Stupid gold amounts are one cause of the economy being 'weird,' but if people were playing and properly demanding, consuming, then it wouldn't be so bad. I don't care what stacks people are holding or what hand shake deals are going on, I mainly base my economic ideas on brokers.
I do honestly think Trinkets and Flux have caused a big problem. Before, it was just people having gold to do w/e with, but now they can get invaluable trinkets. I was reading Heretic talk about mining, and I mean... imagine getting gems that the guys in town could put in your trinkets, change their tier (only +, so people couldn't like... unroll-reroll,) and gen new stats. Not changing from cup to silver, but like... increase gems, add in gems do crush results. Trinkets are such a huge commodity that I believe they are kind of running (I won't say ruining!) the economy, in a way. Thus, one thing we need in the absence of more people to consume is more ways to alter trinkets and more way for different actions to pick up items that modify trinkets because, apparently, that is big biz.
It makes you wonder ( lol not an economist, I just am an economic voyeur,) if in general adding MORE MATS (as in base quantities) to the game would help balance out the gold. Atm tho, not much TC stuff, trinkets... what else is there to spend money on. Capes?
The economy is bad, but it seems like it's going beyond that and affecting the game as a whole, and not just in a 'I can't play a game w/ a trash ass economy!' sort of way. There are things that are obviously incentivized to do, and then there are things that are not really worth it. It should not be that way. Blood, sweat, tears.. that should get you somewhere; that shit is what the economy is based on, base level brute work.
I can ride around and MA people, kill shit... y'know, and as I told other people, I'm not SUPER MAD, so I don't care that much, but definitely it affects my play time that the game is falling into ruins more and more as a functional system. As for systems, I think I understand them better than 'the one system' of economics. Meta-systems... oke.
I do honestly think Trinkets and Flux have caused a big problem. Before, it was just people having gold to do w/e with, but now they can get invaluable trinkets. I was reading Heretic talk about mining, and I mean... imagine getting gems that the guys in town could put in your trinkets, change their tier (only +, so people couldn't like... unroll-reroll,) and gen new stats. Not changing from cup to silver, but like... increase gems, add in gems do crush results. Trinkets are such a huge commodity that I believe they are kind of running (I won't say ruining!) the economy, in a way. Thus, one thing we need in the absence of more people to consume is more ways to alter trinkets and more way for different actions to pick up items that modify trinkets because, apparently, that is big biz.
It makes you wonder ( lol not an economist, I just am an economic voyeur,) if in general adding MORE MATS (as in base quantities) to the game would help balance out the gold. Atm tho, not much TC stuff, trinkets... what else is there to spend money on. Capes?
The economy is bad, but it seems like it's going beyond that and affecting the game as a whole, and not just in a 'I can't play a game w/ a trash ass economy!' sort of way. There are things that are obviously incentivized to do, and then there are things that are not really worth it. It should not be that way. Blood, sweat, tears.. that should get you somewhere; that shit is what the economy is based on, base level brute work.
I can ride around and MA people, kill shit... y'know, and as I told other people, I'm not SUPER MAD, so I don't care that much, but definitely it affects my play time that the game is falling into ruins more and more as a functional system. As for systems, I think I understand them better than 'the one system' of economics. Meta-systems... oke.