Someone else has noticed a sharp decline in the overall price of virtually all items? An example I give is elegant shirt GWF 3 days cost almost 10k today is costing 4k.
Another thing I have noticed is that it is much more difficult to sell any item currently over 3 days ago. (Same place as you lower the price of AH).
I know the trade gradually becomes saturated, but I also expect this gradual transition, but from what I could see happening is a drastic change in the economy in such a short time.
And I wonder why that is? All playes already have all the items? The working population is decreasing? All are guarding AD for expansion? Speculation trade?
Heres a couple of reason i think why the economy declines:
1. To sell my equipment faster of course i will have my item cheaper by maybe 10k to the cheapest item on AH so people would see my item 1st on the list. Same goes for another guy and the other, so on and so forth until it reaches a really cheap price.
2. Dungeon Exploits, its really easy to finish the dungeon due to exploits 20-30min maybe?
3. Upon registering the item it seems to show how much the current value of the item as a price on AD, hmm maybe i'll just follow it and fck the economy.
Its an opinion please dont feel bad, theres no need to argue :cool:
The shirt/pant thing is simply due to the fact that dragon eggs are 1/4 the price they were before. So Gemmed shirt/Pants have reduced in price, forcing the price of other shirts/pants down.
Unless there is a new exploit why should the current ones would have such a dramatic effect just now? If there was a new one done by people running high level dungeons, then price of those items could fall dramatically so other item prices have to be reduced to sell.
I pretty much just play Foundries now so don't keep track of these things, but that is my best guess.
It is quite easy to understand. It's the same effect you see on weekends just on a grander scale.
There are relatively few in-demand items in the game, mostly specific parts of set pieces, best-in-slot weapons and rings. In addition, the demand-side gaps are filled in a lot by the game itself, e.g. via Seals or Glory/Grym or drops.
But the supply side is a whole different matter! Any influx of new players, e.g. those from official release of NWO on 20 June, will deluge the game with their unwanted drops, token and seal sales, profession items, etc.
In addition, the game overall makes it particularly easy to gear up from AH alone and skip a whole tier of gear (all the T1s). But T2s drop T1 items too, so overall supply is not significantly reduced, yet new players still need the AD so they continue to sell on AH rather than sell to vendor for gold (like existing geared players).
Basically, the value of AD is increasing all the time because the supply of most things (but the most in-demand) is increasing. So, players sell to get more AD creating lower prices. It will only balance out after the latest wave of new recruits are absorbed.
Not true, depends on the items. Stuff goes up and down in price all the time. The more stuff available, the cheaper it goes. Tools, for example (mailsmith), are usually around 50K minimum for a green. A few weeks ago I got a ton of them for around 12-23K each. It just depends on the number available.
its all about supply and demand. the demand is less and less now. because there are fewer new players. if you find 20 of 1 item you need 20 buyers who need it, either alts or new players. both are in decline, so you price them low, and even when priced low these items still take a while to sell and by the time someone has come along who wants it (other people have already put more on). and the cycle goes on.
An example I give is elegant shirt GWF 3 days cost almost 10k today is costing 4k.
This doesn't really mean much. The amount of suppliers will only ever increase, and unless the amount of new GWF characters entering the level 55-59 bracket constantly increases, the price will constantly fall.
That's independent of the overall health of the economy, or the value of AD. It's just the nature of that item.
Supply will constantly outpace demand unless the rate of incoming GWF characters into the 55-59 level bracket is constantly increasing. (Not constant - if the amount of incoming GWF characters is constant, prices will still decrease.)
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estopectroMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 10Arc User
This doesn't really mean much. The amount of suppliers will only ever increase, and unless the amount of new GWF characters entering the level 55-59 bracket constantly increases, the price will constantly fall.
That's independent of the overall health of the economy, or the value of AD. It's just the nature of that item.
Supply will constantly outpace demand unless the rate of incoming GWF characters into the 55-59 level bracket is constantly increasing. (Not constant - if the amount of incoming GWF characters is constant, prices will still decrease.)
