SupremeDruid wrote: bob the mage wrote:
SupremeDruid wrote:I disagree on the first point. Epona has absolutely no competition and these events are very nice for us. Due to our free market economy, we have the option to sell anything we win allowing some Eponians to make a nice bit of gold from an event if they score a rare drop. This in turn allows the drops and gold to keep flowing and stimulates our economy as well as allow lower levels the chance to win big.
That’s economic competition, but it’s still competition.
in so much that a bidding war can be comparable to an actual war
Competition for drops is very similar on epona to any other world functionally, and as a result there is a strong incentive to show up to bosses.
In a clan DKP/rolling offers some incentive, but due to higher supply than demand for the vast majority of drops, currency inflates heavily to the point where it has little to no meaning. For example, on arawn when I still played I had double the dkp of the second highest dkp total fire mage, yet it was meaningless as the drops worthy of spending any DKP only dropped maybe once every 2 years and all other drops were common enough that they went for min price from bank. Competition between clans limits how many of the lower tier drops stack up in banks and as a result creates a need to log in and thus stimulates activity.
Epona’s economy and structure functions similarly as due to the high number of players with access to gear, as in able to acquire, there is high demand and lower supply, thus stimulating activity. If there were multiple worlds structured like Epona the player base would be more spread out to the point where supply was higher than demand and thus each would die off until only one survived, but since Epona is the only true open world it thrives.
Thus, since Epona is economically competitive, it acts as competition and thus stimulates statistically identical to how interclan competition functions on other worlds, and thus without said competition, Epona too would struggle.
All of this loops back to central game design in function, all of the game is rooted in competition over drops instead of game play.
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