Cooperative PVE and the Economy

Cooperative PVE and the Economy

in Guild Wars 2 Discussion

Posted by: Kopipoki.3542

Kopipoki.3542

GW2 has done a lot of things that differ from the traditional MMORPG, one of the major things being the mechanics that allow for more cooperation in PVE. This idea that the Devs have wholeheartedly embraced has affected the In-Game Economy in ways that make it vastly different than other MMORPGS.

The sharing of gathering nodes and the lack of tagging system have caused resources in the world not to be limited only by the mechanics of that resource but also by the number of people gathering. For example in traditional MMOs gathering nodes are based off the map and not off the player meaning if one person gathers from that node its gone for everyone not just that particular player. In GW2 however the gathering nodes are based off the individual player. So in a traditional MMO there’s only going to be a certain number of gathering nodes per day no matter how many players(obviously players do affect this, but only up to a certain point at which they will reach a plateau) In GW2 it’s based on the player gathering so basically more players gathering a specific resource the more of it there’s going to be. The same thing applies to mobs and drops.

So basically this means that the ratio of Items/Mats to players is significantly larger in GW2 compared to a traditional MMO. This in turn has caused the Devs to implement mechanics such as Diminishing Returns.

Personally I’m fine with this system and the economy has a whole but there is a lot of complaining and whining going on. Just wondering what other people think about GW2’s cooperative system and its effect on the economy.

Cooperative PVE and the Economy

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Posted by: Godot.5302

Godot.5302

I don’t see the connection between the gathering nodes and diminishing returns, which I’m pretty sure are not implemented for gathering nodes. And aside from cooking as a special case, the stuff gathered is mostly basic materials that you need an abundance of to level up a craft. The two most valuable of those, ancient wood and orichalcum, are rare enough that the materials still sell for quite a bit on the trading post.

Crafting of fine/masterwork/rare items is mostly gated by fine crafting materials, which are dropped by mobs, not gathered at nodes.

Cooperative PVE and the Economy

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Posted by: Kopipoki.3542

Kopipoki.3542

You’re right Diminishing returns doesn’t affect gathering nodes, but it does effect the fine crafting materials and other drops as you said. I’m sorry if that was unclear. But my point still stands diminishing returns was implemented to curb the supply of certain items. They recently did something similar with Orichalcum spawn rate changing it to every day instead of a few hours.

Cooperative PVE and the Economy

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Posted by: helladoom.4317

helladoom.4317

In GW2 however the gathering nodes are based off the individual player.

Other MMOs do it wrong because the more players there are, the more mats are needed.

This in turn has caused the Devs to implement mechanics such as Diminishing Returns.

The reason for DR is anti-farming. Anet wants players to move around in a zone.

Cooperative PVE and the Economy

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Posted by: VendettaDFA.9368

VendettaDFA.9368

As long as mats sell for more than the end product, the sharable node has zero impact. As long as the end product is a loss of profit in comparison to cost of mats in purchase price, crafting is a waste of time and money as the exp for getting mats is equivilent.