I'm not just talking about the GWF just gave an example. I follow the AH every day. The biggest problem I have seen is the difficulty of selling items in the last two days, and I'm sure this is not just me.
It is quite easy to understand. It's the same effect you see on weekends just on a grander scale.
There are relatively few in-demand items in the game, mostly specific parts of set pieces, best-in-slot weapons and rings. In addition, the demand-side gaps are filled in a lot by the game itself, e.g. via Seals or Glory/Grym or drops.
But the supply side is a whole different matter! Any influx of new players, e.g. those from official release of NWO on 20 June, will deluge the game with their unwanted drops, token and seal sales, profession items, etc.
<snip>
Basically, the value of AD is increasing all the time because the supply of most things (but the most in-demand) is increasing. So, players sell to get more AD creating lower prices. It will only balance out after the latest wave of new recruits are absorbed.
Thing is though, the supply is not the players, it's what they get due to droprates and mobrates. T1 stuff sells cheap because everybody can get it and farm it once they have it. The stuff that will always be expensive, is the stuff that is actually hard to get. Once you can comfortably farm T2's, you're set for as long as no harder to get and more powerful stuff comes along.
The longer this happens though, the harder it will be to earn enough from T1s to actually get into T2 gear and start farming those. That's when the Zen comes in, making it all the more P2W.
But to the OP, my guess is the holiday season. Less people buying means more people undercutting the price of the items not yet sold.
edit: or.... as posted above, an exploit has exploded.
The shirt/pant thing is simply due to the fact that dragon eggs are 1/4 the price they were before. So Gemmed shirt/Pants have reduced in price, forcing the price of other shirts/pants down.
Unless there is a new exploit why should the current ones would have such a dramatic effect just now? If there was a new one done by people running high level dungeons, then price of those items could fall dramatically so other item prices have to be reduced to sell.
I pretty much just play Foundries now so don't keep track of these things, but that is my best guess.
Foundries do seem like the bulk of the content nowadays, doesn't it? Quite a bulk it is, however. Tens of thousands.
Biggest problem i all so see in this game is the amount Astral Diamonds.Astral Diamonds cost are way to high to begin with this stuff needs to be lowered drastically 2.5 mill Astral Diamonds for an item come on who in there right mind has 2.5m Astral Diamonds when the game has only been out for a few months.Even in exchange the Astral Diamonds amount is too high One thing i see is that exchange needs to be fixed there needs to be a cap like in sto the cap was lowered.
And on top of that if cryptic wants to keep that price they are going to have to make some adjustments with stuff like Rex guy takes 2 times to complete PVP and a to other options when the game it self to load the maps some times takes up to an hour i mean really and hour is too long of a wait time.
If they would get off there as* and fix the exploits and lower the cost this game might be half way good.And would be nice if they would lower the amount of players in one instance as well that is another reason way the game economy is bad.Is the gold sellers are making worse i have reported about 50 of these people and i started 4 weeks ago.
The fear of death follows from the fear of life. A man who lives fully is prepared to die at any time.
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tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Biggest problem i all so see in this game is the amount Astral Diamonds.Astral Diamonds cost are way to high to begin with this stuff needs to be lowered drastically 2.5 mill Astral Diamonds for an item come on who in there right mind has 2.5m Astral Diamonds when the game has only been out for a few months.Even in exchange the Astral Diamonds amount is too high One thing i see is that exchange needs to be fixed there needs to be a cap like in sto the cap was lowered.
And on top of that if cryptic wants to keep that price they are going to have to make some adjustments with stuff like Rex guy takes 2 times to complete PVP and a to other options when the game it self to load the maps some times takes up to an hour i mean really and hour is too long of a wait time.
Yeah probably buy luck but what about every body else.
I think the point that XCOM is making is that while it is certainly possible for some people to get 2.5million AD (even legitimately!) the average person will be getting only a few thousand AD per day from dailies.
