Post by Azherae on 2025-03-04 20:11:19
After finally working out a separate thing, I can finally articulate why I really don't like this system in games.
It squashes or removes the distinction between the three 'tiers' of item I mentioned in another post and effectively squashes them all down to having a 'high' Intent to Acquire, higher than is even useful or necessary, and that has a cascade effect (which I'm sure I'll end up ranting about in huge detail at some point).
But for my simple singular example, I'll use an old FF11 game 'loop'.
Fire Crystals, which drop from certain enemies and were used in cooking and metallurgy, were always rarer and therefore more expensive than Earth or Water Crystals. But it's not because of any difference imposed by the devs other than the fact that for most people/groups, things that drop Earth and Water crystals are easier to beat.
Fire Crystals are a thing that you attempt to get Opportunistically whenever you find yourself in a good situation for it, because they're more valuable, but they're only more valuable because they're opportunistic items for some.
By contrast, Light Crystals aren't used for much, but are still important, and drop from even fewer things. But they're Niche, not Opportunistic. One doesn't 'go out of their way to farm them' because the supply will become too high relative to their (somewhat inconsistent) demand and their value will be lost.
Earth/Water, literally dime a dozen (1k gil, to be precise). Demand is pretty stable, supply depends on what others think the competing supply is.
If you added a way to 'trade 2/3 Earth Crystals for a Fire Crystal based on the current value of Fire Crystals', you have to write a lot of code to control when this stops being possible, you have to control and explain it to newbies, you don't give them the chance to explore or learn Econ things slowly. You've just 'given them a quick solution to their immediate lack of something' and 'frustrated your merchants/screwed up your econ chains'.
I hope this post helps explain something, but honestly I'm not sure it does since brevity might have left it too abstract.
tl;dr - since 'Rarer' items are more desirable but also sit in a specific 'slot' in the EconSystem, giving an easy way to convert 'something that is in another slot, into them', is bad because it squashes that system into a smaller space and that can be bad.
@Ludullu lmk if this was too obscure or didn't seem to connect back to the main point so I know to rant more.
It squashes or removes the distinction between the three 'tiers' of item I mentioned in another post and effectively squashes them all down to having a 'high' Intent to Acquire, higher than is even useful or necessary, and that has a cascade effect (which I'm sure I'll end up ranting about in huge detail at some point).
But for my simple singular example, I'll use an old FF11 game 'loop'.
Fire Crystals, which drop from certain enemies and were used in cooking and metallurgy, were always rarer and therefore more expensive than Earth or Water Crystals. But it's not because of any difference imposed by the devs other than the fact that for most people/groups, things that drop Earth and Water crystals are easier to beat.
Fire Crystals are a thing that you attempt to get Opportunistically whenever you find yourself in a good situation for it, because they're more valuable, but they're only more valuable because they're opportunistic items for some.
By contrast, Light Crystals aren't used for much, but are still important, and drop from even fewer things. But they're Niche, not Opportunistic. One doesn't 'go out of their way to farm them' because the supply will become too high relative to their (somewhat inconsistent) demand and their value will be lost.
Earth/Water, literally dime a dozen (1k gil, to be precise). Demand is pretty stable, supply depends on what others think the competing supply is.
If you added a way to 'trade 2/3 Earth Crystals for a Fire Crystal based on the current value of Fire Crystals', you have to write a lot of code to control when this stops being possible, you have to control and explain it to newbies, you don't give them the chance to explore or learn Econ things slowly. You've just 'given them a quick solution to their immediate lack of something' and 'frustrated your merchants/screwed up your econ chains'.
I hope this post helps explain something, but honestly I'm not sure it does since brevity might have left it too abstract.
tl;dr - since 'Rarer' items are more desirable but also sit in a specific 'slot' in the EconSystem, giving an easy way to convert 'something that is in another slot, into them', is bad because it squashes that system into a smaller space and that can be bad.
@Ludullu lmk if this was too obscure or didn't seem to connect back to the main point so I know to rant more.