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Scialt
Universal Sanitation Corporation
202
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Posted - 2017.07.25 13:37:29 -
[1] - Quote
Think of this as a basic economics problem.
Price is set by supply and demand. Supply comes mainly from people buying plex with real money in order to get in-game currency (or selling stockpiles accumulated over time). The demand comes from players looking to use plex for game time, skill farming or purchasing of stuff.
There are multiple ways to influence this balance if you want to bring plex prices down. The easiest one though is just to inject plex into the game without them being purchased.
Imagine if the rewards from the current event were 100 and 500 plex instead of 1 and 5. Supply would go up. Prices would go down. People hording plex who hear about the upcoming event dropping plex would liquidate some of their stockpile to try to take advantage of current high prices before they drop.
It's not complicated. If CCP gives away more plex... prices will drop due to higher supply. |
Scialt
Universal Sanitation Corporation
202
|
Posted - 2017.07.25 16:08:31 -
[2] - Quote
OId SouI wrote:From a purely business side I would think higher plex prices = more incentive to spend cash on plex = CCP won't do anything.
Correct me if I'm wrong I am not a deep thinker.
The issue is when that plex price drives down the number of players.
Think of it this way. Let's say that there are 20,000 players who grind in game to earn isk to plex their accounts. Let's say the price of a month goes up to 3 billion isk and that causes half of those 20,000 players to quit grinding isk and they leave EVE entirely.
That will drive down demand and eventually plex prices will decrease and the market will balance... the problem is those 10,000 who left likely won't come back anytime soon. And as the playerbase who are omega drops... so do CCP profits.
The question is an what price point does it become a problem. More than likely we'll be able to tell after it happens... but how does CCP head it off before that point? |
Scialt
Universal Sanitation Corporation
202
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Posted - 2017.07.25 16:14:43 -
[3] - Quote
As I said earlier... if CCP really believes plex prices should drop, they can easily simply inject plexes into the game as rewards (like the current Agency event only 100 times the plex reward).
But to be honest... they can probably achieve the same impact without actually injecting plex. A simple release from the devs stating that they believe plex prices are approaching a point where they might damage the game and are preparing a system for injecting plex into the game to be used whenever plex rices are too high.
But they probably will never need to implement it.
Why?
Well because there are a lot of people hoarding plexes. When an announcement comes out that suggests the plex price might be forced down... many will liquidate some portion of their stash to take advantage of the high prices now due to the threat of lower prices later. This should be enough to drive plex prices down without CCP doing anything. The simple knowledge that CCP has the intention of injecting plex into the market to devalue plex if it gets too high creates a market force that will spur speculators to get out when prices on plex are high to drop the plex value. This will also spur those who are considering using real money to buy plex to do so quicker when plex prices get high so they can beat CCP's intervention action that would make their purchase have less isk value down the road.
All just because people THINK CCP would inject large amounts of plex into the market. |
Scialt
Universal Sanitation Corporation
203
|
Posted - 2017.07.26 18:27:09 -
[4] - Quote
Dubstepcat wrote:The simple solution is to remove NPC bounties and add tons of new shiny loot and drops. This will create an ISK sink as it would only add value into market without adding ISK. Module is destroyed = Isk loss. Harder null NPC and more spawns. It would create TONS of content. maybe intense nullsec drifter incursions. Tons of drops or necessary loot for a new module or asset.
A module destroyed doesn't cause isk loss. You transferred the actual isk for that module when you bought it to another player. Just like adding modules through drops instead of isk bounties is not an isk faucet.
Actual isk loss is paying for insurance (but the insurance payout is a faucet), paying fees/taxes to NPC's, buying NPC created items (like BPO's), etc. Those actually remove isk from the game. |
Scialt
Universal Sanitation Corporation
203
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Posted - 2017.07.27 14:48:04 -
[5] - Quote
Dubstepcat wrote:Scialt wrote:Dubstepcat wrote:The simple solution is to remove NPC bounties and add tons of new shiny loot and drops. This will create an ISK sink as it would only add value into market without adding ISK. Module is destroyed = Isk loss. Harder null NPC and more spawns. It would create TONS of content. maybe intense nullsec drifter incursions. Tons of drops or necessary loot for a new module or asset.
A module destroyed doesn't cause isk loss. You transferred the actual isk for that module when you bought it to another player. Just like adding modules through drops instead of isk bounties is not an isk faucet. Actual isk loss is paying for insurance (but the insurance payout is a faucet), paying fees/taxes to NPC's, buying NPC created items (like BPO's), etc. Those actually remove isk from the game. I mean it more in a value way. value removed from market perse. instead of a 50m tick its a 50m drop The drops will allow for the economy to move without the influx that npc bounties causes.
I'm not dogging the idea, just the concept that destroyed items actually remove isk from the game. Similarly mining ore doesn't add isk to the game... it just adds an item that can be exchanged with another player for isk.
Removing bounties would remove the primary isk faucet. But that's a big change. |
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