Previously, I expressed my
opinion on RMT and my hypothesis that the WoW token was not really
subject to supply and demand as they are normally applied. That was a
week ago, go back and read those posts if you haven't. You'll need
that info as a starter point for this one.
Again, I'm referring to
the WoW token as two separate tokens. The "RMT token" that
you buy for cash in the Item shop, and the “Game Time token”,
which you buy for gold in the AH. All the price fluctuations take
place on the AH side. The RMT token's price is fixed.
Just under 2 days
ago, the WoW token was released in the EU markets. As with the US
one, the site www.wowtoken.info
immediately started recording price data. The data so far is both
completely different, but at the same time the same. Here is the EU
chart:
Notice that it's the same
kind of waveform, a sloped line with a discreet slope. You can easily
see the points at which the slope changes. It hasn't started forming
a triangle wave yet because it hasn't changed directions enough to
stabilize. But what we can determine from what we know is that the
slope of the price change rate (What I will call the drift) is based
on how long they set the intervals to. The rate of change is always
1% per interval, and it appears that they can set the interval is 15
minute increments. It has been as low as 15 minutes (When the US
graph dropped very fast near the beginning.) and as long as 2 hours,
which is where the EU graph is at now.
Right off, you can see
that the EU prices are higher. And the simple reason for that is they
started higher. In both cases, at launch, the slope of the drift is
set to "up" driving the price even higher.
Think about that for a
minute. At launch, buying a Game Time token was impossible. None of
them existed. By any concept of “supply and demand” the trend
price had to be downward at that point. As you had to have a supply
before demand could step in and raise the price. But in both cases,
US and EU, the price instantly started drifting upward at a 1% per
hour rate. Then, at some point, the drift direction changes and the
price drifts down at the same rate.
In the US graph, whoever
is controlling the drift rate decided it was too slow, and cranked
the interval down to 15 minutes, which set the drift to 4% per hour,
it dropped like a rock until they set it back to 1 hour, where it has
remained. In the EU graph, whoever is controlling the drift rate
decided to set it up to 2 hours per 1% change, slowing the decent of
the price. Why? I have no idea. 1% per hour seems like the perfect
rate given the apparent rules of the drift. I would have designed the
system to use “% per hour” where the % could be any value, but
that's just me.
As a result, the EU price
had just continued to drop at .5% per hour. It will likely do this
until it reaches whatever point the controllers want to stabilize the
price at and then start the triangle wave like we see on the US
graph. It will probably be several iterations of an asymmetric
triangle before it finally stabilizes at... Oh I don't know, 25K to
30K gold per token?
So. What determines the
point at which the drift changes direction? Of course I can't know
for certain, I can only speculate. but I think they monitor the time
it takes for the Game Time tokens to sell and then try to keep that
reasonably low, like 12 hours or less. Essentially focusing only on
supply. Remember that the point is not to sell Game Time tokens, but
to sell RMT tokens to combat illicit gold sellers. That is the WoW
token's reason for existing, and is the logical reason for adjusting
the price.
Once that timing pattern
is stable, then there is little reason for them to not partially
delink the RMT tokens from the Game Time tokens by giving gold for
the RMT token immediately and just adding a Game Time token to the AH
for eventual sale. They already know it's GOING to sell, and probably
within 12 hours... so while this would be “directly buying the
token by creating gold” they know the gold will be remove when the
RMT token actually does sell. It's a futures contract. Now you can
see why the sale price of the RMT token on the AH was fixed at
listing, rather than getting what you got at sale.
This scheme works as long
as the true time to sell the RMT token is stable. If it's open ended
(I.E. gets longer and longer) inflation results. If it's closed (I.E.
the demand for Game Time tokens exceeds the supply and the true time
to sell is zero no matter WHAT you set the sell price on the Game
Time token to.) then deflation results as the Game Time tokens cost
Blizzard real money in subscriptions and become a gold sink in game.
The inflation side can be
prevented by simply holding the price steady and only selling the
Game Time tokens as they become available. No problem! The RMT tokens
sell immediately, which is good for the fight against illicit gold
sellers, and the Game Time token buyers have all month to buy one, so
the delay for them is less of an issue. It might happen that not all
of them get one, but that's life, and can be blamed on “hoarders.”
The Deflation side is win win. Illicit gold sellers get slammed and a
gold sink to get rid of what is clearly a lot of excess gold is
created.
This is looking like a
really clever design on Blizzard's part. Assuming they can avoid the
moral hazards of directly selling gold.
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