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and they put the normal things like skills and armor WAY out of reach.
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Not true. When you leave Elona starters island you could have finished 9K worth of quests and missions.
Since armor at the docks is 5K, you still have 4K for skills.
Skill prices start low and get higher when you buy more, so for those 4K you could get a nice starting set.
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15K armor was reachable for anyone wanting to invest time.
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It still is, it only requires some more time.
I got my sunspear 15K (character that was self-funding) while playing the game, in full groups (PuG, guild or H&H) before I even got to Vabbi. I don't sell stuff to players, only merchants.
This should not be any different with the loot scaling.
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I know that Vabbian and 15k and Obsidian armor are elitist,
but I don't think you have to do 1-2 months of farming, PvEing
to got one.
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I worked about 2-3 months on my mesmers Vabbi armor parts.
Not farming, but playing the game (working on exploration title).
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To bring a PvE character to PvP you have to....
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One simple solution, kill a PvE character and make a PvP one!
Skill unlocks are account wide, as are PvP weapon upgrades.
This does save a lot of gold.
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although I do have about 200k worth of weapons I can't sell to anyone
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Ah, now we are getting to the main problem for a lot of players.
They have stuff (found or bought) that is worth less because the number of buyers went down. Being weapons, ecto's and stuff.
You know what they call this?
Bad investment. Also happens to a lot of people in real life.
Let me teach you some basic economy.
The value of a company is the value on the balance sheet.
Banks and insurance companies look at this when calculating.
Then there is the expected value of a company.
This is the value people expect the company to have. This could be because the company has competetive advantage or a good product.
People are willing to pay more for the company because of this.
Investors get in trouble when the expected value suddenly is less than they expected.
In 2001, a lot of people lost money on bad investments.
They bought stocks because everyone was doing it and was making good money.
They made one mistake, they did not realise their stocks were priced by expectation and not true company value. And the expectation appeared to be a bubble.
In a game the same is true.
People were telling others that trading is the only way to make a huge amount of gold (which is true).
This worked because a lot of people believed that.
But they forgot one simple fact: the real value of items is the merchant value.
The ingame value is the price people are willing to pay because of expectations.
So a r7 15^50 Crystalline would be worth a lot of ecto's, since people expect then to be rare.
A r10 inscribable Crystalline would be worth less, since people expect less of them on the market.
The same is true with weapon upgrades.
With the introduction of HM, more gold items hit the market. This lowered the price.
With loot scaling, things got worse for players.
Not only did A-net reduce income (so people could spend less on gold items), they also left the gold items out of loot scaling.
This introduces the same rate of gold items on a market where less players are willing to buy. Hence, the price goes down to a rate where supply and demand meet again.
This was not expected by a lot of players, so they bought the weapons or had them but were unaware that they had to sell fast.
So now they have weapons/upgrades in storage that are worth merchant value, or whatever a player is willing to pay (if they can find one).
I work for an investment manager and we know that when you make X% profit, your risk was at least the same amount.
We therefore look closely at the risk an investment manager may take and less at the percentage of profit he is making. He should outperform his benchmark, but within risk guidelines.
I am wondering how many 'trading' players were aware of the risk they were taking when buying 'low' and selling 'high'?