Salvaged mats economy to be DESTROYED
And once you have everything now that you can quickly get what you want? How rewarding will the gaming experience be then?
lol somebody’s never played the Diablo series of games if you seriously think “getting the drop” = “getting the best version of that drop”
I’ve played both Diablo and Diablo 2. My previous posts had nothing to do with that series. Thanks.
Halvorn was directly describing Diablo 3 and you then proceed to guffaw at the ideas presented.
Maybe pay attention to what you are actually quoting?
I’m talking about the systems he described in relation to GW2, not the game he used as an example.
Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
This makes me a little uneasy. At the moment salvage is predictable, I’m not sure how they can “rebalance heavily input materials with more rare materials” and it will make sense in the current system.
Imagine they want to nerf Thick Leather, Elder Wood and Mithril Ore drop-rates, then what rarer items can they replace them with? For leather armour, wood weapons and metal weapons and armour that’s all you get! The only “logical” option is to increase the drop rate of Hardened Leather, Ancient wood and Orichalcum Ore but I imagine a straight decrease in the amount of raw materials you get per item salvaged is more likely.
That said, if I salvaged a piece of level 80 leather armour and got some t4 Rugged Leather Scraps instead of t5 ones I’d be quite happy.
And once you have everything now that you can quickly get what you want? How rewarding will the gaming experience be then?
lol somebody’s never played the Diablo series of games if you seriously think “getting the drop” = “getting the best version of that drop”
I’ve played both Diablo and Diablo 2. My previous posts had nothing to do with that series. Thanks.
Halvorn was directly describing Diablo 3 and you then proceed to guffaw at the ideas presented.
Maybe pay attention to what you are actually quoting?
I’m talking about the systems he described, not the game.
Which is why I said you must have not played said games as they have such a system and they are great successes when you implied such a system would be a boring slog after supposed instant gratification.
And once you have everything now that you can quickly get what you want? How rewarding will the gaming experience be then?
You know what needs to happen with these? More drops for winning in higher ranked games in sPvP, or higher ranked server win bonus chests in WvW. Thus, the players that are regularly winning, and in higher ranked play would potentially be getting rich, which the newbies are making a little money, and the guys in the middle are basically just money shuffling around the average income of non-insanity farm PvE.
I’d give way more of a kitten about the score if my server winning meant my participation chest could buy me more shinies, or more of a kitten about my sPvP rank if ranking up and winning meant making substantially more money.
I can agree with getting more for winning high ranked pvp matches. Sort of. There is a personal skill component there, which does in itself deserve rewarding.
I can’t necessarily agree with the WvW example though. There is too much outside of one’s personal control there, and it would encourage further server stacking in order to get those rewards. We need to find a better way to implement things for that game mode. Something that rewards individual skilled play, while still encouraging the group play. However we don’t want it to encourage the server stacking which just results in screwing over people that don’t server jump, nor do we want to encourage servers to intentionally throw matches. I don’t have any suggestions, but I’m still mulling it over.
They might need to rebalance the chests somehow. Maybe tie the reward scales in to individual events completed, including defences, and maybe even have guild claiming mechanics be part of that calculation?
Obviously the intent should be that if you are a regular, active, and successful participant on a high tier WvW server it should pay out better. How exactly to calculate that is something I don’t have enough background information about exactly what goes in to season boxes to postulate.
After all, my giving a crap if my server wins ended when they removed PvE server buffs from the system and gave me the ability to get all the best buffs through wxp. I think I’d almost prefer it if WvW were switched to a seasonal team select in stead of a “you are on this team with all these people, you have no choice” system.
In this manner people would have to choose a team at the start of each season, or even just randomly assign people (with guilds being considered people so guilds always end up in the same WvW team) and anet could control stacking much better by creating a max population lockout . I mean servers are a non-concept everywhere but WvW at this point. Why not close the loop and make WvW better rounded and more competitive as a result?
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
This makes me a little uneasy. At the moment salvage is predictable, I’m not sure how they can “rebalance heavily input materials with more rare materials” and it will make sense in the current system.
Imagine they want to nerf Thick Leather, Elder Wood and Mithril Ore drop-rates, then what rarer items can they replace them with? For leather armour, wood weapons and metal weapons and armour that’s all you get! The only “logical” option is to increase the drop rate of Hardened Leather, Ancient wood and Orichalcum Ore but I imagine a straight decrease in the amount of raw materials you get per item salvaged is more likely.
