Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.21 17:59:00 -
[1] - Quote
It is broken at the moment. This ecomic model, while incomplete, sets the wrong direction. Even prototype gear should be managable even if it is not every round. People will not skill for bread and butter stuff (non rare isk gear) they can't have fun in. There is empire, pirate, and faction warfare gear for Sunday best . |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.08.21 19:48:00 -
[2] - Quote
Fivetimes Infinity wrote:Noc Tempre wrote:It is broken at the moment. This ecomic model, while incomplete, sets the wrong direction. Even prototype gear should be managable even if it is not every round. People will not skill for bread and butter stuff (non rare isk gear) they can't have fun in. There is empire, pirate, and faction warfare gear for Sunday best . Who says prototype should be manageable? Keeping people poor makes mercenary contracts with bigger payoffs more important. If people can just play random fights and they get enough money to run around in top-tier stuff almost all the time, then who would care about doing contracts? What incentive would there be to try and make a bunch of ISK fighting for an EVE corp? The only way to make mercenary work attractive is to make ISK valuable. The way to make ISK valuable is to prevent people from easily having all of it that they want. High prices and low payouts for regular missions ensures that, once doing contracts comes in, people will really want to do them, and they'll really want to win at them, because then they can afford to run around in expensive stuff for a while.
Because the alternative is DUST becomes a job to play in a fun way. ISK IS easy to get, especially once the game is live. Good gear should be time or AUR to find, earn, trade for, etc. Stuff you merely unlock should always be accessible. I'm telling you now, before the wipe, the best players in the game were going broke using prototype gear. That doesn't make any sense, and will delete the incentive to skill up in the first place. And that incentive drives the AUR market, aka the long term viability of the game. There can be unaffordable gear, but if that is the same gear that is the reward for leveling up the economy is broken. |