Showing Posts For Khurt.8203:
Also a new player is “starting to craft” and he has no access to lvl 80 areas with high value drops to farm money. Progressive gold-sink system prevent they sell copper and other T1 materials at even higher prices, since lvl 80 players with second account can afford those prices, totally preventing a new player from using the TP.
Ofc crafted items are low price. Why should I buy an item at 50s if I can craft it buying material for 25s (or simply gathering them)?
(edited by Khurt.8203)
T1copper at 20c and T4 platinum at 9c are “basic” enough?
how many stupid things I’m reading about inflation.
this is a game, not real world. Inflation IS a problem in EVERY game you can make money appear (coins dropped, NPC, quest, events…).
2 reason:
-first, as R E F L H E X said, Vendors prices are fixed. 100g for commander book HAVE to mean “really really really expensive item”. This can’t be if anyone have 100000 gold.
-second, probably more important: new players will find a HUGE wall starting the game, since they will drop few money (just like now) but with an insignificant Purchasing power. that means they will not be able even to buy crafting materials due to really high prices, not even talking about equip
I just want to suggest an improvement about guild bonus you can research with Influence Point.
I noticed that all bonus have a standard IP price, regardless of the number of people in the guild.
I think this give smaller guilds a really big disadvantage.
E.G.: +5% IP 24h boost. this boost cost 100 IP. This means a guild have to farm at least 2000 IP (2000/100*5=100) just to pay out the cost of the boost.
Now, for a 500 players guild is not a big mess to farm 2000 IP daily, but this is not true for a 50 players guild that will farm 500/600 point a day if they are really active.
I want to suggest a system that arrange boosts price (not banners) according with the number of people inside the guild. That way, also smaller guilds can use boosts effectively.
What do you think about?