VekoCrnogorac wrote: » I am attached to Vanilla WoW because of all MMOs that I played, econony was not even close as good as WoW in early days. I am mainly speaking this to make things valuable. If you make 60 ores to drop fom one vein it will be less valuable then if it dropped one. It also creates many problems on decising prices at early stage. You will need to have a calculator to do prices properly,but if you had these simple drops you would put prices easily out from your head. I hope they make economy similar to vanilla, not gameplay. Economy means only numbers (gold) not to copy professions. I did give some examples on how to make more varieties to farm or make things more valuable and it is true if something is hsrder to get/less to get, economy will have more reasonable numbers, more familiar to IRL. 1g per ore feels much more realistic then 250g per ore, I hope you understand me now.
NiKr wrote: » The quantity doesn't matter at all, as long as any and all material sinks account for said quantity. Crafting recipes could take 5 items, when you could only gather 1 item per resource instance, or those recipes could use 200 items if you collected 40 per instance. It's not about how much you gather, it's about how the devs balance that amount against all the things that are related to it. And it's obvious as fuck that NW's devs had no clue what they were doing, even before all the exploits and abuses of their systems.
Azherae wrote: » NiKr wrote: » The quantity doesn't matter at all, as long as any and all material sinks account for said quantity. Crafting recipes could take 5 items, when you could only gather 1 item per resource instance, or those recipes could use 200 items if you collected 40 per instance. It's not about how much you gather, it's about how the devs balance that amount against all the things that are related to it. And it's obvious as fuck that NW's devs had no clue what they were doing, even before all the exploits and abuses of their systems. I hate when I've studied something so hard that it's become axiomatic and I've forgotten how to explain the proof. It leads to the sort of dumb situation we're about to be in. This isn't true. Unfortunately I forgot how to prove it and would have to re-derive it from first principles. Ugh.
novercalis wrote: » Azherae wrote: » NiKr wrote: » The quantity doesn't matter at all, as long as any and all material sinks account for said quantity. Crafting recipes could take 5 items, when you could only gather 1 item per resource instance, or those recipes could use 200 items if you collected 40 per instance. It's not about how much you gather, it's about how the devs balance that amount against all the things that are related to it. And it's obvious as fuck that NW's devs had no clue what they were doing, even before all the exploits and abuses of their systems. I hate when I've studied something so hard that it's become axiomatic and I've forgotten how to explain the proof. It leads to the sort of dumb situation we're about to be in. This isn't true. Unfortunately I forgot how to prove it and would have to re-derive it from first principles. Ugh. I feel this! I can only assume, that, like me, are entering the boomer stages
Azherae wrote: » "The more of something there is, the lower its cost is relative to currency, and the more likely the value is to stay static because of the loss of gradients in price control of singles/small stacks."
NiKr wrote: » Azherae wrote: » "The more of something there is, the lower its cost is relative to currency, and the more likely the value is to stay static because of the loss of gradients in price control of singles/small stacks." If I understood it right, it's just the fact that you can't really sell stuff properly when a single piece of that stuff is almost unpriceable, because it goes below the lowest value of currency. Is that roughly correct? If it is, then yeah, I get what you're saying. Even if every single use of those mats utilized dozens of them at a time, the trading market would be shit because you'd have to counterweigh those "dozens" with some type of sub-currency that was only used in trading of mats, while everything else costed "normal currency". At which point you're starting to have issues with currency inflows relative to mat drop values and it all goes out of whack. If that is somewhat correct, then yeah, I was wrong about mat quantities not impacting the economy at its bigger scale. If that's wrong, then I guess there wasn't enough jiggle in my mind
Nova_terra wrote: » VekoCrnogorac wrote: » I am attached to Vanilla WoW because of all MMOs that I played, econony was not even close as good as WoW in early days. I am mainly speaking this to make things valuable. If you make 60 ores to drop fom one vein it will be less valuable then if it dropped one. It also creates many problems on decising prices at early stage. You will need to have a calculator to do prices properly,but if you had these simple drops you would put prices easily out from your head. I hope they make economy similar to vanilla, not gameplay. Economy means only numbers (gold) not to copy professions. I did give some examples on how to make more varieties to farm or make things more valuable and it is true if something is hsrder to get/less to get, economy will have more reasonable numbers, more familiar to IRL. 1g per ore feels much more realistic then 250g per ore, I hope you understand me now. Don't worry I am quite aware you mean economy only, but I don't think Ashes and the Intrepid team stand to gain anything from copying a 20 year dated formula. I realize for it's time it was the "best" we had in terms of economy but it was a (This is grossly my biased opinion as I am aware many people liked it) mildly bad minigame. I don't think units per drop has much meaning because it boils down to needing X amount of a resource and the numbers the system uses will be smaller but that doesn't change that you are getting X% of what you need per vein.
