Yeah, yeah .. yet another thread whining about how screwed up our PS economy is. I don't want to whine though, I'd like to point out what, according to me, the underlying problem is for a lot of issues regarding balancing, player vs npc economy and earning money.
Problem:
A huge imbalance between the cost of goods (player economy) and the cost of daily life (NPC economy)Lets look at things with an example:
price of one sword: 250 tria (goods)price of maintaining that sword: 40 tria x 5 = 200 tria (daily life)
price of one level of swords training: 42 tria x 8 = 336 tria (daily life)Now if we take into consideration that a sword is an investment, which only has to be bought once and that training and maintenance is, for most of us, a continuous expense ... everyone will agree that the huge majority of generated tria will go out to daily life expenses and very little to purchasing goods.
When we look at players vs NPC's, we are mainly able to produce or obtain goods which we can sell (I'll go into repairing a bit later since that's something we ruined for ourselves). There is already a limited demand (because of the above reason) for these but the offer is also too large (npc merchants + looting) for it to be profitable in a player economy. Us players can only be the giving party in the largest tria consumer of all, training.
So all in all, 99% of the income we make as players is flushed through to the NPC's, disappearing forever. This leaves a player run economy very little room to breathe.
Some suggestions I have to change this ..
For players:- Stop repairing armor and weapons for free, you're killing our largest economical asset
For Devs- Allow players to pitch in on the recieving end of skill training. Let them train skills to others up to the level which they posses. (or atleast reduce skill training costs substantially)
- Remove a substantial portion of the goods supply by making all lootable items not directly useable. Loot should only be in the form of resources or tria. Weapons or armor looted from NPC's can't be worn or wielded. It'll only serve as a source of resources for weapon or armor smiths.
- Raise the NPC price of (non-starter) goods so that players can actually offer them cheaper and still have something out of it.