Quote:
Originally Posted by Chev of Hardass
So, since those that are powergrinders and powerlevelers have already ammased a huge quantity of gold, unlocked all their runes, and have back-up top damage weapons for each day of the week, the casual farmer gets screwed.
That is the problem here. I am looking at the possibility that I will not be able to use a superior vigor in PvP. I cannot afford it, you want there to be less money and I have none, and it looks like I will not find a Superior Vigor, the way they keep cutting drops.
Now, there is a ever largening gap between the very rich and those trying to catch up, and cutting off the money supply will not help.
|
I'm no powergrinder, so my gold isn't nearing millions, either, I'm looking at the same problem as you are, Chev. We're in the same boat. There's this insanely huge hoop we have to jump through...and that's the point. Hear me out.
The current state of the GW economy is due to a few different factors, but the largest one by and by is gold accumulation. The rune traders are purely incidental, as are the weapons, the armor, etc. Everything is directly dependent on the amount of gold that players can accumulate.
And it is because of that gold that drops in such high amounts in the later areas in the game where we hear of most of the powergrinders farming that inevitably sends the economy into massive inflation. Those gamers set the price for everything. Why? Because they have the monies.
You can already see this price gouging, as it were. Rune traders were introduced just a few days ago, and already the price of a Minor Energy Storage Rune is at 6 platinum, I think. The reason for that is because the high-end players are the ones setting the price. The Vigor runes are selling for something like 15k, which certainly is an improvement over what was going on previously, but it's nowhere near appropriate, because you're still going to have the high-end powergrinders sending the market into grotesque fluctuations.
So how do you stop that? Selling things at higher prices isn't going to cut down on the amount of gold floating around, because higher prices merely treats a symptom of the problem (removing gold from the economy).
Instituting the rune traders isn't going to cut down on the amount of gold floating around, because they're merely treating a symptom of the problem (directly player-controlled prices).
Money sinks are a nice idea, for sure, and there have been a few really sweet suggestions (the stylist one is probably my favorite of the bunch), but what good are money sinks when there's still massive amounts of gold being generated, then flooding the economy, even with the money sinks in place?
If we really want to straight-up stop the price gouging, we need to cut off the gold at its source:
The high-end powergrinding/farming locations.
That's where this is all coming from, because unless one plays a few hundred hours in the Ascalon City area, you're simply not going to see those kinds of amounts of gold until close to end-game, agreed?
So the solution to the price gouging, rune gouging, etc., is merely cut down on the high-end gold drops, which sounds like it's being worked in.
You'd still have the low-end gold drops, which is more than enough to buy the incidental items (salvage kits, IDs, and so on), and if push comes to shove, the rune traders will need a major overhaul...
It might go like this:
First tier runes (Minors) at traders in the first third of the game.
Second tier runes (Majors) and first tiers at traders in the middle third of the game.
Third tier runes (Superiors), second, and first tiers at traders in the final third of the game.
This would be done in conjunction with the so-called "gold revamp" of the high-end areas, and of course, the prices of the runes in their respective traders would be priced accordingly, as well.
Now, granted this idea isn't completely secure; there are still potential loopholes in there, like more advanced players (levels 16-20) buying Superior runes in say, Underworld, then traveling to AC and distributing them to low-level guildies.
Simple fix for this would be to set rune requirements, similar to weapon level requirements on swords and such. I'm not suggesting that a Major Energy Storage require 9 Energy Storage, though. What I'm suggesting is that Major Energy Storage require a character level of 8 or so to be able to fully benefit...or really, benefit at all. lol
So...yeah. Not sure if I replied with anything substantial (or anything related to your point), but I hope I said something intelligent.