NiKr wrote: » As low as possible.
Azherae wrote: » 67,000,000.
Voxtrium wrote: » Azherae wrote: » 67,000,000. Divide all of your design document values by 67,000,000 and you will have everything exactly the same
Percimes wrote: » The currency amount is irrelevant. In the end it will always be a question of time conversion. How long does it take to convert a mob/certificate into copper, silver, or gold coin. How long and easy is it to transport the certificates through caravan to somewhere far enough to get a higher price. That's on the money side of the equation. How long does it take to process the raw materials and how much did they cost. How long does it take to assemble all parts for an item and how much did they cost. How long does it take to level the crafting skills to perform the wanted tasks. At all the steps someone will want to make a profit, and so the prices will go up and up. That's on the item side of the equation. Or we could simply barter sheep for wood or something. Direct trade for the perceived values of items.
NiKr wrote: » @Azherae could the value be lower if gold acquisition was way slower? We know that gold only comes from trading in the certificates and from castle taxes (cause node ones stay within the system). So what if the certificates from all levels of mobs were traded for the same amount of gold? Certificates would have to stop dropping after a few levels difference between the player and the mob, so that high lvl players couldn't just grind low lvl mobs. So the gold value of any mob would be the same, while the mats value would get higher throughout the levels. I'd assume trading would have way more barter in it than just "gold for items". Is there some super obvious shittiness in that kind of approach that I'm missing? Haven't really fully thought this one through, just seemed like an interesting idea that I don't think I've seen anywhere else.
Azherae wrote: » 67,000,000. You said endgame item. As an economics player, I can tell you that the game does not work if you do not need to pay at least 60,000,000 for an endgame item. Not at the scale and with the prerequisites Ashes uses. It becomes 67,000,000 in order to simplify some bottom-level values without them causing a certain effect where players ignore the costs of certain things when they should not. From there you can obviously go much higher, but I prefer that they don't. Further explanation would turn into a design document.