First, can I simply say how much more enjoyable it is to have discussions like this than flame wars between 2 people wanting to throw out their professed achievements in WoW as proof of their personal opinions?
You all have made my morning.
Couple other anecdotes to keep this conv going:
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Go look at the auction house for any T1 mat in Everfall or Winsward. This breaks a closed economy, but there’s no ability to see global buy orders, just global sells. Add up the QUANTITY of all sell orders and BUY orders in Everfall or Winsward. Sells>Buys, which is causing a downward pressure on prices in that town, even before global trade opens. There’s little to no return to crafting so demand < supply, exacerbated by a declining player base. Bots are hitting the buy orders and are marginally profitable down to ~.01 for each unit (their scripting cost is sunk and for all but skins, the scripts are move to fixed coordinates to find hemp, trees, ore, get encumbered and walk to town). This morning Mu.Everfall (with no global trading), there’s 37,201 quantity on Sell Orders at a weighted average price of .2336, There’s 32,390 Iron Ore on Buy Order lists at a weighted average price of .0476. Which way are orders going to go? Down, because mining bots are getting instant profit at the marginal (highest) buy order right now of .1…without a globally linked economy. My buy orders (before I stopped crafting) were filled within a couple hours…even at quantities of ~8000. Again, the key…no globally linked economy. Just supply/demand.
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Take a really rare item (like one not yet dropping in the game) and you’ll see an inching up of buy orders. Globally linked markets can lead to a bidding war. It’s about supply and demand…not linkages (which is only an efficiency/liquidity argument) and the speed at which supply and demand imbalances will approach equilibrium.
[Again these anecdotes break a closed economy and prove nothing. They are merely an illustration to separate efficiency from equilibrium].
One final thought in closing (repeat from first post)
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The core issue is a declining player base and roughly fixed expenditures for town governors relative to variable income (and declining due to player base).
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The single, best and fastest means of making satellite towns viable is to correct the fixed-to-floating imbalance of a governor’s income statement…which assumes a certain population to be viable. Make the expenses variable in line with population…and this item is solved (and we can go onto other things).
ps: thanks for reading and contributing to a fun thread.