Ways to Remove High-end Items from the Game (To Curb Item Inflation)

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Silver wrote:
I hope that I'm giving constructive feedback...

At least that's how I hope it's viewed. I have nothing but respect for what Chris does. He makes a valiant effort to manage this community and give responses to people and potential players.

I'm not criticizing Chris, I'm simply putting forth my thoughts on the arguments being made.

Permaximum If you don't believe this is a worth while topic, then that's fine. If you believe this is a non-issue then that's fine also. I'm not arguing with your opinion though.

I believe item inflation could be a problem, and that's all.



Now you've found my soft spot again. I don't ever want to discuss things in this tone with polite people.

Then I just disagree. I only think this is not an issue. This should be a feature. Everyone has a chance to acquire high-end items. They can trade an amazing item with another player. This is just fun imo. There will always be better items in these type of games but searching for ways to remove amazing items from the economy conflicts with the deep philosophy of ARPGs.
He who fights with monsters
might take care lest he thereby
become a monster.
Well when i play a character in a ARPG i only keep one or two main weapons the rest i sell. These weapons will not just be given people will have to earn them. If you worried about inflation that just something that happens in economies. unless you want to take items out of their inventory then there is really no fun way to stop it. Besides they are already expecting items to fluctuate in price. Not to mention there will be attribute requirements it is not very feasible for a lvl 20 character to equip a lvl 60 class sword. So there's not going to be a lot of trading unless it's within 10 levels or so.
Yes good sir, I enjoy slaying mythical creatures.
I think the thing to notice here is the fact that this game seems far different from other ARPG's in one critical area.

Since the skills we use will mostly be granted via gems, and since the arrangement of those gems in an item directly impacts the experience for the player, I think that having "best" items won't come up that often. At least, it won't be as an issue as it is in D2, where certain items are the best for EVERY player regardless of one's personal play style.

At any rate, any "inflation" that happens in the economy won't happen for some time. At first, people will have no idea what anything is worth (and with the amount of randomization in this game I suspect that the economy won't become "Stable" for quite some time.)
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
Wittgenstein makes a good point that a good item for one person may not be for another. Even still, the currency items allow you to reroll almost every aspect of the item. So there's the potential that every item can be made useful.

I still like my idea earlier in the thread about sacrificing items to influence the effects of currency items. I think people would appreciate having a little more control over the random effects of currency items even if it does come at a high price.
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Well, this is the issue that I see... and maybe the developers don't see this as a potential issue, I'm just pointing out what I see.

- The problem: Gear will inflate and become easily available over time, which will reduce the true value of those items significantly.

- Also: This will lead to people easily obtaining high-end gear because the value of that gear will decrease.

If there's no problem with gear being overly available, then this is a non-issue. But if GGG wants the economy to stay relatively stable (not inflate) then they will need to find some fun ways of removing excess gear/gems from the economy.

That's really the whole point of this thread. That is, to find fun ways to remove items.

I know that Bind on Equip may not seem fun and that's why I don't really suggest it, however, I do believe that BoE items make more interesting choices.

But... yeah.. Inflation... it can be a drag. Or maybe GGG doesn't really care about inflation? If they don't, it's not an issue then.
Happy Days Abound.
If high-end gear becomes easy to obtain, then that would just limit the amount of trading that needs to take place. Not necessarily a bad thing imo.
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
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Silver wrote:
Well, this is the issue that I see... and maybe the developers don't see this as a potential issue, I'm just pointing out what I see.

- The problem: Gear will inflate and become easily available over time, which will reduce the true value of those items significantly.

- Also: This will lead to people easily obtaining high-end gear because the value of that gear will decrease.

If there's no problem with gear being overly available, then this is a non-issue. But if GGG wants the economy to stay relatively stable (not inflate) then they will need to find some fun ways of removing excess gear/gems from the economy.

That's really the whole point of this thread. That is, to find fun ways to remove items.

I know that Bind on Equip may not seem fun and that's why I don't really suggest it, however, I do believe that BoE items make more interesting choices.

But... yeah.. Inflation... it can be a drag. Or maybe GGG doesn't really care about inflation? If they don't, it's not an issue then.


