Quote:
Originally Posted by MajinDragon
I would suggest that the value of the item/s is determined by the difficulty in obtaining the inputs required to craft the item, and not the value of the inputs e.g. Taking w, y and z items which are extremely rare to find, instead of just taking x amount of dias.
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If you release rare drops onto the server and have them be used to craft items, those rare drops will be bought and sold on the market and therefore acquire a market value. The price ceiling will be the combined market value of all the inputs. Every item is actually indirectly craftable with diamonds because diamonds can be used to buy the inputs regardless of what they are. Even if you go "make it so that they can't be traded" the ceiling is just set at what the market value of the inputs would be if it were possible to trade them.
Quote:
Originally Posted by MajinDragon
My other intention for this idea was to negatively affect the usd market aswell. If the crafting of new items required diamonds, it would simply raise the value of diamonds in both in-game and usd markets, diamonds would become rarer (i know they are dropped frequently, but the quantities you are suggesting would take alot of time to gather), and i'm sure it would just slightly affect the market but not give the change the economy needs.
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Your suggestion effects the economy in the
exact same way mine does. The difference is that mine has players grinding in old dungeons. Yours has them grinding in new ones.