Zipp_Adoudel wrote: » I know that if an appropriate gear sink does not exist, then it will fail
Zipp_Adoudel wrote: » I will not like the game.
Diamaht wrote: » Texas wrote: » Can anyone name a single MMO where items actually deflated in value? Generally, a few months after launch all low-level things are 3-4x more expensive for a new player joining late. There are now alts and crafting powerlevelers willing to throw around currency impossible for a new player to have. The stuff doesn't get cheaper. Eve Online. The items don't excessively inflate or deflate. They stay steady over time, the ups and downs occur with resource price changes or competing items that use the same resources becoming more or less in demand. Because items leave the economy, things don't become flooded and thus maintain a natural value.
Texas wrote: » Can anyone name a single MMO where items actually deflated in value? Generally, a few months after launch all low-level things are 3-4x more expensive for a new player joining late. There are now alts and crafting powerlevelers willing to throw around currency impossible for a new player to have. The stuff doesn't get cheaper.
Huge inflation tends to happen in games like WoW that only take two weeks to level and tend to give away all the gear a player needs as they level. The only people who care about lower tier gear are people who transmog, and they have cash so prices go up.
Texas wrote: » [ Diamaht wrote: » Texas wrote: » Can anyone name a single MMO where items actually deflated in value? Generally, a few months after launch all low-level things are 3-4x more expensive for a new player joining late. There are now alts and crafting powerlevelers willing to throw around currency impossible for a new player to have. The stuff doesn't get cheaper. Eve Online. The items don't excessively inflate or deflate. They stay steady over time, the ups and downs occur with resource price changes or competing items that use the same resources becoming more or less in demand. Because items leave the economy, things don't become flooded and thus maintain a natural value. So there's normal price fluctuations, that's not deflation. Huge inflation tends to happen in games like WoW that only take two weeks to level and tend to give away all the gear a player needs as they level. The only people who care about lower tier gear are people who transmog, and they have cash so prices go up. I'm confused because you just said this causes huge deflation. Also, it has nothing to do with transmog. Go play classic Wow or any game without transmog, the same thing happens. ---- I think you don't really understand why low-level crafting is unprofitable. It's unprofitable because players are willing to lose currency in order to gain crafting XP. It's unprofitable in Wow, it was unprofitable in probably the most player-driven economy ever in SWG. It was unprofitable the last time I played Albion Online. If the playerbase thinks XP is worth more than currency, it will be unprofitable. I'm not sure how that breaks down in EVE, I've never played it, but have heard it described as more of a space trader simulation than RPG. Gold might be worth more than XP in that type of game.
Zipp_Adoudel wrote: » WoW is out there and if you dont want to lose gear play that. It isnt going anywhere.
Swifty00 wrote: » There is no problem with the concept of a player built economy, the problem is that MMO designers in the past made MMO games like single player games and didn't model them on real supply/demand economies. The simple way in which you make an economy work is that you still make end game upgrades and gear include a certain proportion of earlier components. So to make a level 1 sword you need 100 copper ore. To make a level 2 sword you need 100 copper ore + 50 Iron ore. To make a level 3 sword you need 100 copper ore + 50 Iron ore + 25 mithril, and so on. Demand for the earlier material remans just as high as it was when everyone started, particularly if repairs require materials. This isn't a particularly difficult problem to solve if you understand economics. The more important thing (and what I am more worried about) is to not make the game like work where people are gathering ore to pay their "rent", when they would rather be out playing the game. So this is where freehold mines/farms etc. will come in, passively producing ore, auto-gathering it and refining it. If the designers are smart they will include a global "Yield" variable that allows them to arbitrarily modify production of ore from the mines to avoid a glut or a scarcity of lower level materials. To avoid the freeholds getting too rich the tax/maintenance on the freehold essentially cancels out most of the profit. And this tax is also tied to the yield variable.
