A hypothetical "lesson market"
So we already have a credit market, thats horribly over-inflated for anyone that doesn't live and breath Imperian, or hasn't been playing for years and amassed a huge amount of gold. We obviously have a need for a gold sink (and lesson sink). That I believe is where the mercenary system was headed. This kinda goes along the same train of thought, but would be a much simpler(probably) implementation, and a much quicker transaction for the party(ies) involved.
Why not a lesson market? Don't get me wrong-The new lesson packages are a great start. Quite honestly, if you could buy them up to 5 times, I would probably spend the money. But even still, it's far from enough for people trying to learn general/mini skills or crafting skills. I'm not sure if you would rather have it a player-driven market like the credit market(we've all seen how that goes, as it doesn't really take gold OUT of the economy, but just generates more incentive to create it) that would allow players to sell off their excess lessons(probably not that beneficial honestly), or creating a game-run market that would sell lessons for gold, obstensibly from a trainer. This would in fact permanently REMOVE gold from the game while selling newer players lessons. Older players could perhaps buy enough lessons, taking enough gold out of the game to effectively deflate the economy, while getting a chance to perhaps play a new class they wouldn't have played before. This would benefit new and older players, stimulate activity(more people around), and that I believe would still lead in turn to people buying credits for things like artifacts. Quite honestly, having to choose between lessons and artifacts as a player isn't the greatest decision in the world.
The lesson deals and promotions have been happening for a while off and on now, before finally ending up with the no-brainer package(which is a great package). Why not expand on that?
Why not a lesson market? Don't get me wrong-The new lesson packages are a great start. Quite honestly, if you could buy them up to 5 times, I would probably spend the money. But even still, it's far from enough for people trying to learn general/mini skills or crafting skills. I'm not sure if you would rather have it a player-driven market like the credit market(we've all seen how that goes, as it doesn't really take gold OUT of the economy, but just generates more incentive to create it) that would allow players to sell off their excess lessons(probably not that beneficial honestly), or creating a game-run market that would sell lessons for gold, obstensibly from a trainer. This would in fact permanently REMOVE gold from the game while selling newer players lessons. Older players could perhaps buy enough lessons, taking enough gold out of the game to effectively deflate the economy, while getting a chance to perhaps play a new class they wouldn't have played before. This would benefit new and older players, stimulate activity(more people around), and that I believe would still lead in turn to people buying credits for things like artifacts. Quite honestly, having to choose between lessons and artifacts as a player isn't the greatest decision in the world.
The lesson deals and promotions have been happening for a while off and on now, before finally ending up with the no-brainer package(which is a great package). Why not expand on that?
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Perhaps the NPC ran market would screw things up. It was just a thought. Maybe if you put a cap on it? I dunno.
Anyway, I believe IRE is already treading the waters with regards to seperating lessons and credits. I dont know the exact amount of credits converted to lessons or what not, but I do believe they would sell more lessons than credits if they priced them properly. Greater volume of a lesser priced good can sometimes be more beneficial than a smaller volume of a greater priced good.