WARNING LONG POST
I was reading the forums and had an idea for a possible solution to the farming and sale of motifs and recipes by botters/gold sellers.
The idea is fairly straight forward and I have tried to find loop holes in it that could be abused by the afore mentioned Botters/Gold Sellers. I am posting the idea to see if anyone else can see any loopholes that would allow the B/GSers to abuse or circumvent this.
Here is the idea.
- Make recipes/motifs only sellable to NPCs.
- Insert NPC Merchants that buy motifs/recipes and offer them for sale.
- Allow the sale of motifs and recipes only to these merchants for a scaled price based upon the stock of that specific recipe the merchant has. This would not necessarily be 9G or 9kG the buying price would always be at least XX% below the selling price since a merchant would always be looking to maximize profit.
- The merchant then offers the motifs/recipes for sale. This also would be a price scaled to the inventory however would always be XX% above the purchase price.
The way I see it, this would accomplish the following;
Provide ZOS a method of
- Regulating supply and demand for recipes/motifs
- Provide a(nother) gold sink for excess gold in the game economy
- Make it much less profitable for botters/goldsellers to farm the motifs
- Reduce the incentive for players to use the services of gold sellers by making the recipes/motifs affordable
at the same time it would provide players with a means of getting the recipes/motifs without having to continually search and farm in the hopes of finding the recipe they are missing. Naturally a player willing to still search and loot any and every container would still have the chance to find the recipe/motif without having to buy it. Excess recipes could then be sold to the merchant.
This idea could also eventually be a solution to other problems of supply and demand such as materials for crafting. I think the beauty of this idea is that it allows a much more precise control of the game economy, is much more realistic since if no players harvest the materials the purchase and sell prices climb providing players with a means of making gold in game, is easily regulated by ZOS allowing them a much easier means of responding to current trend by botters/gold sellers rather than having to change drop rates which aside from involving more coding work may also have unintended consequences as a result of the coding.
If ZOS determined that the evildoers are farming Motif X because the price is currently high they could simply inject some motif X into the merchants inventory to lower the purchase price. Even the profit margin of the merchant(AKA gold sink) would be adjustable and a minor change as far as coding goes.
Having said all this I am not certain how viable the idea is with the megaserver technology. I believe it is but that is just my opinion.