Emma_Overload wrote: »JUST MAKE EVERYTHING BIND-ON-EQUIP!
BIND-ON-PICKUP RUINS THE ECONOMY!!!
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"
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 .
My friend you are going to be pissing off a lot of players if you add more RNG into the game. There’s already too much of it.
slicksteezin wrote: »I have zero issue with players who have huge sums of gold. What I'm advocating for is *more* things in game to put that money towards.
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?
anitajoneb17_ESO wrote: »Emma_Overload wrote: »JUST MAKE EVERYTHING BIND-ON-EQUIP!
BIND-ON-PICKUP RUINS THE ECONOMY!!!
... ??? how ?
Some things you can trade, some things you can't.
The economy is of course built around tradable stuff.
How is more tradable stuff going to push the economy upwards or downwards? What's your reasoning ?
slicksteezin wrote: »There are many players that have more gold than they know what to do with
Emma_Overload wrote: »anitajoneb17_ESO wrote: »Emma_Overload wrote: »JUST MAKE EVERYTHING BIND-ON-EQUIP!
BIND-ON-PICKUP RUINS THE ECONOMY!!!
... ??? how ?
Some things you can trade, some things you can't.
The economy is of course built around tradable stuff.
How is more tradable stuff going to push the economy upwards or downwards? What's your reasoning ?
BoP discourages players from farming content after they already have what they need for personal use. They can't sell off the extras they farm so there is no reason to keep running the content. This also hurts the market by depriving shoppers of a diverse array of goods to buy. What little BoE gear exists is often inferior to the BoP gear by design, so the market becomes even more stagnant as ZOS releases more DLC with BoP rewards.
slicksteezin wrote: »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"
Huh? Not the case at all. Might want to invest in a name change because there's not much logic in that logicbomb.
I have zero issue with players who have huge sums of gold. What I'm advocating for is *more* things in game to put that money towards.
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 .
My friend you are going to be pissing off a lot of players if you add more RNG into the game. There’s already too much of it.
"wants" more like "able to". You know, I've farmed vBRP motifs like a there is no tomorrow and earned millions. Hard content item = rare item.PizzaCat82 wrote: »Cyphers are rare, but not difficult to obtain. More stuff like that, less stuff like HM motifs and other crap that no one wants to farm.
Thorvik_Tyrson wrote: »slicksteezin wrote: »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"
Huh? Not the case at all. Might want to invest in a name change because there's not much logic in that logicbomb.
I have zero issue with players who have huge sums of gold. What I'm advocating for is *more* things in game to put that money towards.
This I can agree with. More items in game to spend in game gold on. IMO, they really don't make a big effort in ESO to remove in game gold with in game money sinks.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 .
My friend you are going to be pissing off a lot of players if you add more RNG into the game. There’s already too much of it.
Not really. ESO relative to other MMOs has very little elements of RNG loot. More RNG = more end game incentives and longevity.
slicksteezin wrote: »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).