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aaronjfMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited August 2013
The epic shirts/pants like others said dropped because of the influx of dragon eggs on the market. CW gear, shadow weave gloves a few weeks back were dirt cheap (can't remember exactly but want to say like 30-40k ad). Last I checked, they were over 100k. Same w/ the rogue, any swash pieces are outrageous. Anything in demand is still very pricy imo. Guessing the lesser sought after t1/t2 will be dirt cheap. Like I said, the more sought after gear imo has been going up. Especially if you consider where it was at a month or more ago..
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brendan03usMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I think the point that XCOM is making is that while it is certainly possible for some people to get 2.5million AD (even legitimately!) the average person will be getting only a few thousand AD per day from dailies.
But that's their own doing.
The way to make money in MMOs is to work the market. In every game it is like that. No-one gets rich in a competitive environment without taking money away from other competitors in the market. That is what it takes. Plenty of people have tens of millions of AD and don't run daily quests at all.
If you are looking to finance your game experience from running daily quests, you're making a very bad decision. Daily quests are a waste of time once you understand how to run the market.
I know that most people don't like to play virtual day trader when they are playing MMOs. That makes sense. But the reality is that the people who want/are willing to do so are the ones who rule the market. A market that is more casual friendly is a barter market, rather than an exchange/AH, because the latter always favors specialized market players, who mostly just play the market and become rich at other players' expense.
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sirjestoMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 176Bounty Hunter
edited August 2013
@brendan03us ok how do you have the Knight of the Feywild title? I have pre-ordered the pack and don't have that option....
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brendan03usMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
The way to make money in MMOs is to work the market. In every game it is like that. No-one gets rich in a competitive environment without taking money away from other competitors in the market. That is what it takes. Plenty of people have tens of millions of AD and don't run daily quests at all.
If you are looking to finance your game experience from running daily quests, you're making a very bad decision. Daily quests are a waste of time once you understand how to run the market.
I know that most people don't like to play virtual day trader when they are playing MMOs. That makes sense. But the reality is that the people who want/are willing to do so are the ones who rule the market. A market that is more casual friendly is a barter market, rather than an exchange/AH, because the latter always favors specialized market players, who mostly just play the market and become rich at other players' expense.
Pretty much this. No matter what restrictions or caps they put on AD, those that have the know-how and motivation to work the market will also end up with much more currency than those who don't.
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brendan03usMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Oddly, you're also linking an item dropped from a dungeon exploited to death with 10 mins runs - from one campfire to the next one - and boss suicide issues. How weird.
People not seeing the connexion are obviously hypocrites. If one pvp daily allows you to buy one of the best equipment in game, there's definitely a critical issue going on.
Edit: Some more evidence for the lulz:
And the prices on a dungeon with less (but still, some) exploits:
Now, if the devs don't see fixing exploits once and for all should be the priority n#1, well, it means they don't care at all about the game.
Now, if the devs don't see fixing exploits once and for all should be the priority n#1, well, it means they don't care at all about the game.
I don't believe that anyone else mentioned the devs not fixing exploits, however I'm sure that there is a dedicated group of devs attempting to track down these exploits and fixing them, however as I mentioned in another thread a while back the devs have a finite amount of resources to put into tracking down and eliminating these bugs, and the exploiters when compared to the devs have a near infinite amount of resources.
Simply put, for every exploit the devs have the resources to track and fix, the exploiters have the resources to find 10 more, this is not to say that the devs should give up, this is just to give you an idea of the scale of the problem the devs are inevitably facing trying to eliminate exploits completely.
I don't believe that anyone else mentioned the devs not fixing exploits, however I'm sure that there is a dedicated group of devs attempting to track down these exploits and fixing them, however as I mentioned in another thread a while back the devs have a finite amount of resources to put into tracking down and eliminating these bugs, and the exploiters when compared to the devs have a near infinite amount of resources.
Simply put, for every exploit the devs have the resources to track and fix, the exploiters have the resources to find 10 more, this is not to say that the devs should give up, this is just to give you an idea of the scale of the problem the devs are inevitably facing trying to eliminate exploits completely.
