Headchef wrote:I just mean there is 0 logic in making valuable things appear randomly among the map for the sake of giving people credit to spend at markets
Maybe start seeing game economy as a food chain where grass is given to herbivores for free.
Headchef wrote:I just mean there is 0 logic in making valuable things appear randomly among the map for the sake of giving people credit to spend at markets
These things contradict each other. A "sink", as an additional use, increases demand and value of tokens, so it's opposite to a "nerf" which is supposed to decrease value and usage, as I understand it.Zentetsuken wrote:Tokens definitely need a sink or some kind of nerf to remove them as the main trading currency.
pppp wrote:But if a new player is supposed to play for his own achievements, what is even the point for him to play an online game? The only thing he gains is a chance to be harassed by more developed players, which is a minus in most cases. The whole point of double "M" in MMOG is player interaction. The same logic can be repeated at the level of a group, which can play on a private server without being harassed by other groups.Headchef wrote:I just mean there is 0 logic in making valuable things appear randomly among the map for the sake of giving people credit to spend at markets
Maybe start seeing game economy as a food chain where grass is given to herbivores for free.
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