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Old Aug 14, 2005, 05:08 PM // 17:08   #1
Lion's Arch Merchant
 
Join Date: Jul 2005
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Default How to fix the economy/trader problems for good.

Before a mod merges this with half a dozen of the other economic suggestion threads, I'd like to point out that this isn't a rant per se on people buying out items at low prices during the reset (which I don't agree with), or about needing daily resets or other pretty far-fetched ideas. Instead, I have what I think is a pretty decent idea that covers most of the complains, and is a valid and relatively flawless solution to the current economy complains/issues. Of course, if a mod thinks otherwise, then I can't really either protest either

The key idea behind my suggestion is that there are 2 classes of items - those that are vanity items, and those that affect actual gameplay. Vanity items are those that have no effect on gameplay at all - dyes, ectos, shards, rubies and the rarer crafting materials. All these are wants rather than needs. On the other hand, we have items that change the way we play - basically the runes (of all types) and common crafting materials (since they're needed for armour crafting). What I would like to suggest is that the market for the two types of items to be separated.

At present, all of them run on the supply/demand/stock model from the traders, and as we have seen at present, for items with a high demand and low supply (such as ectos/sup runes), and with the price cap in place, stock of them is never/rarely available, and hoarders are reselling them for vastly inflated prices.

Instead, what ANet should do is to separate the two out. The gameplay items (runes and common crafting materials) should be a tightly regulated market that has unlimited stock, with selling prices from the merchants being monitored by ANet. The vanity items however, would be allowed a fully free market model - items prices not capped, stock being entirely dependent on people selling to them et al.

Why so? This would effectively create 2 markets - the gameplay market, in which players can always have access to the items when needed at reasonable prices, and not be subject to the whims of predatory hoarders, and that of a vanity item market whereby existing speculators/traders are free to dabble and play in. By separating the two, new and old players alike are free to obtain items that might complete their build without having to camp the rune trader at present, and yet at the same time, have an active market in which to dabble and items to work/farm for.

Having said all that, any suggestions/comments from anyone?
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Old Aug 14, 2005, 05:48 PM // 17:48   #2
Lion's Arch Merchant
 
 
Join Date: May 2005
Location: Chicago,IL
Guild: The Knights Of Temerity
Profession: R/Mo
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Well.. to your idea of separating the rare materials from the common materials I'd have to say it would quite work that way.

There are certain rare materials that are necessary to create Droknar's armor. As a Warrior, I've gone through quite a bit of steel ingots to get my Platemail together. Steel is considered rare, but it is far from being a "vanity" item. Shards, Ectos and the like I agree with you are just for vanity... the armor created from them is just for looks and has no effect on actual gameplay.

I can see why you would be interested in this, but with the current economic fix, I don't think this idea is necessary anymore. I'd say wait a month to see how this new system plays out. Personally I think the new system will work alot better than the old one...
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