Trivial fix:
Keep a note of number of mobs still alive and buff the boss by a certain (geometric) amount for each one.
Result:
Sure you can keep exploiting, but if you miss more than a certain number you are going to wipe. And now the Devs only need to make sure you can't instant kill the boss, rather than fixing every single other exploit.
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radiick507Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2013
That is why I just go around giving stuff to lower level players. I am not a Right Wing Capitalist eager for coin on the AH, heck when I do sell some of my Blue Crafted Items or Blue Human Craftsmen on the AH I tend to sell them always 15 to 20% less on the AH anyways. I usually sell everything withing 4 hours. I am happy and they are happy that is all that counts.
It is beyond me, this is just a game and all that currency, items, weapons, armour etc...are just pixels and lights, if I can enable making someone else enjoy the game, then I have made myself happy.
The best part is all the friends I have made just by giving stuff away and seeing the joy of these new players and Atls happy to be able to move to the next zone.
Heck anyone doubt my "Santa Claus" giving, can ask a ton of players on the Dragon Server. This entire idea of being the richest best equipped, most awesome looking player on the Server and the first to the Golden Post is way above my understanding.
Guess I will go back to working on left Social Justice Issues.
Remember gang, this is a game, we are suppose to have fun, suppose to be a Community, I don't have time nor the will to play the stock market in an MMO.
The collapsing economy is mainly caused by summer slowdown.
Star Trek Online economy is experiencing the same price deflation and economic slowdown.
Rich players go on expensive summer vacations, while poor players stay home and farm.
In September, after summer has ended, the economy should return to normal.
Keep a note of number of mobs still alive and buff the boss by a certain (geometric) amount for each one.
Result:
Sure you can keep exploiting, but if you miss more than a certain number you are going to wipe. And now the Devs only need to make sure you can't instant kill the boss, rather than fixing every single other exploit.
Does the game have the capablities to track the mobs and adjust the boss proportionately, what about optional mobs off the intended route, if they do count optional mobs do they adjust the boss less than mobs on the intended route, how much do they buff the boss, do they allow for the boss to be nerfed slightly if they clear the entire dungeon of mobs, what about mobs that have a random chance of spawning like the Gelatinous Cubes?
The first bit is the most important of course as if they don't have this capability then they need to program it into the engine, but all the points above and more would need to be considered if they actually added this into the game.
TLDR: Trivial fixes can often have several problems when implementing them, both in coding and in designing.
Does the game have the capablities to track the mobs and adjust the boss proportionately, what about optional mobs off the intended route, if they do count optional mobs do they adjust the boss less than mobs on the intended route, how much do they buff the boss, do they allow for the boss to be nerfed slightly if they clear the entire dungeon of mobs, what about mobs that have a random chance of spawning like the Gelatinous Cubes?
The first bit is the most important of course as if they don't have this capability then they need to program it into the engine, but all the points above and more would need to be considered if they actually added this into the game.
TLDR: Trivial fixes can often have several problems when implementing them, both in coding and in designing.
Does the game remember which mobs have been killed? If you kill them normally, yes. So adding a program to count up the number of ones that are alive shouldn't be an issue.
Does the game remember which type of mob have been killed? Yes, since if you kill one type of mob, then come back that mob is killed not a random mob of a different type.
Does the game remember which group of mobs have been killed? Yes, since if you kill one set of mob, then come back that set of mobs is killed not a random set of mobs.
The combination of these covers all your objections.
Of course there may be other issues, but this seems a relatively straight-forward way of dealing with things.
TLDR: The objections given don't hold up, and this is still the easiest solution I have seen.
Comments
1. To sell my equipment faster of course i will have my item cheaper by maybe 10k to the cheapest item on AH so people would see my item 1st on the list. Same goes for another guy and the other, so on and so forth until it reaches a really cheap price.
