Wednesday, April 18, 2012

Blizzard's Major Miscalculation - Item inflation/economy - Page 3

In layman's terms, it's pretty much inevitable that item power creep will occur in SC with the current system described, I think everyone can agree with that. There's no real way for Good items to be flushed out of the system.

Even for argument sake they make crafting items the best items by far requiring the best drops as defined by players to craft, it's just an additional hoop to jump through, slowing down the power creep cycle to reach the top items, there's still no mechanism to flush out the top items.

Basically, the item power creep in SC is inevitable with the current system, that the creep is slow is about the best we can hope for.

While BoE or similar mechanisms can take the take the item out of the market, it would totally change the trading dynamic of D3, and as I think they are going for the ultimate loot/trade/bling addictive slot machine angle, they weighed the pros and cons and conclude that a BoE like mechanism would damage that angle.

Luckily I play HC only!|||We don't know how valuable crafted items and enhancements will be, but breaking down elite items for elite enhancements for other elite items definitely slows down inflation.

First, lets ignore the super-elite items that will sell for hundreds, because those won't be flooding the market for a looong time.

Now, the overlying theory is that once items become common enough for there to be an inflated supply of them, they won't really be worth selling or keeping. It's at this point that they start getting broken down regularly for materials, to make things of more value, until the supply evens out. No reason to think that won't work at the moment.|||Blizzard could always play like the government and buy up overabundant items and destroy them.|||Quote:








Blizzard could always play like the government and buy up overabundant items and destroy them.




It couldn't because to do so, it'd have to take them from players. That'd be some unhappy players!|||Quote:








It couldn't because to do so, it'd have to take them from players. That'd be some unhappy players!




Right. Except I said buy, not take.|||Oh, right.....in that case, that'd be some happy players. |||I find it intriguing that you attempt to site economic principles for why your theory is fact (it is in fact just a theory) but ignore the same principles when they contradict your argument. As Godzillaz alluded to in his post anything that has a drop rate capable of saturating it in the community would also be inherently degrading its own value. As you state, it's supply and demand, as the item saturates the market its price depreciates thereby making it more appealing to salvage, especially if Legendary items have unique salvage components as is likely.

Any item that would lend credence to your theory is also contradicted in your own arguments. Non-legendary items with awesome affixes will likely be just as rare as the legendary items themselves, if not more so, as you indicate when you say "crappy items are much more common then awesome items."

In short a complete understanding of economic theory would indicate that the economy will balance itself as long as there are sufficient means to do so, which is why salvaging is there.|||One of the most obvious flaws in your argument is equating top items (meaning best in slot) with high end items. Not all high end items will be top items. And if the best recipe in the game requires a mat that can only be salvaged from a top item, guess what? People will salvage that top item. Which leads us to your second major flaw: Just because you don't understand the drive of gambling and crafting, doesn't mean it won't happen.

Finally, it sounds like you are advocating item binding in diablo which is asinine. You honestly think more than 1% of items that drop are going to be upgrades? No. 1% is a generous number. More like .0001%. Once you have the perfect item for your build, 100% of drops in that slot will not be upgrades. Binding is a terrible idea for Diablo, because it absolutely would not accomplish its purpose which is to remove items from the economy. You do realize the rampant inflation in D2 was due to dupes & bots right? Right? I certainly hope so.|||Quote:








I find it intriguing that you attempt to site economic principles for why your theory is fact (it is in fact just a theory) but ignore the same principles when they contradict your argument. As Godzillaz alluded to in his post anything that has a drop rate capable of saturating it in the community would also be inherently degrading its own value. As you state, it's supply and demand, as the item saturates the market its price depreciates thereby making it more appealing to salvage, especially if Legendary items have unique salvage components as is likely.

Any item that would lend credence to your theory is also contradicted in your own arguments. Non-legendary items with awesome affixes will likely be just as rare as the legendary items themselves, if not more so, as you indicate when you say "crappy items are much more common then awesome items."

In short a complete understanding of economic theory would indicate that the economy will balance itself as long as there are sufficient means to do so, which is why salvaging is there.




You either didn't read my posts or you're trying to turn this into an "economic knowledge" pissing contest.

There will be a huge pool of items that have the same ilvl as the "lucky awesome stat items". These items, having the same ilvl / affix level, will yield the same high-level SCRAPS that your "awesome" item would. This will make the price of "high-level" scraps FAR LOWER than an item with extremely good stats. This is what my point has been throughout this entire thread - no one is going to scrap their top-end rares for scraps that are worth 1/100th of the value. The salvage system WILL BE BASED on either ilvl or affix level (as well as item quality type), and as per my previous examples, most "useless" high-level items cannot be differentiated with the ones with "awesome lucky stats" by the game. Hence you will use these crappy items, NOT THE EXCELLENT items to scrap, hence will not at all combat inflation for good items.|||Quote:








One of the most obvious flaws in your argument is equating top items (meaning best in slot) with high end items. Not all high end items will be top items. And if the best recipe in the game requires a mat that can only be salvaged from a top item, guess what? People will salvage that top item. Which leads us to your second major flaw: Just because you don't understand the drive of gambling and crafting, doesn't mean it won't happen.




It will almost certainly be based on ilvl or affix level. The game cannot possibly differentiate between which stats are suitable with one anther to form a good item. It can only measure the level of each individual stat. So in other words, an AWESOME Rare Axe with EXCELLENT damage stats, and excellent suitable barb affixes (ie lifesteal, IAS etc) has the same ilvl as a useless and worthless rare axe that has huge +spell damage and other high-lvl affix stats that are useless for anyone who would use an Axe. Hence both items would yield the same high-level scraps.

So why would you scrap up the AWESOME item, instead of scrapping the ****ty item? The vast majority of rare items will have random useless stats, so why would you use the awesome item as scrap material?


Quote:




Finally, it sounds like you are advocating item binding in diablo which is asinine. You honestly think more than 1% of items that drop are going to be upgrades? No. 1% is a generous number. More like .0001%. Once you have the perfect item for your build, 100% of drops in that slot will not be upgrades. Binding is a terrible idea for Diablo, because it absolutely would not accomplish its purpose which is to remove items from the economy. You do realize the rampant inflation in D2 was due to dupes & bots right? Right? I certainly hope so.




I'm not advocating for a BoE system.

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