Post by Azherae on 2021-09-24 19:41:56
I don't view this as necessary.
As always, my experience is drawn from FFXI. I wish I still had that 'thesis paper' but it was long ago.
The methodology that game used for a long time was threefold, and I see strong signs of it in Ashes.
"The most efficient way to make money in the game is entirely market dependent."
On average, during the period I refer to (I'm just going to use the frame when I wrote the paper), a player with no specialization or focus would make 10k gil/hr.
This was market enforced. Anytime you found anything that gave more than that, everyone else would immediately try to do it too. The respawn rate of creatures (it was usually drops) didn't support that many people. So the 'spot' going from 2 people to 5 people instantly cut everyone's profit down to 4k gil/hr. PvE game, so people would realize this and move on.
Without someone to craft the highest gear, there's no one to buy the gear from, so that's a limiter on its own. Your answer couldn't be to 'just go make more money'. There was no 'source of money' to make because nearly no enemies drop gil and most items you can sell to NPCs are hard to get. So you adventured.
The best items came from group content, but you didn't need these items either.
So, in short.
1. I go out to farm beehive chips because honey and beeswax sell well.
2. I find someone else farming beehive chips, 3 times in a row, cutting my profit in half.
3. I go look for something else someone wants that no one else is gathering, instead.
4. Since very few common things have a defined value that is worth the time except in the eyes of other players, equalization happens because every time you can make more than the 'going rate' without using your specific skills, a bunch of 'unskilled labor' runs in to do it too.
5. I figure out that I like fishing instead, join the Fishing Guild, and sell special lures I get from doing work for the guild, to make 20k gil/hr instead because I have so much less competition because others don't like fishing and are conditioned to know that 'trying to jump in on my niche' will immediately make it worth much less than I'm getting.
6. I profit.
I'm looking forward to Ashes because everything in their design implies (or is explicitly said) to be aiming for this result. Therefore I have no concerns and will just 'point out whenever they have created a Money Printing Activity that will break the above'.
As always, my experience is drawn from FFXI. I wish I still had that 'thesis paper' but it was long ago.
The methodology that game used for a long time was threefold, and I see strong signs of it in Ashes.
"The most efficient way to make money in the game is entirely market dependent."
On average, during the period I refer to (I'm just going to use the frame when I wrote the paper), a player with no specialization or focus would make 10k gil/hr.
This was market enforced. Anytime you found anything that gave more than that, everyone else would immediately try to do it too. The respawn rate of creatures (it was usually drops) didn't support that many people. So the 'spot' going from 2 people to 5 people instantly cut everyone's profit down to 4k gil/hr. PvE game, so people would realize this and move on.
Without someone to craft the highest gear, there's no one to buy the gear from, so that's a limiter on its own. Your answer couldn't be to 'just go make more money'. There was no 'source of money' to make because nearly no enemies drop gil and most items you can sell to NPCs are hard to get. So you adventured.
The best items came from group content, but you didn't need these items either.
So, in short.
1. I go out to farm beehive chips because honey and beeswax sell well.
2. I find someone else farming beehive chips, 3 times in a row, cutting my profit in half.
3. I go look for something else someone wants that no one else is gathering, instead.
4. Since very few common things have a defined value that is worth the time except in the eyes of other players, equalization happens because every time you can make more than the 'going rate' without using your specific skills, a bunch of 'unskilled labor' runs in to do it too.
5. I figure out that I like fishing instead, join the Fishing Guild, and sell special lures I get from doing work for the guild, to make 20k gil/hr instead because I have so much less competition because others don't like fishing and are conditioned to know that 'trying to jump in on my niche' will immediately make it worth much less than I'm getting.
6. I profit.
I'm looking forward to Ashes because everything in their design implies (or is explicitly said) to be aiming for this result. Therefore I have no concerns and will just 'point out whenever they have created a Money Printing Activity that will break the above'.