slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
Androconium wrote: »slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
There is no such thing as "the game economy". It's a construct in the minds of players.
The rarity is about making you play more and by consequence, subscribe more.
I'm a guy; and that's what I think.
nafensoriel wrote: »Is the supply infinite? Then it doesn't matter if it has a .02% drop chance. The supply will eventually exceed demand.
slicksteezin wrote: »it would also service as a new sort of credit sink.
Androconium wrote: »slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
jainiadral wrote: »Dunno about rare or hard to obtain items-- ESO already has a lot of those. What I'd like to see would be some moderately expensive and nicely designed items at an NPC vendor. Like pets, mounts, costumes with prices starting around 100K gold or so. A vendor-exclusive motif...?
The item would have to be at an NPC vendor or it wouldn't remove gold from the economy. Trading from player to player merely shifts gold around the game instead of removing it.
This exist in purple funiture blueprints and the motifs who drops from vet sunspire.
Also the polymorph who is an rare drop from AS HM
DLC HM motif farming is an thing.
corpseblade wrote: »jainiadral wrote: »Dunno about rare or hard to obtain items-- ESO already has a lot of those. What I'd like to see would be some moderately expensive and nicely designed items at an NPC vendor. Like pets, mounts, costumes with prices starting around 100K gold or so. A vendor-exclusive motif...?
The item would have to be at an NPC vendor or it wouldn't remove gold from the economy. Trading from player to player merely shifts gold around the game instead of removing it.
This is a nice idea but it seems like it would infringe upon the near-monopoly the Crown Store has on these items. I can't see ZOS competing with that money-maker even to create new money sinks.
Logicbomb00 wrote: »I think what the OP meant to say was:
"There are too many people with millions of gold that I would really like so please give me and my mates a way of taking all that gold for the least amount of effort"
<snip>
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
^^^^ There's one way that they are doing it.TheNightflame wrote: »This exist in purple funiture blueprints and the motifs who drops from vet sunspire.
Also the polymorph who is an rare drop from AS HM
DLC HM motif farming is an thing.
dlc motif farming is not a thing. everyone buys the crown motifs gifted to them cuz it's cheaper than buying from farmers
I once saw 30 slots of 200 pieces of Beetle Scuttle (3 pieces needed for Dubious Camoran Throne)MLGProPlayer wrote: »The ESO economy would benefit from ZOS banning all the bots. I'd like to see farming become a worthwhile activity again
Androconium wrote: »I once saw 30 slots of 200 pieces of Beetle Scuttle (3 pieces needed for Dubious Camoran Throne)MLGProPlayer wrote: »The ESO economy would benefit from ZOS banning all the bots. I'd like to see farming become a worthwhile activity again
I now see 1 piece of beetle scuttle from every 10 beetles that I kill.
ZOS haven't got rid of the botters; they just removed the incentive for them to be there.
It also helps with reducing the numbers of players "with more gold than they know what to do with".
Dubious Camoran Throne now takes a regular farmer longer to harvest and therefore they make less in the same time.
They don't want farming to be a worthwhile activity.
Androconium wrote: »slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
Which is why one of the August daily log in rewards is 100,000 gold?
Ok then...
Androconium wrote: »slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
Which is why one of the August daily log in rewards is 100,000 gold?
Ok then...
100k gold only matters for poor people. When you have millions and have good income, 100k is nothing.
slicksteezin wrote: »Androconium wrote: »slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
ZOS are actively working on reducing the numbers of players "with more gold than they know what to do with".
There is no such thing as "the game economy". It's a construct in the minds of players.
The rarity is about making you play more and by consequence, subscribe more.
I'm a guy; and that's what I think.
Economies are always a construct in the minds of its consumers - that doesn't mean it isn't "real".
All I'm saying is there are alot of other MMOs that have implemented these kinds of things and there is various ways to do so. SWG for example (and I don't mean to draw a comparison between ESO and a heavy sandbox MMO like galaxies as I realize they are very different in their structure) had some awesome ways of incorporating these kinds of things. I.e the mayor election cycles, they would happen every few months at random and players would have to go to a designated city and cast their vote for one of the four candidates. If the candidate you supported won, you'd be rewarded with an RNG box of goods containing one of four items - one of the items being a stupidly rare painting.
Again I'm not saying that it would be realistic or sensible to try to steer the direction of ESO into a RNG based sandbox game. But that doesn't mean some of those features wouldn't serve as a benefit to the game.
One of the biggest issues with MMOs structured like ESO is that the playerbase will blast through the content, obviously some quicker than others, and thus the developers have to keep pumping out new stuff to keep people interested. Adding more elements of RNG (percentage based random generation) to loot drops would do nothing but help the game. Even if they did something as simple as implementing said items with exceedingly low drop chance in basis trials and dungeons you'd then see more incentive for players to run content they've already done a hundred times over and otherwise would not consider doing .
slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?
nafensoriel wrote: »Is the supply infinite? Then it doesn't matter if it has a .02% drop chance. The supply will eventually exceed demand.
slicksteezin wrote: »One of the things I've never been too fond of in ESO is the lack of super-rare, highly sought after items. There are many players that have more gold than they know what to do with as the accumulation rate far outweighs the spendature needed (between consumables, armor sets, temper materials, deco, etc).
For this reason, by implementing more exceedingly rare and difficult-to-obtain items I think the game economy would hugely benefit. Not only would it create new appeal and incentive for players to strive towards, it would also service as a new sort of credit sink.
What do you guys think?