That said, if I salvaged a piece of level 80 leather armour and got some t4 Rugged Leather Scraps instead of t5 ones I’d be quite happy.
They addressed it more in the legendary thread.
Specifically the following:
“Guild Wars 2: Heart of Thorns is bringing a major update to the acquisition of trophies with the addition of the map bonuses system. Map bonuses will give players a whole new layer of activity in Central Tyria as they will be hunting down which maps reward the materials they most desire. This ability to easily target your material gathering needs will not only help keep our core game world a fun and rewarding place for players to enjoy in the future, but it will also mean an economic shift in the abundance of these materials. In order to keep these material markets stable in the long term, it is important to also do what we can to increase the demand at the same time. You can read more about that in this blog post from our economist, John Smith.”
More RNG and/or grind. Just think about playing this game but without using the TP at all. Think about making ascended equipment but without using the TP. How about legendary weapons/armor? You’ll now have to farm all of those materials directly.
I’ve made all my ascended euipment without using the TP and that with the current crappy drop rates. What could be worse than that? I wouldn’t have enjoyed a run-in-circles money farm more than that. I want to play a game and be rewarded for my actions in game in a direct way.
I have received one precursor drop from a chest reward in game directly. That was the best moment in three years of playing. It is completely uncomparable to 3 years of money farming and buying from the TP.
I’m not implying there is anything worse than what you said. In fact, that’s exactly what I was suggesting things would be. All materials would have to be gathered directly (including silk).
Unless you can get significantly more silk than 300 scraps/100 bolts a day then it is a worse system.
Let’s just change “John Smiths” word “seller” to “long time player”, and “buyer” to “new player”.
Still seem fair?
Sounds even more fair. Most players, especially gathers, want a buyer’s market.
Not at all. What this does is pressure Gem purchases on both the old and the new.
You know what needs to happen with these? More drops for winning in higher ranked games in sPvP, or higher ranked server win bonus chests in WvW. Thus, the players that are regularly winning, and in higher ranked play would potentially be getting rich, which the newbies are making a little money, and the guys in the middle are basically just money shuffling around the average income of non-insanity farm PvE.
I’d give way more of a kitten about the score if my server winning meant my participation chest could buy me more shinies, or more of a kitten about my sPvP rank if ranking up and winning meant making substantially more money.
I can agree with getting more for winning high ranked pvp matches. Sort of. There is a personal skill component there, which does in itself deserve rewarding.
I can’t necessarily agree with the WvW example though. There is too much outside of one’s personal control there, and it would encourage further server stacking in order to get those rewards. We need to find a better way to implement things for that game mode. Something that rewards individual skilled play, while still encouraging the group play. However we don’t want it to encourage the server stacking which just results in screwing over people that don’t server jump, nor do we want to encourage servers to intentionally throw matches. I don’t have any suggestions, but I’m still mulling it over.
They might need to rebalance the chests somehow. Maybe tie the reward scales in to individual events completed, including defences, and maybe even have guild claiming mechanics be part of that calculation?
Obviously the intent should be that if you are a regular, active, and successful participant on a high tier WvW server it should pay out better. How exactly to calculate that is something I don’t have enough background information about exactly what goes in to season boxes to postulate.
After all, my giving a crap if my server wins ended when they removed PvE server buffs from the system and gave me the ability to get all the best buffs through wxp. I think I’d almost prefer it if WvW were switched to a seasonal team select in stead of a “you are on this team with all these people, you have no choice” system.
In this manner people would have to choose a team at the start of each season, or even just randomly assign people (with guilds being considered people so guilds always end up in the same WvW team) and anet could control stacking much better by creating a max population lockout . I mean servers are a non-concept everywhere but WvW at this point. Why not close the loop and make WvW better rounded and more competitive as a result?
Yeah, really not sure how to go about it. I stopped paying attention to WvW, when the higher tier server I jumped to had the majority of it’s guilds jump ship. I spent weeks researching, only to have the tier 4 I paid to swap to drop down into the bottom tier I was trying to get out of within weeks of my swapping. I was mildly peeved, to put it gently.
