Noaani wrote: » Ashes already has many sinks built in to the game. Sieges are a huge one, with both the attacking and defending side needing to expend massive amounts of resources. There are, how ever, many others that are already planned for.
Wandering Mist wrote: » Noaani wrote: » Ashes already has many sinks built in to the game. Sieges are a huge one, with both the attacking and defending side needing to expend massive amounts of resources. There are, how ever, many others that are already planned for. The golden question though is, is it enough?
Wandering Mist wrote: » Noaani wrote: » Ashes already has many sinks built in to the game. Sieges are a huge one, with both the attacking and defending side needing to expend massive amounts of resources. There are, how ever, many others that are already planned for. The golden question though is, is it enough? Personally I don't think any amount of gold sinks will completely combat inflation, it's just something every mmorpg has to deal with sadly.
Azherae wrote: » Wandering Mist wrote: » Noaani wrote: » Ashes already has many sinks built in to the game. Sieges are a huge one, with both the attacking and defending side needing to expend massive amounts of resources. There are, how ever, many others that are already planned for. The golden question though is, is it enough? Personally I don't think any amount of gold sinks will completely combat inflation, it's just something every mmorpg has to deal with sadly. It's quite controllable, both FF MMOs and more recently New World have all had periods of controlled, slight deflation and then specifically needed to try to tune it back to even for specific player groups. The difficulty in Ashes is the disparity in player groups relative to if they are experiencing it or not.
Arya_Yeshe wrote: » deflation is terrible in games
king_fool wrote: » Arya_Yeshe wrote: » deflation is terrible in games In what way?, please elaborate. I'm trying to think this idea through and wonder if I have a logic error somewhere.
Dezmerizing wrote: » I find it somewhat baffling that we have a vocal side of the community voicing their concerns and frustrations with the backwards progression in forms of exp debt, material loss on debt and material loss during lost siege wars. Then suddenly a post like this pops up, suggestions the game cuts away the one secure resource there is: gold, in intervals. Honestly, for me personally, the exp debt, material loss etc is not a game breaker... But if the game starts eating away at the other resources as well (such as gold) "just because", then I very much feel like this game will be way too much of a hassle. It'll just feel like a survival game where you more or less start over and over, and that is not for me.
Arya_Yeshe wrote: » king_fool wrote: » Arya_Yeshe wrote: » deflation is terrible in games In what way?, please elaborate. I'm trying to think this idea through and wonder if I have a logic error somewhere. Alright, here’s the deal: people are working hard, farming and building up stuff, putting in loads of time in this, and then the prices will simply drop, making all their effort pointless. It messes up their whole way of making a living in the game. In AoC, deflation would be way worse because it’s not a full loot game, so most people never lose gear. You really don’t want deflation in AoC. Plus, a lot of farmers running RMT schemes would push the market down since they’re trying to grab as much gold as they can, as fast as they can. If you create an environment where deflation has to happen, the market would always be flattened at the bottom. In another game, I do market stuff and it is only worth my time because the prices spike up.
king_fool wrote: » Also don't forget this forced "deflation" is a bit unlike the common deflation. It's a total cut of all existing currency which only has the effect of deflation. Without such function all moneysinks with static pricing become too cheap at some point sooner or later. EDIT: It's essentially a question of if you want to allow lower level type stuff to matter or not. If "goldfarming" is something only high level can do then what purpose is there to gather low level stuff outside of becoming higher level in that particular farming activity. It's just that people are already used to that kinda stuff where lower level stuff really doesn't matter (since it has no impact at all).
SmileGurney wrote: » Gear should be fixable only x amount of time before it permanently breaks. Mounts should have maximum number of deaths, before they permanently die. Gatherable resource rates should be adjusted upwards to compensate. There is no MMORPG inflation problem anymore.
Azherae wrote: » king_fool wrote: » Also don't forget this forced "deflation" is a bit unlike the common deflation. It's a total cut of all existing currency which only has the effect of deflation. Without such function all moneysinks with static pricing become too cheap at some point sooner or later. EDIT: It's essentially a question of if you want to allow lower level type stuff to matter or not. If "goldfarming" is something only high level can do then what purpose is there to gather low level stuff outside of becoming higher level in that particular farming activity. It's just that people are already used to that kinda stuff where lower level stuff really doesn't matter (since it has no impact at all). Overall, again, this isn't true. It only happens because games basically go 'you need money to progress, that money can be transferred between players and also increases indefinitely, so we will have mobs drop money'. Games that fix this: Option 1) Don't have most mobs drop money and have it enter from a different faucet (FF11, old FF14 sorta, etc) Option 2) Make the money that drops from mobs and is used for progression the type you can't transfer (Onigiri, Throne and Liberty, maybe Neverwinter but I forget rn) Option 3) Carefully set their item price floors and have higher money sinks, as well as separate currencies for progression (New World, Throne and Liberty, FF14 moreso) Or all of the above. Now, if one wants a game where the average mob drops Gold, then you might need to solve Deflation, but Ashes of Creation is already not like this. Glint can easily be tuned to be a relatively weak currency faucet. The real question is whether or not the game is actually going to be mostly 'player controlled' economically or 'dev controlled' economically, not will we have inflation or deflation, so, for now, we're still going to have people who express both opinions about which thing should happen.