Oo? the dev diary is about this theme. and this is not a mmorpg where binding stuff is interesting... also the GGG team work hard for a good itemsystem, trust me;)
I don't see why people are getting defensive. Silver brings up valid points and it is worth considering what he has to say, even if you don't agree with him. A certain level of inflation is inevitable, even with binding items. However, I think it is important to point out the best items in this game won't be like they are in WoW, the best items will be items with randomized mods and sockets. In the 10 years that Diablo II has been out, not a single 100% perfect weapon has spawned.

The great thing about a dedicated developing team that listens to their fans is that if inflation does become a problem, something can be done to remedy the situation after release.
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Silver wrote:

- The problem: Gear will inflate and become easily available over time, which will reduce the true value of those items significantly.


When they become easily available ofc the value of the items reduce significantly. Market always holds the true value. It's the balance.

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- Also: This will lead to people easily obtaining high-end gear because the value of that gear will decrease.


Percantage of the players who get the end gear will be kept. Also in a randomized environment there'll always be better gear.

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If there's no problem with gear being overly available, then this is a non-issue. But if GGG wants the economy to stay relatively stable (not inflate) then they will need to find some fun ways of removing excess gear/gems from the economy.


There's no fun in removing gear. Besides there will be currency items which will change the items' mods, quality, type etc. Even those random high-end items (in fact they are just random items not static D2 uniques or runewords) can get better or worse. Depends on your luck.

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That's really the whole point of this thread. That is, to find fun ways to remove items.

I know that Bind on Equip may not seem fun and that's why I don't really suggest it, however, I do believe that BoE items make more interesting choices.

But... yeah.. Inflation... it can be a drag. Or maybe GGG doesn't really care about inflation? If they don't, it's not an issue then.


Again. There is no fun in removing items and there is no need to remove.

BoE and BoP is just a cheap solution in classic RPGs to ensure all the content have to be played and limit player trading skills to collect good items. It's not about removing high-end items from the market to lock their values.

GGG ofc don't care about inflatation because there will also be player inflatation. 100 out of 100k and 100 out of 1m?..Are they the same? As I said before percentage will be kept.

He who fights with monsters
might take care lest he thereby
become a monster.
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permaximum wrote:

When they become easily available ofc the value of the items reduce significantly. Market always holds the true value. It's the balance.


What balance is that though? If the prices reduce significantly, that creates imbalance, and thus deflation of the market values.

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permaximum wrote:

Percantage of the players who get the end gear will be kept. Also in a randomized environment there'll always be better gear.


If there are more players at the high end, then there is more potential for the ratio of players to end-gear, to actually exceed expectations. You must take into account that players will play for more than 1 hour a day, and gear always drops.

Randomized gear will not go far enough to keep prices from deflating.

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permaximum wrote:

There's no fun in removing gear. Besides there will be currency items which will change the items' mods, quality, type etc. Even those random high-end items (in fact they are just random items not static D2 uniques or runewords) can get better or worse. Depends on your luck.


I think removing gear from the economy is fine, so long as it’s done in the right way. Actually removing gear from the economy can be made fun by giving players incentives that are interesting, like converting gear into currency items at random.

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permaximum wrote:

Again. There is no fun in removing items and there is no need to remove.


Well, inflation of items, and deflation of prices is a reason to remove items. Is it fun to pay very little for high-end items? I guess that's a matter of opinion. If GGG likes that idea, then I don't have a problem with it.

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permaximum wrote:

BoE and BoP is just a cheap solution in classic RPGs to ensure all the content have to be played and limit player trading skills to collect good items. It's not about removing high-end items from the market to lock their values.


I agree that BoP items should not be in a game like this. BoE, while it may seem cheap, does offer choices to the player. Also, it is about removing high-end items from the market, because an item bound to you is an item that can't be traded. Thus it was removed from the market.

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permaximum wrote:

GGG ofc don't care about inflatation because there will also be player inflatation. 100 out of 100k and 100 out of 1m?..Are they the same? As I said before percentage will be kept.


The problem here is that players will undoubtedly play long hours. With 100k players or more playing for possibly long lengths of time, items will begin to inflate rather rapidly.

Just looking at the ratio of players to gear found is not enough. Gear found could increase dramatically based on pure persistence and luck.

Finally, if GGG does not see inflation as an issue, then I've got nothing else to say about it.
Happy Days Abound.

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