jahledan wrote:
Yeah what a concept on making a lvl 10 ring affordable for someone at lvl 10.If you think 250plat for a lvl 10 ring is norm then good thing i dont buy or game with you.On a side note there was no need for the rude comment.you must be a wow player i take it.
Not to play Devil's advocate, but... here's my argument on the matter.
In MMOs, when inflation occurs, it generally has a very small and isolated impact on the overall economy. Let's say Item A used to sell for 1,000 platinum and Item B used to sell for 10 platinum. People farmed up lots of Item B and sold it in order to purchase Item A. Obviously, you needed to farm 100 of B to purchase A.
Let's say inflation occurs, and a year later Item A sells for 10,000 platinum. Well, chances are Item B has also inflated in price and now sells for, say, 100 platinum. You still need to farm up 100 of Item B either way.
Sometimes the item you want has grown proportionally more expensive due to inflation. Sometimes, though, it's grown less expensive compared to the adjusted value of what you can farm. Overall, however, what matters to you and me is time: time required to farm up the equivalent value of what you desire.
Having "played the economy" to make e-fortunes repeatedly in a multitude of MMOs ranging from original EverQuest to Final Fantasy XI to World of Warcraft to many others, I can tell you with absolute certainty that inflation is not in and of itself a terrible thing. The only thing that really suffers is what I call direct farming. That is, in EQ, farming mobs for actual plat drops and vendor trash. Given that this isn't the method most people beyond the earliest levels use to actually make money, it isn't as bad as you think. Even in the 20s you can be farming Najena for Clawed-Knuckle rings, FBRs, and Tomes, just for one example.
In fact inflation can have a beneficial effect. Take Final Fantasy XI. Massive inflation actually made something like raiding Dynamis MUCH more accessible for the majority of the playerbase since the 1,000,000 gil entry fee was subjectively not the same thing as 1,000,000 before inflation. For EverQuest, just off the top of my head it makes things like levelling tradeskills -easier- because the store-bought reagents are actually easier to acquire in mass quantities. Stones to get to PoH or wherever are "cheaper." etc.
In short higher prices generally don't have an overall negative effect on the playerbase once one realizes that NPC goods are actually "cheaper" and what you can farm to sell to other players is generally worth much more as well, whether it be gear or stuff like spider silk or whatever.
Just my two copper.
I play on Vulak btw.