There is little player control of production in this game. How does that design effect our economy?
There are two ways in which players dont have good control of production
Selection and quantity.
- Selection: the production of many items is primarily dominated by non selected creation. This means, players dont choose to create these items directly, a signifigant portion of the supply of most items happens without player intent.
examples- iron/copper/mithril/wood(gathered materials) many are produced through random drop bags, and salvage
- equipment: much of it is produced through random drops from any monster in the world, some higher level equipment is also produced as an undesired byproduct of trying to obtain a legendary.
- runes/sigils: mostly created through random drops or mystic forge gambling.
- quantity: a signifigant portion of the supply on many items is a function of how many players play at a certain level. Since leveling is a one way process, this means overall control of quanitity of supply is out of player control, other than to play, or not to play.
So what effect does this have on the economy?
- lack of selection: there is a lot of waste in our economy, this is because the only way to get an item you want is to increase overall production. produce more goods, thereby increasing chances of getting desired items.
- problems with this are
- by increasing general output, you overall decrease the value of your product.(you are increasing supply of all materials, while the demand stays the same)
- any product whose random creation isnt below its demand, will eventually become worthless. (only worth its base parts, or vendor value)
- Overall we get a fairly wasteful economy, with many items being created with no real value. This also means the methods of intentionally creating these items, has small value. This overall makes most items feel worthless/low value.
- problems with this are
- problems with lack of control of production quanities.
Since we also dont control quantities, the market tends to be unable to handle changes in demand well. When items demand goes down, it continues to be produced, when its demand increases, its value spikes.
- Most of the solutions for these problems must be handled by developers, since players have no control, they have to do things like reduce supply, or create demand manually, they often will respond way slower to these things than the market would on its own. (being that patches are not deployed willy nilly)
So how does this effect different player types in the economy? Well supplier players are at a disadvantage, they provide the same product every one else does. And they dont have a strong ability to target specific items, even when they do, they are competing with people who have little or no vested interest in the cost of producing this product through intent.
In general, players have to take most of their items to market (to get liquid currency) and then spend on market, because targeting specific items is difficult.
This puts players at a disadvantage to marketeers, who can opt in, or out of their services, and target specific markets, because a supplier is competing with a large amount of people with no knowledge (and sometimes very poor business sense)
Essentially suppliers have little personal choice in the value of their time.
I believe this is one of the primary reasons the game tends to feel unrewarding, and why the game tends to feel like a grind to many people who start trying to achieve a specific item.