I understand what they were going for with WvW, but I don’t think it’s panned out for them. I think the mode in general needs an overhaul, much like you suggest. Because letting the servers moderate themselves pretty much sucks.
I feel like 90% of the people in this thread didn’t even read the blog post…
I’m quite excited for the changes. Looking forward to seeing what happens!
Particularly like the mentions of fixing the broken markets.
Exactly! Thank you for adding some wisdom in here:) lol
People want to read in between the lines and are always assuming the worst. This isn’t the first time either. Every time a new change comes there are a group of players over reacting. It’s kind of funny to watch really. Then in a month or so it’ll all make sense.
I’m happy for the changes as well and hopefully we get some added value to some mats for the leather and jeweler crafts. New markets will always open up too. It’ll be fun to partake in it and hopefully make a nice profit.
I get most parts and it may not be as nefarious as it sounds (Anet want to nerf leather drops? Yeah, they can keep their kittening leather). However…
Map rewards are specific, tangible rewards you receive from playing on a map. They allow players to balance overpriced items as well as seek specific materials for their personal goals without constant uncertainty. Map rewards are pretty great but are a constant enemy of scarcity. Map-reward materials can no longer be overpriced for any extended period of time because players now have the power to push the supply when needed. This shifts the power from the supplier of a rare good to the buyer, because the buyer now has the option to refrain from buying and still achieve goals, which is what we wanted.
Can someone post an English translation please? :/
He is trying to walk a tight rope. John Smith et al wants scarcity but also wants players to have access to items without turning to the TP. Map rewards will reward players with specific and predictable rare rewards; that limits scarcity (drives down the price by increasing the supply) but also means players won’t have to turn to the TP for those rare items.
edit: lol I think between all the replies we covered it
No. The TP is a necessary evil to control the money supply. What JS wants to do is liberate supply from the few who are willing to do a particular type of content (Giant Eyes, some T6 mats) and making a killing on the TP because of it by introducing another reward system that a player can obtain these extremely rare/costly mats on their own without the onerous grind for the mat or the grind to raise the gold to buy them.
I am not sure what your ‘No’ responds to….
Is it to the obvious connection between the parts I bold-typed?
They’re special! They got aspirations.”
Finn the human
(edited by Psientist.6437)
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
One of the best comments around the topic.
Hmmm, what does it actually matter to you, if those manipulators have more gold than you, if they dont play any actual content? Wouldnt that mean, that they arent consuming anything you need and therefore arent in competition with you for those items?
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Well, finally one thing is finally clear. ANet is controlling the market the way they want it to be, and not the players. This last blog post proves it with every single sentence.
Im a main pvper, and i got like most of my10k gold from selling skill points and thus farming dungeon tokens.
Dungeons are poorly designed and brainless.
The daily gold rewards are also uneven for how a path takes.
I recently colored myself pink and started leveling up fractals, went from 13 to 35. Fractals are a blast compared to dungeons.
I fully support the gold removal from dungeons,
The only ones against this are brainless stacking clickers.
#MakePVEHard
Let’s just change “John Smiths” word “seller” to “long time player”, and “buyer” to “new player”.
Still seem fair?
Sounds even more fair. Most players, especially gathers, want a buyer’s market.
Not at all. What this does is pressure Gem purchases on both the old and the new.
Pressure is a strong word. I would use something like “makes gem to gold conversions an attractive option by maintaining the value of gold and maintaining a steady supply of materials.”
They’re special! They got aspirations.”
Finn the human
(edited by Psientist.6437)
The mats economy wasn’t that great in the first place. Speed runs and chest trains have caused many of the markets to bottom out. While it’s too early to say, but increase in price would also mean increase of value of the drops you get. It also depends on which way the ascended market goes, increase due to demand for raids or decrease because of lack of need for multiple sets due to MF change.
While speculation is interesting, I would hardly say the sky is falling yet. Change isn’t always bad.
He may be blunt, but I don’t think he’s sadistic.
Come on, this is still an Arenanet Dev. They troll players quiet a bit. Drooburt is still hanging there dead!!!! #Neverforget
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
One of the best comments around the topic.
Hmmm, what does it actually matter to you, if those manipulators have more gold than you, if they dont play any actual content? Wouldnt that mean, that they arent consuming anything you need and therefore arent in competition with you for those items?
