• July 17, 2015, 1:41 p.m.

    I think the problem with PAX is that other than a couple of signets and augments, there's very little players want to trade in. Having almost no money sinks means that there is a vast difference between players who actively grind those signets and augments, and the rest of the population.
    If something were brought in which was of actual value but were consumable somehow, then the market would be swamped by the richer players controlling the market and keeping the price artificially high. Frankly, if that were to happen, I know I'd be stuffed, I barely have 20 million across all of my characters.

  • Retired 88 posts
    July 17, 2015, 4:27 p.m.

    I think the bold part is important. They must be, otherwise we would experience inflation, and that is not happening. More, it usually happens in other games and I don't see it here.

    I have farmed quite a bit in the past, and I have a lot of expensive stuff, but right now I have virtually no PAX. There's still lots of augments I want to get, and I'd need to farm thousands of hours more to get them all.

  • July 17, 2015, 4:50 p.m.

    we don't have inflation? Have you seen the prices of gold augments and the useful purples?!

  • Retired 88 posts
    July 17, 2015, 5:24 p.m.

    Yes.

    The prices on useful purples have remained stable. Fierce and Focused have been 15m for almost 2 years.
    There has been a (very) slight deflation on the prices of gold augments since they were released. Less than 10%

  • July 17, 2015, 6:34 p.m.

    The prices are inflated already. We don't have run away inflation, but they are far more expensive than they should be.
    The change in price of gold augments has not followed the normal trend, where they are insanely expensive when first available due to low numbers, and then the price normalises as the commodity becomes more available. Instead, we see people sitting on them instead of accepting lower offers. There are a very small minority of players who have the pax to be able to actually trade in them, for most players there is little point in trying to attune to level 2 in gold as they are so damned expensive.
    The market currently has very few things that are actually worth spending PAX on. Combined with people massively overgearing most content, you have situations where the normal thing is for people to slowly increase their pax holdings. It's only when there is some kind of new content where people die repeatedly (nmPH) that we see repairs being the drain that it ought to be.
    Prices for newer players are just daunting. They see the amount stuff is going for and then think that it will be an incredibly slow process grinding up the cost, which then demotivates people.

  • Retired 88 posts
    July 18, 2015, 1:42 a.m.

    I don't think the prices are more expensive than they should be. In fact I think they're quite cheap compared to the work you need to get them.
    Time is a precious commodity, and getting heroic augments takes way, way, more time than it should. I would gladly pay the price for them instead of "working" dozens of hours. And I most certainly would not sell them if they were a lot cheaper.

    Let's suppose grievous price was 10 million and the average time to acquire it (by playing the game and getting it to drop yourself) was 50 hours. Why the hell would anyone want to farm anything? I would just buy the 10m from someone with real money (should be about 5€) and buy the augment. 5€ vs 50 hours of work? It's not even a question, no one would want to farm... Of course in the end prices would still adjust themselves to the "real value", if it dropped this low and no one farmed anymore then there would be no supply and prices would rise... And would continue to rise until they reached the point where it made sense to farm again.

    A player can't really manipulate the market by not selling something at the price he wants. In the end it's all about supply, demand, and effort required to acquire the items. I believe price is a natural function of these things and it always auto-regulates with time. If the price has been stable for the most useful augments, that's because it's their "real price" at the moment.

    And this clearly has not happened with all expensive items. Take violence signets for example, 2-3 years they were about 600-700% more expensive. Supply has increased but demand hasn't, on the contrary.

    Speaking of useful augments, ferocious, which is one of the most useful augments, used to be 15m each in the first month. But it seems obvious that the supply is much higher than the demand, so it's price was naturally adjusted to it's real value over time.

  • Retired 88 posts
    July 18, 2015, 2:06 a.m.

    Btw, in terms of actual money sinks in the game, I believe the biggest one is the AH fee. Repair costs should also not be neglected, if you spend a few hours wiping you can easily waste half a million in no time... And the repairs will be even more expensive with QL 11 gear.

  • Retired 22 posts
    July 18, 2015, 2:45 a.m.

    Well if you get 100 MoP per day then the cost is far different than if you get 10 per day. The cost could be 1,000,000,000 MoP, but if you can get that in 5 runs then it's not so bad.

  • Retired 920 posts
    July 18, 2015, 9:18 a.m.

    AH Fee is not working as intended, the most valuable items do not get sold on AH with good reason. The prices have remained stable yes, but not because of money sinks, you can effortlessly regain any losses from repairs and avoid AH all together. There in no correlation between money sinks in TSW and price stability as cash aggregates with players and is not actively taken out of circulation. Also change in price is inflation only if the demand curve shifts for any reason, change in price because of drop rate is just adjustment along the demand curve.

    The thing is in TSW economy is the people who are hoarding PAX, can't be bothered spending them on these items even if they can afford them. The minor upgrades are just not incentive enough, so you have a small percentage of the population who represent the demand. Those who are gearing up and want best in slot no matter, can in matter of weeks get purple laceration at current prices, it is a fair indicator that getting PAX is not hard and that money sinks are a moot point.

    So ignoring all of the market mechanics and saying that current money sinks are working because we have not seen hyper inflation, AKA if it works don't fix it mentality will lead to potentially disastrous short term effects on the economy when you change current balance.

  • Retired 88 posts
    July 18, 2015, 9:31 a.m.

    There's also a MoP weekly limit. I think it's 240.

  • Retired 88 posts
    July 18, 2015, 9:39 a.m.

    They can't be bothered buying items, but usually sell the excess. It seems to me that both the demand and the supply are very low. So, while only a small percentage of the population represent the demand, the supply is still not enough to provide them with what they need.

    Maybe, but I've seen that inflation in most games, that must be an indication of something. I'm not so sure about the total PAX available in the game though, I don't know if there is so much as you say. And I do see people selling items in the AH up to 20m, which represents something like 99% of all available items. Even heroic augments are sold in the AH, although those are the exception and are preferably traded elsewhere.

  • Retired 22 posts
    July 18, 2015, 10:23 a.m.

    I think the more modern games, like TSW prevent too much inflation because it is perfectly viable to play the game solo and progress from KM to NMs without forking out any $$. On Elrojo i went all the way to 10.4.4 without forking out a dime for sigs etc and there wasnt a lot of content i couldnt do. That includes solo healing NYR, all the dungeons, MP on everything except Fac etc etc. By the time i decided to sell things i think i sold about 40 mil worth and bought a few miraculous. TBH thats a pretty fair deal.

    Most of the items are once-off things. You only need to get augs once and then once its done its done. You can just have 1 sig of the major stuff and with planning that will last you a very long time. This does mean that you dont need to buy a lot, unless lazy, and you dont need to buy often. So you couldnt justify 100mil for a sig or aug.

    Where as in Anarchy online you pretty much need the end game armour and unless you want to wait 5 years to get all your symbs and Alien armour you are gong to have to fork out about 10billion. Which is 10x the amount 1 character can hold. So TSW so far is pretty nice for the economy,

  • July 18, 2015, 2:13 p.m.

    The tsw economy adds very little to the game. If you don't know what the best things are, or are given bad advice, you can easily waste the pax you got from levelling.
    Augments and signets are the only real tradeable commodities. If you don't want to play the AH, it's great. If you do though, it's a very long path to being able to actually trade valuable items.

  • Retired 920 posts
    July 19, 2015, 3:01 p.m.

    Yes Flappy, it's even called flappy raid as placeholder on TL