Quote:
Originally Posted by Demisis_P2P
I agree with geneticfrog.
The moment they increased the payouts from jobs any advatage that people had from having spawned guns was diminished proportionately. So that weath gap is effectively already filled (or is easily fillable, given that the most expensive gun can be bought in just a few days now). No need for a reset.
I think that players having access to wealth and the current gun shop which contains almost all of the guns is a fine system, and probably the most equitable situation we've ever had on Era. The system you described actually seems less equitable because a temporary advantage (like having spawned guns) could become a much longer advantage depending on the rotation and supply of the guns.
With the current system eventually there will be market saturation of all gun types and nobody will buy guns from the store anymore and the secondary market will take over, but players haven't had access to wealth for long enough yet for the supply of weapons to drop the price enough for that to happen yet.
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So this is not true for a few reasons:
1) The wealth is still centered around those who were able to get access to weapons unfairly (we have all agreed that the previous staff administrations have been rather corrupt when it comes to permitting duping/spawning). In addition, wealth is centering around those who own player-businesses, which in my opinion should be eliminated. You keep reiterating that the wealth gap has been filled - NPC data has shown this to not be true, in fact, the gap is increasing.
2) The convergence to market saturation will not push for an efficient secondary market. In fact, once the market is saturated and everyone has the gun they desire, the game loses its secondary market. With my model, we'll be able to allow for the constant change of weapons (with effective price controls and qoutas) and make the secondary market a great aspect of the game. Right now, you can but any weapon and that's fun, but with my new system, high-tiered weapons will randomly be available weekly. This means that there is:
a) incentive to accumulate money (so, PK, work, etc...) in order to get those top tier weapons when they appear (which is randomized). This randomized model allows for their to be temporary rarity which means prices can fluctuate on the secondary market based upon quantity. I think this price fluctuation adds a more interesting dynamic to Era than the current ability to purchase every gun.
b) trade more goods in the secondary market to attain a higher-level good. This makes Era not only a PK/gang based server, but also an economic game.
You are right that I am giving a temporary advantage to players who have the capital to purchase these low-quantity, high-tiered goods, but due to the fact that the players are aware that that item will occur in some random time in the future, it forces the player who wishes to sell to act as imperfect monopolist - the player won't be able to set absurd prices because of the information the players have.