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Originally Posted by actionjack
Maybe I should said: It devalue most... but will sky rocket the rares mods even more, no that they can be use more than once. And it decrease even more of the gold outputs, thus making people horde their money further. since you don't need to spend anything extra to get new mods if you want to change weapons (of same type), you got lot more money in your hand. For some, it is good, but for the more "professional" famer, it is mean more, which will just drive up the price of some other stuff even more. Think how much more a 20% enchantment might cost, that now people only need one for their weapon. Also things like renting and lending gold mods would arise. On a side note, even now, I am still iffy about how easy it is to distribute your attribute points (back than there is a thing call refund points).
You would make it so if you can take the mod out, you must customize it first, to prevent resell.
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Your post is kind of hard to read at points because of some odd grammatical choices, so I'm going to try to piece together what you said. If I get anything wrong, feel free to correct me.
Now, if I'm understanding you correctly, players being able to keep one rare mod and simply re-use it will...damage the economy because...with all players having that rare mod, and being able to re-use it...there will be much more gold in the economy, thus creating even more inflation.
I don't think that really makes sense, for a few reasons.
One, if the players are able to have a rare mod that they can keep, then the collective demand for such a rare mod will decrease. People won't have to keep amassing gold to buy a 5:1 Vampiric mod, for example, because they already have one. When everyone has a certain mod, nobody will need them, ergo, because the demand is reduced, the prices will be reduced.
Two, if the above begins happening on a larger scale (as would be expected, really), we could see a wider shift occur with all mods and upgrades. When people don't have to worry about losing a mod they really like...they're not going to try to hoard. Most of the economics in this game are based on greed, sure, but I think that greed is based on fear (and not fear in the "OMG scary monster!" type fear).
Three, when there's less demand for most items, because it's easier to acquire (and keep) them, and because many players are finding it easier to properly equip themselves at a reasonable price...I don't think we'd see much inflation at all.
If anything, the occurrences of "WTS Perfect Gold Sundering [insert rare weapon here] for 100k + ectos!!" will steadily decline...being that there just isn't enough demand to justify that type of price-gouging.
I don't even see how "professional" farmers factor in here, or even how they could have any negative effect. They supply the upgrades; people buy them; people only need one under this suggestion's system; therefore, less incentive to exaggerate upgrade prices. The farmers that continue to jack up prices will find themselves "out of a job."
And even though I don't quite see how renting and lending would come in...it seems to me that if something like that were to occur, that would increase upgrade accessibility for the playerbase, rather than limiting the accessibility (and it should be noted that the current upgrade accessibility is the complete opposite of accessibility).
Based on what I anticipate happening, I don't think preventing re-selling is necessary. In fact, I'd encourage it, because I see this suggestion as opening up the market (in the sense that all players can access items more easily), rather than narrowing the scope of the market.
I think this suggestion is golden, really, and serious consideration should be given to implementing it, because I see it quite possibly doing some damn good things for the playerbase.