Bit of a smokescreen, is it not? :P
Manipulators (to continue using the word) will go where there is enough profit to be made. If this puts him in the path of several players in need of a specific item, recipe, or stat set, he will merrily buy up the lower value items and re-sell them for a higher price. It’s not so direct as to be ‘pvp,’ but as long as it makes the little numbers of digital currency go up, they also don’t care whose fun they ruin.
Fortunately, I’m more of a provider in the economy, so I’ll be contributing on the materials end. I’m very curious how this will sort out, and I definitely won’t Chicken Little about it.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
I fully support the gold removal from dungeons,
The only ones against this are brainless stacking clickers.
Wow, that attitude is so rude!
(edited by Celtic Lady.3729)
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
One of the best comments around the topic.
Hmmm, what does it actually matter to you, if those manipulators have more gold than you, if they dont play any actual content? Wouldnt that mean, that they arent consuming anything you need and therefore arent in competition with you for those items?
Bit of a smokescreen, is it not? :P
Manipulators (to continue using the word) will go where there is enough profit to be made. If this puts him in the path of several players in need of a specific item, recipe, or stat set, he will merrily buy up the lower value items and re-sell them for a higher price. It’s not so direct as to be ‘pvp,’ but as long as it makes the little numbers of digital currency go up, they also don’t care whose fun they ruin.Fortunately, I’m more of a provider in the economy, so I’ll be contributing on the materials end. I’m very curious how this will sort out, and I definitely won’t Chicken Little about it.
But i as a manipulator are restricted by the same rules as everybody else, you are allowed to buy the same items as me, for the same price as me at the same time as me. There is absolutely nothing in my advantage except my and your personal choice in the past, present and future.
And is it more immoral to buy out all thick leather up to the price of 50c and relist it for a silver now than having listed all your farmed thick leather since launch listed at 1s ever since?
Whats the difference?
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
ok first off… im sensing rehashed ideas in the “had to get creative” aspect of this legendary revamp… so far everything but the small nuances of the weapons themselves is all old content being recycled to look new… staff is 3 years old for chr ists sake, the axe is just a reskin of twilights blue reflection area and the pistol is just a rehash of bolts particles on a slightly tweaked aether pistol. nothing is from scratch… i.e whiteboard session.
secondly why does it matter whether manipulators are in game wanze? I’ll tell you why… said manipulator just gets more ability to manipulate and drive up prices… they now have more money to seize whole sections of an economy and determine prices
last… you all laughed me out of the community years ago when I speculated and showed bits and pieces of how Anet was manipulating the market to jim up or down prices….. this whole blog is proof of that focus…. And I will wager there is more manipulation by them to the market other then they have already divulged as well… I can picture a bot they use to snag up all items in a category below certain prices just to maintain what they feel is the proper “balance” to an economy….
ok first off… im sensing rehashed ideas in the “had to get creative” aspect of this legendary revamp… so far everything but the small nuances of the weapons themselves is all old content being recycled to look new… staff is 3 years old for chr ists sake, the axe is just a reskin of twilights blue reflection area and the pistol is just a rehash of bolts particles on a slightly tweaked aether pistol. nothing is from scratch… i.e whiteboard session.
secondly why does it matter whether manipulators are in game wanze? I’ll tell you why… said manipulator just gets more ability to manipulate and drive up prices… they now have more money to seize whole sections of an economy and determine prices
last… you all laughed me out of the community years ago when I speculated and showed bits and pieces of how Anet was manipulating the market to jim up or down prices….. this whole blog is proof of that focus…. And I will wager there is more manipulation by them to the market other then they have already divulged as well… I can picture a bot they use to snag up all items in a category below certain prices just to maintain what they feel is the proper “balance” to an economy….
If ANet had a bot buying up low priced items using gold from ANet’s infinite supply of gold, wouldn’t that be injecting more gold into the economy and causing inflation that way?
ANet may give it to you.
The blog post seemed set up to soften the blow when our jaws drop at the new drop rates.
I understand they probably have some ulterior motives, but on the face of it, this appears squarely aimed at destroying the income of the F2P accounts that get by primarily on farming and selling mats.
The blog post seemed set up to soften the blow when our jaws drop at the new drop rates.
