Let’s calm down a bit, this is getting heated and it doesn’t need to be.
I want to go through a hypothetical to explain a point about the TP.
Before I start I want to restate (it was quoted earlier) that the TP is part of the Tyrian world, we don’t make monster killing games here, we make online worlds (in which you should kill monsters, because killing monsters is awesome).
Ok, hypothetical:
We increase rewards to dungeon running to let’s say triple what they currently are. This would make it VERY difficult for almost all players to earn better rewards anywhere but dungeon running.
Now, everyone’s earning money and items all over the place, but we haven’t changed their original preferences for trading. This means a week later, they make the same trade preferences they previous made, just with more money, the more money makes flipping equivalently more profitable and you’re back in the same place. Unless players decide that they want to play the game differently, and there’s no reason they should, or we force them to play differently, and we shouldn’t definitely not, or we fundamentally change the way the game works, then you will have a problem. The profit from “flipping” items is a natural byproduct of people’s preferences inside a game. In my many, many years studying virtual economies I’ve never read or heard of an option that solves your personal dilemma without making the economy, the game and the players much worse off. The point of this hypothetical is the explain that even if I did think this was a problem (which I don’t) fixing it is much more complex than you may realize and you should incorporate that into your suggestions.
That being said, I’m often reading and interested in hearing your suggestions and you should feel free to present them. There are a couple of popular suggestions that do not meet my requirements of not making the game a much worse experience:
1. Server specific economies. I can’t even begin to describe the myriad of problems that server specific economies have, but I will tell you, most of them are so bad, you don’t even realize that they aren’t in their natural state.
2. Binding after purchasing items – this has been thoroughly explained in many forums the several ways that this would prove disastrous.
My biggest argument I would make against myself is that the fix for this is simply education or more information (I don’t mean academia, I mean education inside the game). I would argue that people naturally want to make the most money possible and the amount of profit available is enhanced, not by laziness, but by a lack of information or education.
To which I would respond that players have many resources for information and while some portion of this may be caused by that issue, it seems clear that it’s much more a matter of preference than education.
I think both are good arguments, and the HOW of disseminating information is the interesting part.