yourmistakes wrote:getting back on topic here (that was fun) we definitely need more buyable items that high level players would be inclined to buy. i've got a few suggestions, inspired by some of my favorite games and books.
these are more final fantasy inspired than anything, but you can find equivalents in most rpgs since 1989.
potions
[...]
scrolls
[...][
I DO like yourmistakes' idea, first because it has already been proved useful in other rpg's. Crush's says that the only way to lower demand on some items is to create new ones. This method has been used over years by washing powder and car manufacturers for years (and some others...). Crush also says:
But how do we deal with this considering that everyone already has the warlord gear which is the best armor in the game?
Create better ones as he says with different metals and colors surely, but please do not lower the benefits of the actual ones, they are so expensive... better raise the monster stats if you think it is really necessary.
This idea could be extended by creating specialized armor items that could be worn only by certain categories of players (example:"Unicorn leather of Magic protection" for archers int<70 and dex>60); that could also compensate some disadvantages in pvp.
It also gives idea for magic spells for (hypothetic) magic higher levels: As AlOnS said these scrolls could be spells, and potion making and scroll writing could also be some, that could take a high amount of mana and/or health points. Some scrolls or potions might also be usable only by certain categories of players (based on levels and skills?) to limit trading possibilities.
On the other side I am surprised that some can think that raising prices could lower any inflation. Laws of Economics say the opposite.
Reducing the global amount of money is called deflation. Deflation always accentuates the differences between rich and poor (sorry meway you are wrong at least on this point!). Why would it be different in TMW?
Keeping a Balance upon trading and money is not an easy thing... So I won't call hell's angels upon anybody for taking decisions even if don't agree. Forum is here (Thanks Platyna!) to tell our opinion even if we are wrong.
To measure the effect of such decisions we need a statistical tool that could establish an inflation index
I personally think that game content is the most important as it keeps players with the a progression feeling whatever the reward is. Trading and making money is not the game's object. the object of a RPG is: solve the Quest(s)!
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