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by coffeeaddicted
5430 days ago
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This is not just about easier/harder to get items but also a lot about the value of item vs. the value of player skill. As soon as you no longer get better by playing more skilled but only by playing longer you will get such gold mining markets as many people value their time and don't want to spend it completely meaningless. Set a sane upper limit how long it takes to reach items and from there on only skill decides and you can basically remove the incentive to buy items for money. The extreme rarity of items was once a nice idea as it allowed to add meaningful trade to the game . But every modern mmorpg has a central market so basically real player-to-player trade got taken out of the game already anyway. All that's left of it now are completely meaningless inflated prices and the real currency is no longer items but player time. Which I find sad as wasting as much player time as possible is a really poor design target. I don't say it won't work out for them, but personally I hope they fail with it. Because if it succeeds, then it's obvious that they will next try to figure out how to further improve that income. I would prefer game designers to spend their time thinking about how to improve the game-play instead. |
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Oh, and another thing I just thought of as I was writing this. During that time that you're searching for the "Priceless Crossbow of Ill-repute", you're going to find other, extremely rare artifacts which you can then ... sell yourself, or trade! So instead of having to search through all possible procedurally generated items for the "Flaming Katar of Fiery Doom", you can quest on your own and find items and then sell one or many of your artifacts that another player wants, and ... get the item you want.
How does this system fail again?