop is an easy choice.)

  • I get the sadness/shock of someone who wasn’t in beta who came to NW -new- with this traveling merchant mindset in mind.

  • I get it a bit less for someone who was in alpha/beta and had a long opportunity to see what would happen to this economy given how it was designed.

I don’t have a huge ax to grind in seeing a global market set up. What concerns me more, for those of the traveling merchant community who don’t want this to happen, is not recognizing that the bot-driven economy hitting Buy orders on crafting mats is a far greater threat to your desired livelihood than globally linked markets. These are going to run you out of business for gathered goods and intermediate crafting. The globally linked markets is only going to determine the velocity of that outcome.

(Now, if your market niche is on loot drops and not intermediate goods, then sorry for misunderstanding…but it’s hard to make a virtual living on that given the sheer volume of them that are coming from the 40+ man mugging mobs in Shattered Mtns daily.

Thanks for reading,

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That’s debatable. I expect you’d find it to differ server-to-server. What’s not debateable is that not everyone who plays the trading game does so to maximise coin making.

You accuse me of missing the point, but I think that’s an important point that you’re missing. Maximising coin making efficiency is not the goal of all traders.

A lot of people supporting this change simply tell traders, ‘you can still buy high and sell low’ and refuse to accept that that’s not the trading game a lot of us play. I don’t think I’m alone among traders in having no interest sitting at the trading post waiting to for someone to misprice an item low so I can buy and resell it.

We all have different objectives for our gaming time. For some, hitting level 60 and getting end-game gear is the be-all-end-all and rush to 60; for many of them, optimising xp gain was important and if grinding the same mobs over and over is most efficient, that’s what they do. Others enjoying the leveling experience and exploration and they prefer taking it slow, even if it means they hit 60 later than they could’ve if they focused on grinding xp.

For me, I enjoy going out in the world, doing missions, gathering resources along the way, coming back and refining them and crafting items and taking those items and resources to different markets.

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Cya