Face it, Guild War's economy is at an all time low. Everything from green weapons to materials were once worth so much more, are now worthless. What are some things to do to solve it? Imagine if there were no more item drops for two weeks. Would that stimulate or defuse the economy? What if areas (such as the Raptor Farm) that were being farmed by multiple players, just stopped. What would be appropriate to fixing the economy?
Your thoughts?
Guild Wars Depression - Solutions?
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Item sinks.
Add use for greens or golds that will destroy them while giving something valuable (and unobtainable by any other means) back to player.
"Crafter" NPc that converts gold item to "golden token", and green item to "green token".
then some token Collectors ranging for something for one token to something for stack of tokens. There could be tons of different rewards that would be of interest to players, ranging for casuall help (super id kits) thought title hunting help for middle classes (sweets, booze ...) to hardcore epeen (special armor set, weapon...).
Add use for greens or golds that will destroy them while giving something valuable (and unobtainable by any other means) back to player.
"Crafter" NPc that converts gold item to "golden token", and green item to "green token".
then some token Collectors ranging for something for one token to something for stack of tokens. There could be tons of different rewards that would be of interest to players, ranging for casuall help (super id kits) thought title hunting help for middle classes (sweets, booze ...) to hardcore epeen (special armor set, weapon...).
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As people are saying this is an RPG not a trade simulation.
Just wish u could buy modes from a trader too.
In gw2 they will probably solve the advantage solo farming has over party farm with scalable mobs and drops.
Farmers make stuff more affordable not less though as you can see for example in recent ecto price drop or in elemental swords price drop.
Just wish u could buy modes from a trader too.
In gw2 they will probably solve the advantage solo farming has over party farm with scalable mobs and drops.
Farmers make stuff more affordable not less though as you can see for example in recent ecto price drop or in elemental swords price drop.
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Originally Posted by Lady Raenef
Face it, Guild War's economy is at an all time low. Everything from green weapons to materials were once worth so much more, are now worthless. What are some things to do to solve it? Imagine if there were no more item drops for two weeks. Would that stimulate or defuse the economy? What if areas (such as the Raptor Farm) that were being farmed by multiple players, just stopped. What would be appropriate to fixing the economy?
Your thoughts? |
) so, what's the point anymore? I really hope they don't stick to this silliness of vanity and skins in GW2 or it will just be another failure and wannabe that could have been but didn't make it.
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Originally Posted by Red Sonya
The answer is very simple. Anet just needs to take a lesson from the more experienced and successful online games out there like WOW/EQ...people want items that EVOLVE and become MORE POWERFUL the deeper they get into the world/game. Even Diablo 2 has better equipment and gear to go after than GW. Gw design around vanity and skins is the lowest level of fun in all the online rpg games because it never changes in POWER or EVOLVES into something greater. This is why the economy will eventually collaspe because there is no increase in evolving power or stats. Most people don't want to just play the same content over an over UNLESS there is something BETTER to get while doing so. I acually laugh at people who farm in this game...what are you farming for? lol everyone and their mothers brother can now get whatever you get (thanks to Ursans Blessing
) so, what's the point anymore? I really hope they don't stick to this silliness of vanity and skins in GW2 or it will just be another failure and wannabe that could have been but didn't make it. |
Having maxed items made a level playing field so that people who were actually good went through the game better than people who were bad. I can't count the number of times in D2 that I was on a team with someone who had the greatest items but couldn't play for crap most likely because they twinked by a friend or from purchases.
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Originally Posted by Red Sonya
The answer is very simple. Anet just needs to take a lesson from the more experienced and successful online games out there like WOW/EQ...people want items that EVOLVE and become MORE POWERFUL the deeper they get into the world/game. Even Diablo 2 has better equipment and gear to go after than GW. Gw design around vanity and skins is the lowest level of fun in all the online rpg games because it never changes in POWER or EVOLVES into something greater. This is why the economy will eventually collaspe because there is no increase in evolving power or stats.
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I've always liked the idea of fixed merchant prices, the economy wouldn't change therefore there is no chance of pricing decay, as for Green items, anet killed that with inscriptions which was the single purpose for the crap economy, I mean what is the point in giving players access to every skin except a select few and being able to make them perfect, if they cant spend the time to earn it then they can use collector items.
Then again do you honestly think they care at this point? There hoping for GW2 to bring back all previous players which it may well do but they may also have damaged certain aspects of the game for people to have no confidence in the team anymore.
Solution: Guild Wars Prozac. >_>
I don't think the economy is bad. In fact I think it is better than ever where stuff like materials and weapons are much more affordable than before. The only exceptions are vanity items like tonics, pets and money titles.
It is inevitible that the economy will slow down and stabilize in a game that is over 3 years old where most people have purchased the armour sets and weapons they desire, and there are fewer new players increasing demand.
No surprises tbh. Anet have tried to rekindle people's desires for extremely rare items with the montly tonics and Design-A-Weapon items + Eternal Blades and so on.
I don't think the economy is bad. In fact I think it is better than ever where stuff like materials and weapons are much more affordable than before. The only exceptions are vanity items like tonics, pets and money titles.
It is inevitible that the economy will slow down and stabilize in a game that is over 3 years old where most people have purchased the armour sets and weapons they desire, and there are fewer new players increasing demand.
No surprises tbh. Anet have tried to rekindle people's desires for extremely rare items with the montly tonics and Design-A-Weapon items + Eternal Blades and so on.
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Originally Posted by toastgodsupreme
LOL!
In a world with unlimited resources/drops, what did you expect to happen? |
Its simple, really: When something saturates economy, you create incentive for players to destroy excess stuff. Strong incentive.
Goal here is not to keep value up (nothing can unless those items are consumable), but to make sure that players finding that item still have use for it. That includes being able to sell it to richer people for more that merchant gives them.
"1337 Stones of Jordan were sold to traders. Diablo Walks The Earth."
Its more about returning "cool, gold drop!" to game than fixing economy.
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Originally Posted by zwei2stein
Item sinks.
Add use for greens or golds that will destroy them while giving something valuable (and unobtainable by any other means) back to player. "Crafter" NPc that converts gold item to "golden token", and green item to "green token". then some token Collectors ranging for something for one token to something for stack of tokens. There could be tons of different rewards that would be of interest to players, ranging for casuall help (super id kits) thought title hunting help for middle classes (sweets, booze ...) to hardcore epeen (special armor set, weapon...). |
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