Currency value tables, and the inconsistencies

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peachii wrote:
GGG will never officially set the rate of orbs beyond what the vendors in game offer and the vendors -should- be considered an extremely high rate to make people want to trade with other players.

The economy is flexible and will continue to change, that's just the nature of an in-game economy. GGG isn't here to micromanage orb values.



It wouldn't be GGG directly, at least the as I was speaking before. For it to be a player fueled market we need to allow players the ability to vote. I don't want non-players to control the value of orbs. That includes GGG themselves. Even without a table it is still ultimately the player base that controls the value.

I agree with the vendor point, however who is to say what the value of the orbs are at this point? The two tables I linked in post #1 are so radically different on some orbs, when we are trading should we just assume whoever we are trading with to be truthful? Or which one of the tables should we use? This is the heart of the problem, uncertainty when trading currencies.
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Mentioned a post or 2 above was the idea that GGG could change drop rates to reflect the market. They have already changed rates before. GGG doesn't need to be directly involved with the pricing themselves, only the management of the table.

Almost every orbs has a value control wisely built in.

Prices can inflate or deflate to whatever players like, but will quickly be corrected by those controls build into the game.

For example, alchemy orbs. Let's say the player base somehow inflates these to 5:1 chaos...
What happens? A large majority of players, believing themselves to be clever, make use of the chaos recipe, alcing 2 rings, 1 ammy, 1 belt, and trading in for 3 chaos orbs. They just made a profit from the ratio. A hefty one. With everyone taking the trade and no one offering it, it adjusts back to 3 or 4.

Fusings are more straight foreward. The vender controls the rate and it cannot deviate from the vender rate or people would use the vender. a very small "convenience" fee might get tacked on, but that is about it.

It goes further in that if 1 chaos is worth 2 fusings, then 1 gcp must be worth chaosToGcp ratio * fusings.

It is better controlled than you realize. The only thing not controlled are those pesky exalts.
Currency exchange rates aren't a big problem for me at all. The problem is the inflation of gear prices. One would think adjustment could be made, simply by selling gear at whatever rate it was, then being able to buy gear.
Last edited by Fleshbits#3141 on Jun 26, 2013, 3:22:00 PM
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build138 wrote:
...I would love to see GGG add one to the official site and allow us as players to vote the currency here, so we have a official page...


GGG could just put in really crooked NPC currency exchangers to set ceilings and floors on exchange rates. I wouldn't be against this if they were pretty bad both ways, and should only serve to give a complete noob a notion of what rate to exchange at when in $ chat...

I can only imagine what silly answers people get from complete noobs when they fish for currency with "buying Xs with Ys, whisper me your rate" Forget multiboxing the real way to make money is to wait for people to bite on that with good numbers and just exchange currencies all day.

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