EQ2 Gold | EVE ISK | WOW Gold | FFXI Gil | DDO Plat | EQ Plat | WOW Euro Gold | SWG Credits | GW Gold | Vanguard Gold
 
Home | News | Affiliate | Contact US | Help
 
7X24 Livehelp Online
News Center        
How a Gold Farm Works(4)

The conglomerate of sellers, which just lowered pricing yet again, is arguing amongst themselves and and likely will drop prices again soon due to a new seller with millions per server, who obviously has access to the same exploit or something similar, who is selling for less than them that they now must compete with. $5 per 100k is a very real estimate of what this could get to. With the out of game market being roughly $600 per day per server, or about $4 million per year, if prices reach $50 per million that's looking at 4.3 billion platinum entering the game on a per server basis per year. Already at current pricing about 1.5 billion illegitimate platinum will be entering the EQ world this year. If you do not think this will have far reaching impact in game, it most certainly will.

To explain, since many do not understand the difference between someone who sells plat they make in game legitimately, and someone who sells exploited platinum, there is a very large difference on the server economies between the two. A seller who sells plat they make in game legitimately removes platinum that is already in the market, sells it for real life money, and this platinum then enters the market again. The net effect is zero, and the market is completely unaffected. A seller who sells duped plat, never removes money from the economy, he just adds money to it. So if a duper sells 1 million, there is now 1 million more platinum within the global economy.

Everquest is actually fairly well designed to ensure that money entering the game is only slightly more than money exiting the game through things like tradeskills, reagents, coffins, potions, soulstones, gems, high price armor completions, etc etc etc. With a little bit more money entering the game than exiting, you encourage mild inflation, which since EQ has no real banks or reliable investments which give a return over time, this encourages spending rather than hoarding of money. This increases trade and player interaction and is very good for the overall health of the game.

Double or tripling or more, the rate of platinum entering the economy without a matching increase in the rate it exits the economy, would and will have a huge effect on inflation within the game. For instance if we say every day that 5,000 people play EQ on a server all who make an average of 1,000 platinum, and spend an average of 750 platinum, the net result is about 1,250,000 platinum which enters the game per day per server. If on top of that a duper is injecting 5,000,000 platinum into the game, that platinum is not checked against normal costs. The 5,000,000 does not have the normal 3,750,000 drain the other players are faced with, thus instead of the normal amount of 1,250,000 platinum entering the game per day, there is 6,250,000 platinum entering the game per day. Also since this 5,000,000 platinum likely enters the bazaar immediately spread among a few people, while the 1,250,000 is spread among the 5,000 players and trickles in, the effect is multiplied to extremes. While the normal intended inflation might be 5% per 6 months, you get much much higher inflation rates. As little as 1 year ago, the "best" items cost 100k or so barring any oddities, on average. Now you find the best items are approacing 400k, to 500k. You can't take a look and say "well I can get an earring of solstice cheap now! there is no inflation!" because an earring of solstice is an old low demand item, and there are a multitude of better alternatives for that same slot. When golden tickets are running 1 million on some servers, and only because that is the most people can charge for one on a trader, there is inflation because these were 200k a year ago on the high end. When a mask of tinkering is 1 million platinum when they were 250k a year ago on the high end, there is inflation.

You can also see the effects here if you wish to read some other threads. Expect to see more and more of these types of requests for "another coin type" in the near future.

While many psts deal with Firiona Vie, there are listings in there of many items which are selling for 1 million plus on other normal servers as well. It is interesting to note, also, that due to the "all droppable" nature of Firiona Vie, that the out of game platinum market for that server is over 5 times what it is on a normal server, with thousands of dollars a day in activity. Also notice which server is hardest hit by inflation and which server has the most platinum flying around, with a population relative to other servers which is much smaller. If you know what you are looking at, you can see problems with exploitation, and their effects on trading, on Firiona Vie first. It's the smoking gun when it comes to these things, a virtual crystal ball that players on other servers can take a look at and see a bit of their future when it comes to the bazaar.

And this all certainly does effect every player. The time it takes to do so and the degrees to which it does, are all different. For the legitimate plat seller, it affects them the most, to be honest with you. With gradual inflation of up to 15% it does not, but with drastic inflation they can't keep up because inflation in game is a bit slower than deflation out of game. Thus while that item that sold for 100k last month might get 105k this month on average, out of game that 100k is worth 50% less. Working at McDonalds becomes more profitable, and it becomes non sensical to sell platinum.

For the casual player who does a bit of buying and selling the the bazaar, selling low end common items to save up for higher end nice items, they are impacted as the low end common items which are not high demand to begin with, sell for less and less or remain stagnant, or at very best inflate very very slowly, while the good and better items inflate at a pace which they can't keep up with unless they play more, or spend more time "farming." For some this is how they play and this is how they have fun, and such outpacing and inability to keep up can push them to quit.

Previous Page
 
 
           
How a Gold Farm Works(5)[ 2007-1-14 ] [Last News]
How a Gold Farm Works(3)[ 2007-1-14 ] [Next News]
How a Gold Farm Works(2)[ 2007-1-14 ] [Next News]
How a Gold Farm Works(1)[ 2007-1-14 ] [Next News]
Guild War Professions[ 2007-1-18 ] [Next News]
EverQuest II Profession Listing[ 2007-1-12 ] [Next News]
Eve online and SWG[ 2007-1-18 ] [Next News]
Recovery of the network error![ 2007-1-4 ] [Next News]
Emergency News!!!temporary delay for network error[ 2006-12-27 ] [Next News]
What if Firefox and Opera Brower cannot load up?[ 2006-12-19 ] [Next News]
Merry Christmas! Trade4Game have a big surprise on X'mas[ 2006-12-19 ] [Next News]
Trade4Game is running in a New Version![ 2006-12-19 ] [Next News]
EVE Online: Red Moon Rising[ 2006-11-22 ] [Next News]
Version Update Highlights[ 2006-11-26 ] [Next News]
Nightfall Section Expanded; Skill List Updated[ 2006-11-26 ] [Next News]
EverQuest: The Serpent's Spine[ 2006-11-22 ] [Next News]
Sir Lawrence's Scavenger Hunt[ 2006-11-26 ] [Next News]
EverQuest II: Echoes of Faydwer[ 2006-11-22 ] [Next News]
Guild Wars GW Gold Price Drop again![ 2006-11-22 ] [Next News]
Ffxi Gil Prices Slashed Down !!![ 2006-11-22 ] [Next News]
Dungeons & Dragons Online DDO Platinum Price Drop ![ 2006-11-22 ] [Next News]
World of Warcraft Gold is live!!![ 2006-11-19 ] [Next News]
EVE Online ISK Price Drop ![ 2006-11-19 ] [Next News]
Welcome to Trade4Game.com[ 2006-12-19 ] [Next News]
 
 
 
Registered Names and Trademarks are the copyright and property of their respective owners.
Use of this Web site constitutes acceptance of the Terms of Service and PRIVACY POLICY