Elirian wrote:Lothaudus wrote:Alternatively, everyone has a mine and nobody trades for anything because why would you?
This is what is known as a false dilemma. There are many more options to create trade than the current system where one section of the playerbase is considered in some way more deserving than any other. See.... any game ever?
I don't know what game you're playing, but none of the ones I have played (and I've been playing these games since I was 11, 12 years ago) have been like you are describing.
Games have to award different values to different things, and different values to time invested. This is how it works. In WoW, if I am in a raid, and I get a nice epic BoE drop, I might be able to sell it for 10,000 gold. There's not much else you can do to get 10,000 gold in the period of time it takes to do a raid that don't also involve lucky drops. People who spend time playing the auction house can make a fortune on very little time invested daily if they know what they're doing and space it out between normal play on other characters.
Back in Nexus TK, one of the earliest MMOs, no monsters really dropped money at all. To get money you had to go boss hunt. Certain bosses dropped little, worthless stuff like Tao Stones or Lucky Coins, worth a few thousand coins tops. Others dropped nice stuff like Dragon's Hearts, Bloods, and Ambrosia, easily worth a hundred thousand or more.
In Ultima online, you could make a lot of money running the higher end dungeons with characters built for finding treasures and avoiding traps if you brought a party who was decent at combat. It took very little time and could make you a lot of money and get you a lot of resources very fast.
You cannot, cannot, balance time invested to profit made. It's impossible. The reason is because it's determined by the player! Deciding what we want to sell metal for, based on it's availability and usefulness is exactly how it's intended to be! This is called an "economy".