Glorious Alpha Two Testers!
We are in the Alpha Two Phase II testing which will take place 5+ days each week.
Alpha Two testing is scheduled to happen daily until January 13, 2025 at 10PM PT. We will have periods of downtime for hotfixes and daily restarts happening at 2 AM PT for NA realms, and 2 CET for EU realms.
Starting next week, Alpha Two realms are scheduled to be online for 5+ days a week from Thursdays at 10 AM PT to Mondays at 10 PM PT. Alpha Two realms are planned to be down on Tuesdays and Wednesdays, and for daily restarts. Alpha Two realms will also be brought down as updates and fixes are ready.
You can download the game launcher here and we encourage you to join us on our Official Discord Server for the most up to date testing news.
We are in the Alpha Two Phase II testing which will take place 5+ days each week.
Alpha Two testing is scheduled to happen daily until January 13, 2025 at 10PM PT. We will have periods of downtime for hotfixes and daily restarts happening at 2 AM PT for NA realms, and 2 CET for EU realms.
Starting next week, Alpha Two realms are scheduled to be online for 5+ days a week from Thursdays at 10 AM PT to Mondays at 10 PM PT. Alpha Two realms are planned to be down on Tuesdays and Wednesdays, and for daily restarts. Alpha Two realms will also be brought down as updates and fixes are ready.
You can download the game launcher here and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Multipurpose functionality as an economic stabilization tool
Immortalmage
Member, Alpha One, Alpha Two, Early Alpha Two
It's possible to force secondary, tertiary, or more purposes onto something in order to control it's economic impacts. If something is too valuable, adding similar functionality to other things to remove the bottleneck on demand on the valuable thing. If something is too plentiful, creating new uses via patching the game to deflate the supply. This can be as literal as items in crafting or for example creating rare best-item-ever drops in entry-level raids so that new influxes of players will always be able to group up with veteran players.
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Comments
1) Same item, multiple crafts
Aunty Mary's Example Flour can only be used to make Aunty Mary's Bread. It's overflowing from homes, filling the streets, it's a disaster. Some patch creates a recipe for Aunty Mary's Cookies which are best-in-oven food and everyone can't bake enough of them. I'm personally OK with resource demand fluctuation from surprise patch content.
2) Things with multiple uses will trend towards its highest value evaluation but never reach it.
Using WoW Classic as a case study, there's a standard potion that protects from fire worth 7g. A special ice crafting item worked exactly the same way (consume it to protect from the same amount of fire damage) but was also a crafting component to high end raid-required gear. It was worth 300g each (6 hours of farming) on release. Once everyone built their gear, the item didn''t fall to 0g - it fell to 7g, as people were using that for it's consumable mode.
3) Diversifying reward power and rarity substantially to extend content consumption
Example moved to the above post.
EDIT: Going to rework this and the starting post since rereading it after posting gives me the feeling it's low quality / rushed and my ideas are pretty incorrectly translated between what I'm thinking and what I'm writing. I'll try to update in the next couple hours before I go to bed. (I wish I could delete posts).