2. Dungeon Exploits, its really easy to finish the dungeon due to exploits 20-30min maybe?
3. Upon registering the item it seems to show how much the current value of the item as a price on AD, hmm maybe i'll just follow it and fck the economy.
Its an opinion please dont feel bad, theres no need to argue :cool:
Unless there is a new exploit why should the current ones would have such a dramatic effect just now? If there was a new one done by people running high level dungeons, then price of those items could fall dramatically so other item prices have to be reduced to sell.
I pretty much just play Foundries now so don't keep track of these things, but that is my best guess.
There are relatively few in-demand items in the game, mostly specific parts of set pieces, best-in-slot weapons and rings. In addition, the demand-side gaps are filled in a lot by the game itself, e.g. via Seals or Glory/Grym or drops.
But the supply side is a whole different matter! Any influx of new players, e.g. those from official release of NWO on 20 June, will deluge the game with their unwanted drops, token and seal sales, profession items, etc.
In addition, the game overall makes it particularly easy to gear up from AH alone and skip a whole tier of gear (all the T1s). But T2s drop T1 items too, so overall supply is not significantly reduced, yet new players still need the AD so they continue to sell on AH rather than sell to vendor for gold (like existing geared players).
Basically, the value of AD is increasing all the time because the supply of most things (but the most in-demand) is increasing. So, players sell to get more AD creating lower prices. It will only balance out after the latest wave of new recruits are absorbed.
and also the featured satirical comedic adventure "A Call for Heroes".
That's independent of the overall health of the economy, or the value of AD. It's just the nature of that item.
Supply will constantly outpace demand unless the rate of incoming GWF characters into the 55-59 level bracket is constantly increasing. (Not constant - if the amount of incoming GWF characters is constant, prices will still decrease.)
I'm not just talking about the GWF just gave an example. I follow the AH every day. The biggest problem I have seen is the difficulty of selling items in the last two days, and I'm sure this is not just me.
Here is an example of the prices of the loots from the most exploited dungeon in game (Frozen heart & the "last boss only" offers on zone chat):
This is a random T2 GF piece price on dragon.
There's no way the game survives with so many exploits on the long run.
Thing is though, the supply is not the players, it's what they get due to droprates and mobrates. T1 stuff sells cheap because everybody can get it and farm it once they have it. The stuff that will always be expensive, is the stuff that is actually hard to get. Once you can comfortably farm T2's, you're set for as long as no harder to get and more powerful stuff comes along.
The longer this happens though, the harder it will be to earn enough from T1s to actually get into T2 gear and start farming those. That's when the Zen comes in, making it all the more P2W.
But to the OP, my guess is the holiday season. Less people buying means more people undercutting the price of the items not yet sold.
edit: or.... as posted above, an exploit has exploded.
Foundries do seem like the bulk of the content nowadays, doesn't it? Quite a bulk it is, however. Tens of thousands.
And on top of that if cryptic wants to keep that price they are going to have to make some adjustments with stuff like Rex guy takes 2 times to complete PVP and a to other options when the game it self to load the maps some times takes up to an hour i mean really and hour is too long of a wait time.
If they would get off there as* and fix the exploits and lower the cost this game might be half way good.And would be nice if they would lower the amount of players in one instance as well that is another reason way the game economy is bad.Is the gold sellers are making worse i have reported about 50 of these people and i started 4 weeks ago.
I think the point that XCOM is making is that while it is certainly possible for some people to get 2.5million AD (even legitimately!) the average person will be getting only a few thousand AD per day from dailies.
But that's their own doing.
The way to make money in MMOs is to work the market. In every game it is like that. No-one gets rich in a competitive environment without taking money away from other competitors in the market. That is what it takes. Plenty of people have tens of millions of AD and don't run daily quests at all.
If you are looking to finance your game experience from running daily quests, you're making a very bad decision. Daily quests are a waste of time once you understand how to run the market.
I know that most people don't like to play virtual day trader when they are playing MMOs. That makes sense. But the reality is that the people who want/are willing to do so are the ones who rule the market. A market that is more casual friendly is a barter market, rather than an exchange/AH, because the latter always favors specialized market players, who mostly just play the market and become rich at other players' expense.
