Did anyone ever realize?
The 'economy' in POE is a reflection of the real life economy?
Legacy items for example go up in price like comic books do and other limited edition things like expensive cars and such. New uniques or alt art uniques tend to be higher in price when theyre new because so few have them like every new release there is. The only thing missing here is the sales. I dont see people in the game do sales to get more people to buy from them quite the opposite. The rich get richer and the poor go poorer even in a virtual economy. And like in real life, bots do it better, faster and are more efficient (even though illegal in a game) than the real player. Does this mean to give more people jobs we should make machines/robots legal in real life too? Does POE and arpg games in general need this imbalance? The distinction of poor and rich? We even have the politician like people who spy on our profile only to tell us we are not good enough to talk to them about 'endgame' because we are not on their 'level'. |
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Everything is also about who you know.
Mapping and trading is infinitely better with the right crowd of contacts. |
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The economy in any game with an economy tends to reflect the economy of real life. There's the people that get rich by playing efficiently, also known as the flipper which reflect the wall street types. There's the people that work hard and steadily to accumulate wealth, in this case the domi runners, reflected by the middle class workers in real life. Then there's the lower class that slaves away and hopes for a lottery winning to make it big, in this case the people hoping for that massive drop. This system supports and sustains itself because every member in it has something that someone else has. The top tier players want the chaos that the domi runners farm up to roll maps with, and the low end players want the wealth that the high end players have. As opposed to real life though, there is less holding a person in place in the class structure, the only real factor here is time and the amount of effort you're willing to put in.
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Real life also has an RMT. If you can call currency exchange RMT, lol.
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Ofc its the same lol, pure logic.
Thats why it's called economy, derpdyderp. |
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" Here's something that i've meant to write in a previous trading vs. self-found thread, but since you've outright mentioned the bottom line, i'll put it here instead. From my point of view it's a bit like the distribution of natural resources on our planet: some countries have - through nature's RNG - an abundance of certain goods, so they put the surplus up for sale, while other less lucky countries have to buy them in order to progress faster; they also have the choice of not buying them for whatever reason and thus progressing slower while also being generally more vulnerable. In other words, it works along the same lines in the game as it does in real life. Last edited by Tom7i#1833 on Jun 20, 2014, 5:33:00 AM
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"— Mark Rosewater Yes, there might be some things about a game economy which mimic a real-life economy. However, in general, if a game economy is functioning just like a real-life one, then it is fucked up, because it is becoming less and less of a game. It's very important than game economies prevent the trappings of real-life economies and manage to find rulesets which give it a more fantastic, unreal feel. This is one of the reasons why in-game, rather than third-party, trading tools are so important. Okay, maybe shopping is still shopping, but as a developer you have a design choice as to whether it feels like going to Amazon.com (as will inevitably happen as you do nothing, as third parties fill the gaps), or whether it feels like a young Harry Potter taking a stroll down Diagon Alley. It's all about maintaining the feel of your game, rather than feeling a disproportional break which snaps you out of the immersion. I honestly think GGG should provide essentially the same services as poe.xyz.is and Procurement when they introduce their trade tools... but how they do it is more important than what they do. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 20, 2014, 5:56:37 AM
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Gotta add this one, the legacy items are the gold rolex of POE and their non legacy counter parts are the cheap knock off. Or so it seems when people argue about them.
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" Uhhhh . . . what you are saying and what Rosewater are saying are entirely different and unrelated things. Rosewater is talking about making challenges. So if the economy is a challenging minigame, then as far he's concerned, the game designer's goal is met. Realism versus fantasy doesn't enter into it and is purely an aesthetic decision. Last edited by DeviantLightning#7374 on Jun 20, 2014, 6:17:27 AM
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" They are already legal, dummy ^^, its called Automation and its a really nice industry. Often treaded with the disflavour of ruining jobs while in practice just flipping jobs, there are still the same amount of people involved in operating, designing, manufacturing and fixing mentioned machines. The reality is more like: More jobs got created through Automation in combination with an improvement of the Quality of the Product. Counterargument: Should botting be allowed in PoE? It would devinitifly improve the Life of the Casuals when they would be able to obtain for ex. a Koams. With the Koams they could enjoy Endgamecontent and understand the fun you get from attempting more difficult rolled maps instead of having to resort to spending more orbs to roll safe maps. So far if they dont get a Koams they are gated out. But i still prefer them to make fair and sane droprates, or a fair way to accumulate gamewinning items instead of nerfing them on a daily basis. Is obvious that alot of Casuals/Humans just quit when they get beaten too hard. https://www.youtube.com/watch?v=drDs-Y5DNH8
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