I understand they probably have some ulterior motives, but on the face of it, this appears squarely aimed at destroying the income of the F2P accounts that get by primarily on farming and selling mats.
And there we have it, it’s P4F’s fault. Just like the key farm. Waiting for dungeons to be hung on them.
RIP City of Heroes
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
The blog post seemed set up to soften the blow when our jaws drop at the new drop rates.
I understand they probably have some ulterior motives, but on the face of it, this appears squarely aimed at destroying the income of the F2P accounts that get by primarily on farming and selling mats.
It sounds less about destroying the income of F2P accounts and more trying to stabilize the super cheap t5 mats (other than silk). Really i dont think it has anything to do with F2P, those same mats were almost worthless months ago before the f2p patch.
If anything I dont know why they dont just nerf the drop rate of generic blues/greens. Seems like an easier method.
The blog post seemed set up to soften the blow when our jaws drop at the new drop rates.
I understand they probably have some ulterior motives, but on the face of it, this appears squarely aimed at destroying the income of the F2P accounts that get by primarily on farming and selling mats.
If anything I dont know why they dont just nerf the drop rate of generic blues/greens. Seems like an easier method.
Who says they aren’t going to nerf the drop rate?
snipped wall of text
If I had a way of selling to only those whom are going to use an item, I certainly would choose selling through that avenue. Say if items could only be placed on the TP once, then become flagged as account bound once removed from the TP, I’d like that very much.
As long as there are methods for those that want to directly acquire the materials they need within reason I don’t have mush issue with a salvaging shift.
I have concern that by “directly acquirable” Anet will dismiss the “within reason” bit. I fear that map rewards will allow the game population to acquire mats directly to decent levels, but the individual player will be “sol” and will still need to resort to the tp to acquire mats “within reason”-able time frames.
Except for that part where you can go to a level 50 map and, you know get the scraps from map rewards
Unless they have massively redone those tables, it will still result in a huge net loss. Remember, as we saw this it was one map drop per several events even for most common drops (less often for higher rarity ones). That might be worth for the extreme rarity drops (lodestones, silver doubloons, giant eyes), but for high bulk items like cloth that’s not even close.
Remember, remember, 15th of November
Maybe my stacks and stacks and stacks of mithril & leather will be worth something.
Inb4 everything is fine and all this doomsaying is over nothing, like always
It best work like this…if you salvage a level 80 item, you can potentially get from level 1-80 mats. In a sense, that should balance things out as it will mean no more farming low areas to get ‘low level’ materials.
So yeah, it’d be awesome if that level 80 cloth item sometimes gave linen.
You don’t have to be Kreskin to know karma equipment will be banned from the Mystic Forge within the next year.
Worth taking a look for those that haven’t noticed it.
https://forum-en.gw2archive.eu/forum/game/hot/Economy-Questions-Repost/first#post5602794
It best work like this…if you salvage a level 80 item, you can potentially get from level 1-80 mats. In a sense, that should balance things out as it will mean no more farming low areas to get ‘low level’ materials.
So yeah, it’d be awesome if that level 80 cloth item sometimes gave linen.
Or just replace most green/blue drops into “scraps” that when salvaged can yield any type. Allowing level 80 items to salvage into anything creates the risk of using crafting to convert mats.
Welcome to Grind Wars 2. Leave your Life at the door.
are bags being nerfed at all? or will they supply the same amount of mats as before?
are bags being nerfed at all? or will they supply the same amount of mats as before?
Think they will be nerfed as you wont get as much mats when you salvage the gear from it but on the flip side you will get more gold for leather and stuff so it maybe a buff for champbags.
Does this mean that ectos from rares is going to be nerfed?
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
Maybe so and because someone with a degree or doctorates degree doesn’t always mean they know what in the world they are doing.
On one job site I was on, one of GM’s asked the engineer who just fresh out of collage if the 318 crane could pick up the silo to make the upcoming lift safely etc. Questions the engineer should’ve had known and didn’t well he got fired as it was a setup by the GM to test engineer’s knowledge before he got someone hurt or killed.
Book smart is one thing, when it comes to putting it in practice in the real world when it counts is something entirely different
“ANet. They never miss an opportunity to miss an opportunity to not mess up.”
