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Originally Posted by NicoX
Lvling to 110 doesnt take months anymore. Items are easily obtainable now too. Its really not that hard anymore
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Quote:
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Originally Posted by Shrimps
You could probably max a skill in a week if you really wanted to.
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Yes, but for a new player that doesn't exactly know what they're doing, it will probably still take them a while. You have to remember that you guys know where to go and what to do in order to level up as fast as possible, whereas genuinely new players (not alts) may not. At any rate, that's only part of the point I was making, which is that it adds one more hoop to jump through for newer players, which can be discouraging.
There are also quantifiable ways to demonstrate why this will become a problem for the economy as a whole in the future, if you crunch some numbers as well. For instance, consider the following...
Let's assume that 1 Tig = 1 EA = 10 NCs = 6 ECs, and that the average playercount each day is around 25-50 players.
It won't take long for scarcity to make EAs to start doubling in value, which means that fully enchanted armor pieces will also double as well. This means that an armor piece which only took 120 NCs or 72 ECs becomes 240 NCs or 144 ECs. With that in mind, a fully enchanted set of armor means gathering enough for about 5-7 slots, depending on how which pieces you want to improve. That's around 600-840 NCs / 360-504 ECs per set, per person. At double price on EAs, that's 1200-1680 NCs / 720-1008 ECs.
Now, when you multiply by the average number of people GK usually sees online each day, the numbers start to get a bit more crazy.
With 25 players and EAs at standard price, it's about 15,000-21,000 NCs / 9,000-12,600 ECs. And at double, it's 30,000-42,000 NCs / 18,000-25,200 ECs.
With 50 players and EAs at standard price, it's about 30,000-42,000 NCs / 18,000-25,200 ECs. And at double, it's 60,000-84,000 NCs / 36,000-50,400 ECs.
And it only gets worse when the rates go higher. To put it simply, the flow of these items into the player market does not match the rate at which they are quickly consumed.
ECs are used up very often, but seldom for weapon and armor improvements due to their high EC cost in the shop. NCs are often spent, but not there's not even an option to use them on upgrades. And EAs are even sometimes foolishly gambled off or else used up, which contributes to their low availability as well. And now there's the platinum vendor which converts to NCs, just so you can spend large chunks of cash (175,000 platinum for 10 NCs) to save up enough for one EA, which is more likely to spawn in a shop using far less platinum anyway. (And if the values of EAs go up, players are looking at 350,000 platinum per EA, if they can even find someone who wants 20 NCs for a single EA. lol)
While it might be great for anyone who decides to hold on to their EAs, it also causes the problem of locking up trades as well, where you have the problem of players being unwilling to sell because nobody can match the prices that they expect to get for their products. It can become a problem for both buyers and sellers, especially when it comes to trading fully-enchanted stuff.
The problem with all of this is that it will eventually serve to devalue NCs, and they are already beginning to slip in terms of buying power since they've gone from 5 NCs per Tig to 10 per Tig now instead. If NCs are really supposed to be the 'best' currency in the game, they need to keep their value, and letting some other item surpass their rarity is not going to achieve that.
Let's be clear, though, that I am not saying players shouldn't have to earn all their stuff the hard way. I am saying that 'the hard way' shouldn't become 'the harder way' for new players because it will eventually mess a lot of things up if left unchecked.