Go to your user CP and click on permission groups.
That's what I'm saying...it's not there for me....
Have you by chance played on the test server? Maybe that is why it doesn't show for me because I never have.
Pretty much this. No matter what restrictions or caps they put on AD, those that have the know-how and motivation to work the market will also end up with much more currency than those who don't.
I have not played on test, no. Hmm -- that's irritating that you don't have the title option.
Mind you, I also am a HotN, but can't select that title -- I can only select the KotF title.
Seems borked.
Oddly, you're also linking an item dropped from a dungeon exploited to death with 10 mins runs - from one campfire to the next one - and boss suicide issues. How weird.
People not seeing the connexion are obviously hypocrites. If one pvp daily allows you to buy one of the best equipment in game, there's definitely a critical issue going on.
Edit: Some more evidence for the lulz:
And the prices on a dungeon with less (but still, some) exploits:
Now, if the devs don't see fixing exploits once and for all should be the priority n#1, well, it means they don't care at all about the game.
I don't believe that anyone else mentioned the devs not fixing exploits, however I'm sure that there is a dedicated group of devs attempting to track down these exploits and fixing them, however as I mentioned in another thread a while back the devs have a finite amount of resources to put into tracking down and eliminating these bugs, and the exploiters when compared to the devs have a near infinite amount of resources.
Simply put, for every exploit the devs have the resources to track and fix, the exploiters have the resources to find 10 more, this is not to say that the devs should give up, this is just to give you an idea of the scale of the problem the devs are inevitably facing trying to eliminate exploits completely.
Trivial fix:
Keep a note of number of mobs still alive and buff the boss by a certain (geometric) amount for each one.
Result:
Sure you can keep exploiting, but if you miss more than a certain number you are going to wipe. And now the Devs only need to make sure you can't instant kill the boss, rather than fixing every single other exploit.
It is beyond me, this is just a game and all that currency, items, weapons, armour etc...are just pixels and lights, if I can enable making someone else enjoy the game, then I have made myself happy.
The best part is all the friends I have made just by giving stuff away and seeing the joy of these new players and Atls happy to be able to move to the next zone.
Heck anyone doubt my "Santa Claus" giving, can ask a ton of players on the Dragon Server. This entire idea of being the richest best equipped, most awesome looking player on the Server and the first to the Golden Post is way above my understanding.
Guess I will go back to working on left Social Justice Issues.
Remember gang, this is a game, we are suppose to have fun, suppose to be a Community, I don't have time nor the will to play the stock market in an MMO.
Star Trek Online economy is experiencing the same price deflation and economic slowdown.
Rich players go on expensive summer vacations, while poor players stay home and farm.
In September, after summer has ended, the economy should return to normal.
Does the game have the capablities to track the mobs and adjust the boss proportionately, what about optional mobs off the intended route, if they do count optional mobs do they adjust the boss less than mobs on the intended route, how much do they buff the boss, do they allow for the boss to be nerfed slightly if they clear the entire dungeon of mobs, what about mobs that have a random chance of spawning like the Gelatinous Cubes?
The first bit is the most important of course as if they don't have this capability then they need to program it into the engine, but all the points above and more would need to be considered if they actually added this into the game.
TLDR: Trivial fixes can often have several problems when implementing them, both in coding and in designing.
Does the game remember which mobs have been killed? If you kill them normally, yes. So adding a program to count up the number of ones that are alive shouldn't be an issue.
Does the game remember which type of mob have been killed? Yes, since if you kill one type of mob, then come back that mob is killed not a random mob of a different type.
Does the game remember which group of mobs have been killed? Yes, since if you kill one set of mob, then come back that set of mobs is killed not a random set of mobs.
The combination of these covers all your objections.
Of course there may be other issues, but this seems a relatively straight-forward way of dealing with things.
TLDR: The objections given don't hold up, and this is still the easiest solution I have seen.