Murrandii
02-28-2019, 08:01 AM
As all matters in 2019, there's no gray zone, there's 2 sides, those that believe it's about to die, those that just don't care or don't believe.
Anyway, let's analyse this differently.
WHAT do you think the breaking point is in term of silver values, at that value farmers will say: screw this, it's not worth it anymore?
I throw some more details in this analyse:
Considerating (hypothesis):
0) Silvers had reach an historical low (1.XX per?)
a) Players are part of the problem: They are selling like a firesale (Dergo style: 1 dollars less than "average value)
b) Simu is part of the problem: isn't throwing reasons to make em raise in value (events or merchants or WPS services)
What will be the currency used by people to merchant between themselves? BS? That's a paid currency, so it opens up other problems:
1) if it's mainly used, since it's a currency you must pay with real dollars and farm to get it, it has a value between
a) the floor (cost in real dollars to get entries(3.XX $ per 1k BS)
b) the ceiling (depending if there's an event, items are worth to get, et cetera)
2) An inflation / delflation of BS therefore?
a) Since we can set a value of it (1a to 1b), it depends on other variables.
3) How people will "farm" them in order to buy stuff?
a) must pay real dollars and farm event causing:
aa) more dollars to simu (ain't a problem)
bb) more BS circulating ( BS going closer to the floor value, 1A)
b) pay with already too low silvers in order to get em?
aa) will people even accept silvers worth to close to nothing? (if BS is worth 6$ per 1k, would people accept 6m for 1k and be stuck with said silvers?)
aaa) let's say they accept the trade: By trading silvers for BS, will that raise value of silvers, therefore "solving the problem" in itself?
bb) people won't accept said silvers, crashing the silver market down.
c) simply not having BS to merchant, therefore create 2 sides: people that can merchant and people that cannot
aa) impacts: cliving even further the gap between people with the real stuff and the rest
bb) Simu, to mitigate that, will put ways to get BS or stuff?
4) Classic farmers (people farming to make cash)
a) Will have only BS to farm in order to make cash
aa) Since silvers will be hard to use to get BS, will need to invest real dollars to get bs
aaa) Impacts: a possibility some farmers won't do it since value of BS is fluctuant depending on events
bb) how do you farm outside of events, then?
bbb) merchanting? Since people got less ways to buy, it'd be harder, less possible client
cc) Why continue playing if you are post cap with no incitative to get value from your time?
ccc) get more exp ...? breaking point where the funfactor is no more is when?
dd) a fall of values of characters since post cap skills won't matter much as you cannot monetize your time INGAME (outside of events)
ddd) then what's the use to get more EXP post cap?
I see a clear correlation with silvers and many problems happening and getting worst with said analyse here.
Anyway, let's analyse this differently.
WHAT do you think the breaking point is in term of silver values, at that value farmers will say: screw this, it's not worth it anymore?
I throw some more details in this analyse:
Considerating (hypothesis):
0) Silvers had reach an historical low (1.XX per?)
a) Players are part of the problem: They are selling like a firesale (Dergo style: 1 dollars less than "average value)
b) Simu is part of the problem: isn't throwing reasons to make em raise in value (events or merchants or WPS services)
What will be the currency used by people to merchant between themselves? BS? That's a paid currency, so it opens up other problems:
1) if it's mainly used, since it's a currency you must pay with real dollars and farm to get it, it has a value between
a) the floor (cost in real dollars to get entries(3.XX $ per 1k BS)
b) the ceiling (depending if there's an event, items are worth to get, et cetera)
2) An inflation / delflation of BS therefore?
a) Since we can set a value of it (1a to 1b), it depends on other variables.
3) How people will "farm" them in order to buy stuff?
a) must pay real dollars and farm event causing:
aa) more dollars to simu (ain't a problem)
bb) more BS circulating ( BS going closer to the floor value, 1A)
b) pay with already too low silvers in order to get em?
aa) will people even accept silvers worth to close to nothing? (if BS is worth 6$ per 1k, would people accept 6m for 1k and be stuck with said silvers?)
aaa) let's say they accept the trade: By trading silvers for BS, will that raise value of silvers, therefore "solving the problem" in itself?
bb) people won't accept said silvers, crashing the silver market down.
c) simply not having BS to merchant, therefore create 2 sides: people that can merchant and people that cannot
aa) impacts: cliving even further the gap between people with the real stuff and the rest
bb) Simu, to mitigate that, will put ways to get BS or stuff?
4) Classic farmers (people farming to make cash)
a) Will have only BS to farm in order to make cash
aa) Since silvers will be hard to use to get BS, will need to invest real dollars to get bs
aaa) Impacts: a possibility some farmers won't do it since value of BS is fluctuant depending on events
bb) how do you farm outside of events, then?
bbb) merchanting? Since people got less ways to buy, it'd be harder, less possible client
cc) Why continue playing if you are post cap with no incitative to get value from your time?
ccc) get more exp ...? breaking point where the funfactor is no more is when?
dd) a fall of values of characters since post cap skills won't matter much as you cannot monetize your time INGAME (outside of events)
ddd) then what's the use to get more EXP post cap?
I see a clear correlation with silvers and many problems happening and getting worst with said analyse here.