I remember the good old days of MMO's where you could just kill a player to take their inventory and their gold. None of this market board rubbish.
Please introduce open-world PVP, please. It would also make hunts interesting. I want to bathe in the tears of my enemies.
Wrong game, PP.
You have to remember, here, we're all HEROES.
Heroes never fight other heroes. Except, of course, in ludicrously-railroaded setup fights a 'la time-honored comic-book tradition...
The New Deal didn't solve anything, the US economy didn't recover until after the II World War.
Phanasy Star Online . Japanese Version if u died u money and your weapon drops and can be picked up by anyone lolI remember the good old days of MMO's where you could just kill a player to take their inventory and their gold. None of this market board rubbish.
Please introduce open-world PVP, please. It would also make hunts interesting. I want to bathe in the tears of my enemies.
This statement is dead accurate.The market was never worked, and has been broken since day one.
1. Cannot place BUY listing
2. "Demand" indicator is always on, hence giving false indication if the original person never turned it off
3. Crafted items are mostly useless, since game gives better gear at zero cost to the players (200K+ for iL90, when you can do 1 hunt and get the same for free)
4. Uneven material drops, iL70 gears material can have 50 listings (2K gils) for one gear, while 0 for another (100K gil).
5. No sales trend, real history, reports, or any way for suppliers to know the real trend of the market
EVE-Online hired real economists to control/adjust their game/loot/drop rate so their economy stays stable, XIV ARR is far from having a working market.
Here is another great post I found:
XI's AH was far supperior to this one in terms of keeping the economy stable. In the history of mmos XI's ah had the most stable prices over a period of time, they fluctuated but only by like 5-10% over the course of a year (not counting the RMT christmas inflation). XIV what is 10k today will be selling for 1k when you wake up...
XIV everyone undercuts everyone. The argument it is supply and demand does not apply to a mmo where people are just blindly undercutting with no knowledge of the market.
IRL cost go down because there is no demand for the items. In XIV it goes down because someone is way to impatient to wait 1hr for it to sell at full value. So they undercut by 10% so the others selling have to do the same.
IRL no one would undercut to the point of a net loss, in XIV half the items in 2.1 were selling for a net loss.
No economy is perfect, but in all the mmos I played I have never seen a market as horribly volital as XIV is.
Actually the reason the market is so volatile is due to supply and demand. There two factors which play into this which has nothing to do with market board but has a massive knock on effect too supply and demand. Which as a result has a knock on effect on market board prices.The argument it is supply and demand does not apply to a mmo where people are just blindly undercutting with no knowledge of the market.
IRL cost go down because there is no demand for the items. In XIV it goes down because someone is way to impatient to wait 1hr for it to sell at full value. So they undercut by 10% so the others selling have to do the same.
IRL no one would undercut to the point of a net loss, in XIV half the items in 2.1 were selling for a net loss.
No economy is perfect, but in all the mmos I played I have never seen a market as horribly volital as XIV is.
1. No one's characters are limited in the number of classes or jobs they can have. So everyone can have every crafter and gatherer class available all on one character. Meaning that if there is a demand for particular item or material. Then everyone can take advantage of that demand meaning supply will quickly out strip demand if too many people start crafting or gathering items in demand. Thus tanking the prices of that item very, very quickly. Because if supply is more than demand, only way to sell your item is to offer it at the cheapest prices.
2. All gathering resources nodes are personal and not communal. Meaning that if there demand for a particular resource then I can go to particular area and know that I be guaranteed to be able to gather that resource without competition for nodes, the respawn rate of nodes is very quick so I can gather resources indefinitely. As for most mod drops as well outside dungeons the respawn rate is fairly quick so I can gather as much as I want only constrained by time restraints. Therefore an virtually unlimited amount of resources is available in the game and can be dumped on the market boards. Meaning once again supply can easily out strip demand in very short order. Thus once again driving down prices.
The volatility of the markets thus comes from the wave of initial demand and over supply making the prices rise and fall. From these two factors. Whilst these two factors are in play there will always be volatility to prices no matter how you try to "fix" the market board.
Last edited by Fellisin; 11-09-2014 at 10:44 PM.
and you are right that is also part of the problem
By the way as this conver sation is going just made 500,000 gill but had to camp my retainer to do it. Anyone not see this as a problem.
Rich will become richer no matter what, but yes tax will limit what I call a "False Price & Demand"
I started the Game since its release, Taxes were lowest in Limsa Lominsa Market until more retainers/players were using the LL MB. I doubt it will ever change, unless FFXIV:Heavensward will introduce a 4th Market place, then Ishgardian MB will have the least tax to attract players.
Tax (the evil 5%):
From the perspective of the BUYER, if someone buys from the City State which the item was listed on (initial Retainer dispatch); he/she will pay 0% tax. Otherwise 5%, so it is smart to calculate is it worthwhile to Teleport/Fly over/waste time to cut the tax or not. (end).
From the perspective of the SELLER, you pay the 5% regardless in which City State MB it was sold at and no matter where retainer was dispatched.
Now, if tax was 0%:
BUYERS: Happy no need to teleport to buy, no extra to pay.
SELLERS: no 5% cut! yay!.. nay! time to use schemes.
Example: I'll use Ureaus Skin, since 2.4 the prices dropped heavily now 500 gil on my server.
1. I go buy all listings up to 2000 gil, and put them on sale for 1900.
2. tell my friends to help me (or FC members), "Go and buy Ureaus Skin".
3. Then re-sell again for 1900, in this process some players will buy what is usually 500 gil for 1900 gil. making a false demand (this stuff is selling crazy! man I should buy before it goes higher).
4. Increase price to 3000 gil once the 2K listings sold, and thus repeat/increase!
Tax in-game isn't intended for gil sink nor revenue to SE (after all it is a virtual currency), but rather to stop false demand. Implementation of the 5% tax on seller will not kill the scheme, but will reduce it significantly since it will induce loss of value before even starting out the demand-scheme.
I have no issue with the tax being there. My issue is that the playerbase doesn't understand it. Buyers and sellers alike.
The MB should have the tax built-in to the listing price. Therefore, let's say this is the MB listing for an item:
I check in Gridania:
Item A - 104,000 (seller in Gridania, no tax)
Item B - 105,000 (seller in Limsa, tax)
I check in Limsa:
Item B - 100,000 (seller in Limsa, no tax)
Item A - 109,200 (sell in Gridania, tax)
Listing change based on where you are when you check them. Ask anyone who undercuts... why did you do it? "So my item will be listed first." Well, you could three different sellers listed first if the tax was built into the list price on the MB. And worst case scenario (bad for sellers, good for buyers) is that sellers would just undercut each other into oblivion to beat that 5% tax and be listed first everywhere. However, at least they wouldn't do this 1 gil undercut business.
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