However, after beating the game, I decided to start a new character to unlock some more skills. I got a few dyes in Pre-Searing and I skipped most of the quests except the ones that gave me skills. I discovered that the experience rewards on the quests were essentially useless because I can gain experience much faster in the next area because monsters are higher level and I get better items/gold that way too. So I went to Ascalon pretty quickly and then sold all the dyes that I picked up for a reasonable amount of gold. I went to the Material Trader and brought a pack of 10 materials for 150 gold. I saw that the Rare Materials were quite affordable so I brought some of that too. I almost have the best set of Armor already and I haven't even left for my first mission in Ascalon yet. Note that I could have traded with other players for a much better value for materials (ex. I can easily get common materials at 10/piece rather than 15/piece) but I didn't want to be bothered with dealing with people. After a few quests, I completed the best possible armor for Ascalon and had minor runes in all 5 slots. The quests were ridiculously easy with this new armor, most of them I completed with 1 friend instead of 3. So I sped through most of the game.
The point I am trying to make is that stuff like common materials are very high in demand for lower level characters, while some other stuff like dyes are very high in demand for higher level characters. Because items and drops get progressively better in the game and common materials become more and more useless to higher level characters. My Warrior may salvage 30 iron, 30 cloth, and 30 bone after a quest, but I would sell the cloth and bone to the trader and keep the Iron for future use, therefore flooding the market with 60 pieces materials I won't use. Since each profession in general uses one type of material extensively, they sell all the others driving the prices down. So, now new characters can buy stuff for very low values, essentially ruining the early game because it becomes so easy. Also, new characters can find items that are only demanded by higher level players. New characters have no real use for dye as they change their armor in every town they visit. However, if they are to come across a black dye in Pre-Searing, they are virtually set in terms of money for the rest of the game. They can buy the best possible armor in Ascalon and not have to spend anything until much further in the game, and by that time they would have saved up an even larger amount of money because they didn't have to buy any thing. Other RPG type games avoid these types of situations with level requirements on armors, etc, so even though higher level players drive down prices, the lower level players are still limited in what they can equip, making sure the early game is still somewhat challenging, fun, and worthy to do.
In the most recent patch, the economy "crashed" as traders refused to buy materials for a decent price. The material prices seem to have increased quite a bit because people are not selling to them and there are people who are still buying. This theoretically should create better game play for the lower level characters as there is a point in buying a salvage kit and trying to salvage that 1 steel (instead of just spending the money on the materials instead of the kit itself). However, materials are still extremely cheap if players trade with other high level players who come back to Ascalon to unload some of their materials because traders won't buy them for a reasonable price. Bascially, because materials are generated much more than they are being comsumed.
This interaction between high level players and low level players are really messing up the game. I can probably finish the entire game in under 24 hours now. The only thing that is truely valuable to high level players are vanity items (Ecto/Shards for Fissure armor, dyes, Fellblades, etc), meaning that they will flood the market with the lower level items like common materials in order to make money for their future purchases. The new materials trader prices tries to somewhat fix the problem, but people are just trading from player to player (making it extremely annoying for everybody because it's such a hassle).
How is it possible to fix the problem without any major changes to the game's structure? There is one economy but things that are worthless to one group is extremely valuable to another, leading to enormously accelerated trading (ex. materials to lower level players and dyes to high level players). In real life this would be an extremely healthy economy, but this is a game and it causes players to advance through the game way too quickly and then in the end they have nothing to do except to try to get Fissure Armor, and at this point they resort to farming which continues to worsen the problem. People always say "you don't need fissure armor" but that is the only thing to do cause the other stuff is so easy to get past quickly. So now as A.Net tries to balance out the economy, all the people who reached the end already are complaining because the only thing they have to do (get more vanity items) are being nerfed to become near impossible (3 million gold for fissure) and extremely annoying (having to spam "WTS ____" in order to make money). Wow, this is much longer than I thought, but I'm bored.