Diamaht wrote: » Texas wrote: » [ Diamaht wrote: » Texas wrote: » Can anyone name a single MMO where items actually deflated in value? Generally, a few months after launch all low-level things are 3-4x more expensive for a new player joining late. There are now alts and crafting powerlevelers willing to throw around currency impossible for a new player to have. The stuff doesn't get cheaper. Eve Online. The items don't excessively inflate or deflate. They stay steady over time, the ups and downs occur with resource price changes or competing items that use the same resources becoming more or less in demand. Because items leave the economy, things don't become flooded and thus maintain a natural value. So there's normal price fluctuations, that's not deflation. Huge inflation tends to happen in games like WoW that only take two weeks to level and tend to give away all the gear a player needs as they level. The only people who care about lower tier gear are people who transmog, and they have cash so prices go up. I'm confused because you just said this causes huge deflation. Also, it has nothing to do with transmog. Go play classic Wow or any game without transmog, the same thing happens. ---- I think you don't really understand why low-level crafting is unprofitable. It's unprofitable because players are willing to lose currency in order to gain crafting XP. It's unprofitable in Wow, it was unprofitable in probably the most player-driven economy ever in SWG. It was unprofitable the last time I played Albion Online. If the playerbase thinks XP is worth more than currency, it will be unprofitable. I'm not sure how that breaks down in EVE, I've never played it, but have heard it described as more of a space trader simulation than RPG. Gold might be worth more than XP in that type of game. I never said anything about deflation in WoW. And low level gear doesn't really exist in SWG. Gear there is about experimentation. The top class resources and highly experimented items flooded the market. There are no levels, its just skill grind. One thing SWG and WoW had in common was max lvl in under two weeks. The gear has no value (except to other crafters). Depends on what you are talking about in SWG, pre NGE and post NGE are two separate conversations. Either way you don't need levels to wear the gear, just basic certification. Either way, high level or low level we need sinks.
Texas wrote: » Diamaht wrote: » Texas wrote: » [ Diamaht wrote: » Texas wrote: » Can anyone name a single MMO where items actually deflated in value? Generally, a few months after launch all low-level things are 3-4x more expensive for a new player joining late. There are now alts and crafting powerlevelers willing to throw around currency impossible for a new player to have. The stuff doesn't get cheaper. Eve Online. The items don't excessively inflate or deflate. They stay steady over time, the ups and downs occur with resource price changes or competing items that use the same resources becoming more or less in demand. Because items leave the economy, things don't become flooded and thus maintain a natural value. So there's normal price fluctuations, that's not deflation. Huge inflation tends to happen in games like WoW that only take two weeks to level and tend to give away all the gear a player needs as they level. The only people who care about lower tier gear are people who transmog, and they have cash so prices go up. I'm confused because you just said this causes huge deflation. Also, it has nothing to do with transmog. Go play classic Wow or any game without transmog, the same thing happens. ---- I think you don't really understand why low-level crafting is unprofitable. It's unprofitable because players are willing to lose currency in order to gain crafting XP. It's unprofitable in Wow, it was unprofitable in probably the most player-driven economy ever in SWG. It was unprofitable the last time I played Albion Online. If the playerbase thinks XP is worth more than currency, it will be unprofitable. I'm not sure how that breaks down in EVE, I've never played it, but have heard it described as more of a space trader simulation than RPG. Gold might be worth more than XP in that type of game. I never said anything about deflation in WoW. And low level gear doesn't really exist in SWG. Gear there is about experimentation. The top class resources and highly experimented items flooded the market. There are no levels, its just skill grind. One thing SWG and WoW had in common was max lvl in under two weeks. The gear has no value (except to other crafters). Depends on what you are talking about in SWG, pre NGE and post NGE are two separate conversations. Either way you don't need levels to wear the gear, just basic certification. Either way, high level or low level we need sinks. The crafting term was Efficacy in SWG, if I remember the exact word correctly, because gear didn't have levels. A low-level weaponsmith could make a Scout Blaster. However, only a high-level crafter with high-efficacy materials produced high-efficacy Scout Blasters. As ludicrous as Master Weaponsmithing could be you had to pump out like a million survey gears to level because low efficacy Scout Blasters were a giant waste of resources (so were survey gears, but it was less of an investment made for that sweet sweet Weaponsmithing XP). For those not following, it's essentially like making white vs purple Scout Blasters.