but most analyses by game designers have all accepted the primary cause of D3’s runaway hyperinflation to be the lack of an adequate, omnipresent gold sink.
Which sounds like they had more problems than merely an untaxed P2P trade system.
That being said, Diablo 2’s “economy” revolved around using various items as currency simply because gold was worthless due to a lack of worthwhile things to spend it on entirely. So historically, the series hasn’t exactly been known for good economies.
GW2 has gold farming bots too, and I must assume that Blizzard is as strict on cracking down on bots as ANet is, so why did the two economies end up so different?
GW2 is an MMO. D3 isn’t. That means at any given time, a potential number equal to the entire game could stumble across a botter and report it. Assuming that it’s as easy to avoid other people as it was in D2 (again, I haven’t played D3 so I don’t know if they’re still doing player-created instances), it’d be nearly impossible to catch botters without being able to detect the bot in the first place (in which case they clearly know how they could just block it).
I also would wonder about the relative amount of gold able to be farmed by something simple like a bot, since the bot could probably not reliably run dungeons.
game-wide, there are actually more Precursors being generated each day than people tend to think. John Smith once posted data that said that within a 24 hour period, 50+ Dusks were traded, at almost the same ratio of unique buyers and sellers too.
Define traded.
Also, are those unique Dusks or unique traders? I’d imagine not unique Dusks, because there’s only 27 on the TP right now. That’d be a lot of hoarding if 50+ unique Dusks were being traded with only 27 currently available.
I’m actually partially with you on this. I’ve always advocated for a completely free market in GW2, being able to buy and sell ANYTHING. So your suggestion for being able to buy/sell dungeon weapons and armor on the TP? I’d totally support that.
Well, it wasn’t necessarily to be able to make them tradeable, but purchasable from a vendor for gold, in the manner of Cultural armour, potentially for equivalent values. One could still choose to farm the tokens for free, or they could spend the gold, removing it from the economy. There are a few armour sets which I would love to get from dungeons, but haven’t the drive to farm the dungeons for them (more out of lack of reliable partners).
As for making BLTC weapons and armor skins directly purchasable, I’d like this too, but I think it’s probably safe to say that ANet has looked at the numbers, and this current system is far more profitable than offering them for direct sale at lower prices to capture wider market share.
Oh, I wasn’t making the suggestion of necessarily making the ticket skins purchasable by gold, but possibly instead of solely making new weapon skins earnable with tickets, how about some gold sink ones too?
Of course, if they made the Ticket Skins accessible for gold, they could try to figure out a way to balance it. Make it cost enough gold that it’d be an effective sink, little enough that it’s accessible to more people, but increase the drop chance of tickets in the chests a bit so that it’s an alternative choice to spend the money on the chests for a good chance at getting it “free”. Or put alternate things into the chests which are enticing enough to not need the tickets.
Bear in mind that I, personally, don’t quite like this system either. It feels vaguely predatory to me, preying on players who are more susceptible to impulsive purchases or gambling urges. But at the end of the day, ANet IS a business. They will do what will make them the most money.
I’ve seen worse, to be honest. At least I’ve gotten a fair amount of tickets from my chests. (haha, I’m never going to visit Vegas because I’d go broke)
Actually, no, the gold you get from selling gems on the exchange isn’t freshly created. It comes from gold that was farmed in-game by other players. No new gold is actually being created.
Then allow me to rephrase more accurately. While I cannot simply create the gold, I can pull gold which has been removed from circulation back into circulation, partially negating what is, presumably, an otherwise effective gold sink.