Borlander wrote:
Seriha wrote:
If you just want to assume everything is thrown at you, then sure. Otherwise, I'm just seeing the usual implied dungeon snowflake defense. Not everyone likes or can run dungeons to the degree some may "demand" of progression. In turn, they shouldn't be cursed to inferior gear because of it. Stats like 10-15% of a MMO's player base seeing dungeon/raiding content is honestly a pretty damning statistic and fueled Blizz's production of LFR for WoW and has no doubt played a role to XIV's DF structure to a degree.
What's thrown at who? Do you mean assuming gear would be flooded? I think that's probably a pretty fair assessment at the moment that gear would be flooded onto the scene, given that all materials have flooded the market boards.
It's about rarity and the fear certain things would be devalued for no reason other than desiring an element of prestige. I've said it before, but there are a few ways to assert a rarity to ingredients acquired in the open world sphere:
- Place ingredients, perhaps even recipes, at level appropriate costs within the Grand Company vendors. [Token Farming and endgame FATE participation]
- For every gathering node range, insert a randomly generated material you can find by simply gathering successfully. [RNG and Resource Generation]
- Implement daily/weekly quests that reward specific ingredients you can apply toward this process. [Time Gating]
- Place these ingredients/recipes within the "treasure finding" system they've alluded to, again with respect to level ranges. [RNG]
- Create a bounty system where players can undertake a wide variety of tasks ranging from clearing certain FATEs with gold rating, gathering x amount of a material, performing a specific skill y amount of times on minimum level prey with a specific weapon equipped, or just outright kill z mobs of a particular family. There's a lot of sh*t they could pull from this, honestly, just don't make it a "run x dungeon/raid" affair. [Potentially anything]
- Put in a true level 50 zone with mobs appropriate, and with this a variety of FATE chains that could randomly reward you with niche goods. [RNG, Fate Participation, Higher Risk]
- Introduce materia combos where upon melding the appropriate mix, spiritbonding, and then converting, you get a specific item (or one from a pool). [Economic Interaction, RNG]
- Make any of the above rewards untradeable if you want to be cruel. Which would mean level your crafts if you want something specific. [ZOMGRMTNUUUUU]
Even if people did participate in the above and chose to sell their goods instead of personally using them, SO WHAT?! Gil technically isn't the only thing people can exchange between each other. Someone could trade a Peacock Ore for a Potash now. Why? Let's assume an equal value. No AH involved. No taxes. Two happy parties. And while I'm generally an advocate of AH systems and the ease of which they facilitate trades between users, bartering is still an option to avoid RMT and other unsavory economic practices. Either way, these goods would be produced because people are, wait for it, playing the game more than one way!
Edited, Nov 25th 2013 5:21am by Seriha