Mod “Posts created to cause unrest with unfounded claims are not allowed” lmao
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
An economist has training on economy. That doesn’t mean he knows didly squat about fun in an mmorpg. Running models with lots of data won’t tell them didly about fun either, no matter how many math degrees or doctorates they have. It’s not always the best option to base your game around the economy and not about people having fun.
ANet may give it to you.
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
You’re absolutely right! It’s not like these are the same people that have been working on GW2’s economy since the game launched. If they were then it would be time to panic because GW2’s economy is awful….oh wait. How many different currencies are there now? Karma abandoned. Low level mats that are worth more than higher. ArenaNet has proved time and time again that “wait and see” is the absolute worst thing you can do with them. Given the sluggish pace that they develop at, the faster you start pointing out the giant flaws the sooner they get fixed. Sure it will still take 2-3 years(i wish this was a joke), but not the 2-3 years and 4 months(seriously) if you had waited to see how badly it was implemented.
When John Smith asked us a year ago how can we fix the heavy RNG in the game people talked about token system. And I believe this is exactly what we are seeing here. It is mentioned in a several places in this last blog post. Maybe it’s for good? Idk. Getting stuff from just playing the game is the way they see it, instead of farming the same thing over and over again. At least these new adjustments are a subject to change.
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
An economist has training on economy. That doesn’t mean he knows didly squat about fun in an mmorpg. Running models with lots of data won’t tell them didly about fun either, no matter how many math degrees or doctorates they have. It’s not always the best option to base your game around the economy and not about people having fun.
John Smith admits he is the Grinch no wonder why we can’t have nice things
John, did it ever happen that a new feature or game mechanic that was proposed internally by the dev team was vetoed by you because it would have too big of an impact on the economy?
50 Times a week, I am the destroyer of the designers intention to make people happy.
“ANet. They never miss an opportunity to miss an opportunity to not mess up.”
Mod “Posts created to cause unrest with unfounded claims are not allowed” lmao
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
One of the best comments around the topic.
Hmmm, what does it actually matter to you, if those manipulators have more gold than you, if they dont play any actual content? Wouldnt that mean, that they arent consuming anything you need and therefore arent in competition with you for those items?
I am more referring to the observation, that drop rates are mediocre at best with the given explanation that scarcity is of importance to the economy. I don’t care of economy, I’d like to enjoy my play time.
See, I’d never get to the idea that you for example are doing something wrong. You are playing a part of the game that is obviously there to be played, you are even educating players sometimes as to how this part works.
The thing that makes me somewhat sad though is: if you have a huge game world with 3 game modes, bosses, dungeons, stuff to do and it turns out that working spreadsheets in the economy is the most profitable thing that can be done in the game, something isn’t working well in my opinion.
Guys they have lots of data and been running models and are likely to have economics and maths degrees or doctorates. Its crazy to shoot them down when you really don’t have access to the information, knowledge and expertise they do.
Wait and see.
An economist has training on economy. That doesn’t mean he knows didly squat about fun in an mmorpg. Running models with lots of data won’t tell them didly about fun either, no matter how many math degrees or doctorates they have. It’s not always the best option to base your game around the economy and not about people having fun.
It wouldn’t be fun if the economy goes into hyper inflation or it becomes trivial to get everything easily either. It’s his job to not let the economy collapse.
RIP City of Heroes
It’s only profitable because so many players are willing to give player traders their money by not trying to get a better deal selling and buying. They are willing to trade money to players like Wanze so they get their coin and items immediately rather than waiting a day or less.
RIP City of Heroes
ArenaNet is killing the economy. I was really hyped for HoT, but not anymore.
lulwut? they are balancing stuff out, and they objective to have things like cloth go down in price and leather go up.
And while nerfing dungeon GOLD in come, they said they are bumping raids/fractals one, and they are doing that BECAUSE of the economy.
Balancing =/= Nerfing only
Wat r u, casul?
ArenaNet is killing the economy. I was really hyped for HoT, but not anymore.
lulwut? they are balancing stuff out, and they objective to have things like cloth go down in price and leather go up.
And while nerfing dungeon GOLD in come, they said they are bumping raids/fractals one, and they are doing that BECAUSE of the economy.Balancing =/= Nerfing only
Cloth go down? Pretty sure he said bring everything up to cloth level.