I have nothing to say about out of game sales other than it is wrong.
I spend a lot of time in the bazaar and so I'll chime in with my observations.
To the original poster: it is very difficult to understand some of the mechanics of the EQ economy without having a fair amount of knowledge about game-play. I'm not going to try to explain all of that here, but am going to assume that knowledge. You can ask questions about it if you wish.
To a large extent, the in-game economy operates much like any economy - simple supply and demand. Demand being the desirability of the item and supply being both the existing supply and the rate at which new instances come into the market. Both ends of that can severely affect the price of an item.
For example, there is an item called Shroud of the Fallen Defender, which is just an extremely good item for certain classes in the game. It is 'worth' in my estimation 20K plat or more just based on its desirability. But there is an extremely large supply of them, so they often sell for 1K or less in the bazaar. The Greatstaff of Thunder is another melee item which is just incredibly common. Almost every warrior I know has had one at one point or another and they are worth many many times the 300 plat or so that they sell for commonly in the bazaar.
However, the EQ economy also has a few fairly unique elements that make it different. One of those is re-sellability; another is level restrictions. A relatively recent addition to EQ is the introduction of items that can be bought and sold, but cannot be re-sold after they are used. In EQ, those are called attuneable items. That factor depreciates the price of an item considerably. Older (and many current) items could be bought, used, and then re-sold after use. There is no depreciation, and generally the items will retain their original price. So in this case the cost of buying an item is merely abandoning the use of the plat required to get for however long you have it.
Re-sellability, I believe, also has its own unique influence on the price of items. I firmly believe that many items are no longer tied to their perceived value as a game item, but rather are tied to the perceived traditional price of the item. If everyone on the server is convinced that you can always sell a Fungus Covered Scale Tunic for 75K, then it will continue to be priced more or less in that range most of the time, because those are items that people buy, use, and then re-sell with some frequency.
Level restrictions is also a huge factor in the price of an item. Again, many older items had no level restrictions, while most new ones do. Essentially the value of non-level restricted items is that they can be given to much lower level characters, and thus have an increased benefit for those characters because they may be relatively over-powered for their level. Really good items of this kind are often among the most valued items in the economy and are bought and sold regularly, often at relatively high prices.
An additional unique factor in the EQ economy is the presence of significant numbers of high level players with very large sums of plat - more than they really know what to do with. This tends to drive the price of rare but highly valued items through the roof. If a player with 6 million plat in the bank (and not much to spend it on) really, really wants an item priced at 500K, they may just go ahead and buy it without really worrying about the price. This tends to keep certain rare items priced extremely high.
Another big mitigating factor is when an item is essentially the very best sellable item of its type. I am thinking of GM cultural armor as an example. As long as these items remain essentially the 'best that money can buy' they will continue to have an extremely high price. As soon as something else appears that is better, typically the prices will begin to drop and drop steadily over time until they are only a fraction of their original selling price. Even though they are just as good as they were, losing first place can have an unusually large impact.
For some types of items, the response on the supply end can be very rapid. If the price of a certain kind of item starts to escalate, more people may well stop what they are doing to go acquire and sell that item by 'farming' it in certain zones or making it through tradeskills. Once there are lots and lots of them for sale, though, people will stop farming or making them very quickly.
And lastly, I would argue that there is a significant element of irrationality in the prices of many in-game items. The market is often slow to respond to changes in either supply or demand; as noted above, for relatively common items, a sudden increase in the number of items for sale at the 'old' price may produce a moderately swift reduction, but for somewhat less common items, prices may not adjust realistically for a long time - if at all. Sometimes the perception of traditional pricing can out-weigh any realities of the market, to a point of permanence in some cases.
I spend a lot of time in the bazaar and so I'll chime in with my observations.
To the original poster: it is very difficult to understand some of the mechanics of the EQ economy without having a fair amount of knowledge about game-play. I'm not going to try to explain all of that here, but am going to assume that knowledge. You can ask questions about it if you wish.
To a large extent, the in-game economy operates much like any economy - simple supply and demand. Demand being the desirability of the item and supply being both the existing supply and the rate at which new instances come into the market. Both ends of that can severely affect the price of an item.
For example, there is an item called Shroud of the Fallen Defender, which is just an extremely good item for certain classes in the game. It is 'worth' in my estimation 20K plat or more just based on its desirability. But there is an extremely large supply of them, so they often sell for 1K or less in the bazaar. The Greatstaff of Thunder is another melee item which is just incredibly common. Almost every warrior I know has had one at one point or another and they are worth many many times the 300 plat or so that they sell for commonly in the bazaar.
However, the EQ economy also has a few fairly unique elements that make it different. One of those is re-sellability; another is level restrictions. A relatively recent addition to EQ is the introduction of items that can be bought and sold, but cannot be re-sold after they are used. In EQ, those are called attuneable items. That factor depreciates the price of an item considerably. Older (and many current) items could be bought, used, and then re-sold after use. There is no depreciation, and generally the items will retain their original price. So in this case the cost of buying an item is merely abandoning the use of the plat required to get for however long you have it.
Re-sellability, I believe, also has its own unique influence on the price of items. I firmly believe that many items are no longer tied to their perceived value as a game item, but rather are tied to the perceived traditional price of the item. If everyone on the server is convinced that you can always sell a Fungus Covered Scale Tunic for 75K, then it will continue to be priced more or less in that range most of the time, because those are items that people buy, use, and then re-sell with some frequency.
Level restrictions is also a huge factor in the price of an item. Again, many older items had no level restrictions, while most new ones do. Essentially the value of non-level restricted items is that they can be given to much lower level characters, and thus have an increased benefit for those characters because they may be relatively over-powered for their level. Really good items of this kind are often among the most valued items in the economy and are bought and sold regularly, often at relatively high prices.
An additional unique factor in the EQ economy is the presence of significant numbers of high level players with very large sums of plat - more than they really know what to do with. This tends to drive the price of rare but highly valued items through the roof. If a player with 6 million plat in the bank (and not much to spend it on) really, really wants an item priced at 500K, they may just go ahead and buy it without really worrying about the price. This tends to keep certain rare items priced extremely high.
Another big mitigating factor is when an item is essentially the very best sellable item of its type. I am thinking of GM cultural armor as an example. As long as these items remain essentially the 'best that money can buy' they will continue to have an extremely high price. As soon as something else appears that is better, typically the prices will begin to drop and drop steadily over time until they are only a fraction of their original selling price. Even though they are just as good as they were, losing first place can have an unusually large impact.
For some types of items, the response on the supply end can be very rapid. If the price of a certain kind of item starts to escalate, more people may well stop what they are doing to go acquire and sell that item by 'farming' it in certain zones or making it through tradeskills. Once there are lots and lots of them for sale, though, people will stop farming or making them very quickly.
And lastly, I would argue that there is a significant element of irrationality in the prices of many in-game items. The market is often slow to respond to changes in either supply or demand; as noted above, for relatively common items, a sudden increase in the number of items for sale at the 'old' price may produce a moderately swift reduction, but for somewhat less common items, prices may not adjust realistically for a long time - if at all. Sometimes the perception of traditional pricing can out-weigh any realities of the market, to a point of permanence in some cases.
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