Quote:
|
Originally Posted by SigurdTheBalmung
This means the only income you get comes in the form of drops period. Unless buying a weapon or material from another player, all money returns to the system. There is no room for a large scale player run economy where money changes hand between user and user forcing the system to have a way to get rid of currency from the player base. The system in Guild Wars is predisposed to getting rid of money.
Unless GW2 has a large scale, fully functional economy where the player based is allowed to create and sell items, and the freedom to do so without having to be logged in(IE an auction house of sorts) I see no reason to have item decay, durability, or repairs because the system in its current form needs no more money sinks to keep the economy in check.
|
I couldn't disagree with your assessment of the current GW economy more STB. I've seen players with 1,000s of platinum... way more than any item in the game costs. The only factor in the game that has a price significant enough to be called a gold sink are the guild hall NPCs, and they were added as an afterthought and priced as such just for that purpose.
One of my biggest frustrations about GW1 is that everyone around me seems to be so flippin uber-rich that they can toss plats around without remorse like I toss skales. You've got to take a closer look at the flow of the money before you start using words like "economy". Fact is there's very little that serves the purpose of removing wealth from the economy because players ability to amass wealth has far surpassed the cost of NPC services. The increased usage of Runes of Superior Vigor and rise in the number Guild Hall NPCs are clear indications of that.
GW2 could be an entirely different economic paradigm, so that's a big wait and see, but for the purposes of excluding Item Decay based on an incomplete glance at the GW1 economy, I just don't see that argument having any substance to it.