VekoCrnogorac wrote: » Nova_terra wrote: » VekoCrnogorac wrote: » I am attached to Vanilla WoW because of all MMOs that I played, econony was not even close as good as WoW in early days. I am mainly speaking this to make things valuable. If you make 60 ores to drop fom one vein it will be less valuable then if it dropped one. It also creates many problems on decising prices at early stage. You will need to have a calculator to do prices properly,but if you had these simple drops you would put prices easily out from your head. I hope they make economy similar to vanilla, not gameplay. Economy means only numbers (gold) not to copy professions. I did give some examples on how to make more varieties to farm or make things more valuable and it is true if something is hsrder to get/less to get, economy will have more reasonable numbers, more familiar to IRL. 1g per ore feels much more realistic then 250g per ore, I hope you understand me now. Don't worry I am quite aware you mean economy only, but I don't think Ashes and the Intrepid team stand to gain anything from copying a 20 year dated formula. I realize for it's time it was the "best" we had in terms of economy but it was a (This is grossly my biased opinion as I am aware many people liked it) mildly bad minigame. I don't think units per drop has much meaning because it boils down to needing X amount of a resource and the numbers the system uses will be smaller but that doesn't change that you are getting X% of what you need per vein. It has a big impact on how many gold something will cost, simply because of simllicity. New World is newer game and its economy failed so much that you dont need to farm gold in order to sustain yourself. Many games newer then wow have exactly the same problem. Wow is a masterpiece in every aspect.
Azherae wrote: » Well, by now I've repeated it enough times that you know where it ends up.
NiKr wrote: » Azherae wrote: » Well, by now I've repeated it enough times that you know where it ends up. I wish I had stayed with BDO for at least a few years back during its release. I even had a life sub to the ru servers back then. But it just didn't grab me strongly enough to pull away from L2. If I had played it for a few years, I'd at least have a broader understanding of different game designs, rather than just L2's.
Nova_terra wrote: » VekoCrnogorac wrote: » Nova_terra wrote: » VekoCrnogorac wrote: » I am attached to Vanilla WoW because of all MMOs that I played, econony was not even close as good as WoW in early days. I am mainly speaking this to make things valuable. If you make 60 ores to drop fom one vein it will be less valuable then if it dropped one. It also creates many problems on decising prices at early stage. You will need to have a calculator to do prices properly,but if you had these simple drops you would put prices easily out from your head. I hope they make economy similar to vanilla, not gameplay. Economy means only numbers (gold) not to copy professions. I did give some examples on how to make more varieties to farm or make things more valuable and it is true if something is hsrder to get/less to get, economy will have more reasonable numbers, more familiar to IRL. 1g per ore feels much more realistic then 250g per ore, I hope you understand me now. Don't worry I am quite aware you mean economy only, but I don't think Ashes and the Intrepid team stand to gain anything from copying a 20 year dated formula. I realize for it's time it was the "best" we had in terms of economy but it was a (This is grossly my biased opinion as I am aware many people liked it) mildly bad minigame. I don't think units per drop has much meaning because it boils down to needing X amount of a resource and the numbers the system uses will be smaller but that doesn't change that you are getting X% of what you need per vein. It has a big impact on how many gold something will cost, simply because of simllicity. New World is newer game and its economy failed so much that you dont need to farm gold in order to sustain yourself. Many games newer then wow have exactly the same problem. Wow is a masterpiece in every aspect. You are taking a more complex set of problems New World had and boiling it down to "My Memory of Vanilla WoW is better than an experience I had recently". Vanilla WoW had a ton of problems, but again this game will not be WoW and they have stated as such. The closer they push to be like WoW the more people will leave and go play WoW. It's how it's stayed relevant for 20 years.
VekoCrnogorac wrote: » Nova_terra wrote: » VekoCrnogorac wrote: » Nova_terra wrote: » VekoCrnogorac wrote: » I am attached to Vanilla WoW because of all MMOs that I played, econony was not even close as good as WoW in early days. I am mainly speaking this to make things valuable. If you make 60 ores to drop fom one vein it will be less valuable then if it dropped one. It also creates many problems on decising prices at early stage. You will need to have a calculator to do prices properly,but if you had these simple drops you would put prices easily out from your head. I hope they make economy similar to vanilla, not gameplay. Economy means only numbers (gold) not to copy professions. I did give some examples on how to make more varieties to farm or make things more valuable and it is true if something is hsrder to get/less to get, economy will have more reasonable numbers, more familiar to IRL. 1g per ore feels much more realistic then 250g per ore, I hope you understand me now. Don't worry I am quite aware you mean economy only, but I don't think Ashes and the Intrepid team stand to gain anything from copying a 20 year dated formula. I realize for it's time it was the "best" we had in terms of economy but it was a (This is grossly my biased opinion as I am aware many people liked it) mildly bad minigame. I don't think units per drop has much meaning because it boils down to needing X amount of a resource and the numbers the system uses will be smaller but that doesn't change that you are getting X% of what you need per vein. It has a big impact on how many gold something will cost, simply because of simllicity. New World is newer game and its economy failed so much that you dont need to farm gold in order to sustain yourself. Many games newer then wow have exactly the same problem. Wow is a masterpiece in every aspect. You are taking a more complex set of problems New World had and boiling it down to "My Memory of Vanilla WoW is better than an experience I had recently". Vanilla WoW had a ton of problems, but again this game will not be WoW and they have stated as such. The closer they push to be like WoW the more people will leave and go play WoW. It's how it's stayed relevant for 20 years. I really cannot say it better then I did. Because of simplicity people wontbe using calculator which means it will be much stable economy. I did not play Vanilla during original days, I played retail only until Vanilla classic in 2019, then I saw significant change in economy and the way of playing in open world - to sustain your character. This was eye opening for me because until then I did not know for better. Then I quit WoW in 2021 and started new mmos because I could not stand retail wow. Played new mmos and did not like them only because of economy. Everything feels worthless. I already said statement for NW, but gw2 also sucks so much. You can level profession with 30g only, which is 1h of gameplay. In vanilla, it would take around 10 hours of farming to level the most expensive profession by buying mats. Vanilla was masterpiece because it was simple and casual friendly yet enough hard core.