Hello all,
So first of all thanks to the GM and Server owner for trying to address the issue of inflation. I see where you are coming from and that you act is great. However, the step of basically drastically decreasing the Salvage loot is not only counterproductive to this goal but has a lot of additional negative consequences.
Let me outline why I think this and what my reasons for those things are.
1. Assumption: Decreasing the amount of solo farmable gold will decrease inflation and reduce prices in the market
Why this is wrong: The amount of gold in the Bank for seasoned players is already quite high for many so those people will remain mostly unscathed by the changes. The players affected are new joiners to the server or players who wish to play a solo char and trying to temp. Those people, who are selling on the market, being it ROG or Crafted gear will be able to sell their stuff for the same price (since crafted items are mostly determined by crafting costs) while new players will be way slower to make gold, farming Salvageable loot.
This is counterproductive to the goal you want to achieve.
2. Assumption (by Gruenesschaf) (cool name btw ): Those changes "gives df dia groups or grouping for gold in general some purpose as before those yellow/orange mobs were the highest average gold value per kill."
Counter-argument: The reason why people go out and play DAoC is for RVR, not to farm gold in DF. Also, not all of the players wish or have a meta-group char to easily get invites to those Farming groups. DF is also not reliably available, (and other level spots will soon be camped, meaning it will lead to competition for gold farming spots, leaving again more players out...) hence puttingMORE restrains on new players to get the necessary funds to afford their SC and Buff Pots (or learn a crafting profession). Decreasing the pool of money makes it extremely difficult to obtain gear and useable stuff.
3. Assumption: Just form groups to farm gold.
Counter-argument: Instead to "quickly" log on with a farm Char and do half an hour here and there and make reasonable funds for your in-game needs, you are nowforced to dedicate a significant portion of your time to farming. Not only because it is much slower, but also that you need to find or build a group, which is most often time-consuming or doesn't work out if you don't have a metacharacter, but also because you commit to farming not for 30 min or 1h once you have a group, but much longer, so that it, on one hand, justifies the effort creating the group/looking for it and that you don't be a jerk to your fellow groupmates who then need to find a replacement.
This is especially true in Midgard btw, as Cabalists in Albion and Animists in Hib don't really have grouping issues, but the Midgard Farmer got pretty much useless now (bonedancer).
4. Assumption: Find other ways of making gold, like Find Exp items and sell it, or Craft for others.
Why this is not a solution: Exp items are already abundant on the market, and doesn't sell for much. You also need to have money for the House rent and it again forces your out of RVR, which is the goal for all of us, into PvE.
Crafting, on the other hand, is very expensive to level up. Even with cheap guides found online. You will need platins to level up your crafter and then find work, which takes you off of RvR for a very long time, as themoney needed to level your crafter is money not invested in a good SC.
Those are things on top of my head with only a bit of analisys of the Salvage loot drop nerf.
I sincerely hope that you consider my concerns, the concerns of your community and are willing to change again, if my Arguments find more agreement than the agreement with the nerf of the Salvage loot.
Conclusion: You basically made all rich players a hell of a lot richer, and new players and solo players a lot poorer by removing easy access to wealth with your loot nerf
Kindest regards and thank you for your time
So first of all thanks to the GM and Server owner for trying to address the issue of inflation. I see where you are coming from and that you act is great. However, the step of basically drastically decreasing the Salvage loot is not only counterproductive to this goal but has a lot of additional negative consequences.
Let me outline why I think this and what my reasons for those things are.
1. Assumption: Decreasing the amount of solo farmable gold will decrease inflation and reduce prices in the market
Why this is wrong: The amount of gold in the Bank for seasoned players is already quite high for many so those people will remain mostly unscathed by the changes. The players affected are new joiners to the server or players who wish to play a solo char and trying to temp. Those people, who are selling on the market, being it ROG or Crafted gear will be able to sell their stuff for the same price (since crafted items are mostly determined by crafting costs) while new players will be way slower to make gold, farming Salvageable loot.
This is counterproductive to the goal you want to achieve.
2. Assumption (by Gruenesschaf) (cool name btw ): Those changes "gives df dia groups or grouping for gold in general some purpose as before those yellow/orange mobs were the highest average gold value per kill."
Counter-argument: The reason why people go out and play DAoC is for RVR, not to farm gold in DF. Also, not all of the players wish or have a meta-group char to easily get invites to those Farming groups. DF is also not reliably available, (and other level spots will soon be camped, meaning it will lead to competition for gold farming spots, leaving again more players out...) hence puttingMORE restrains on new players to get the necessary funds to afford their SC and Buff Pots (or learn a crafting profession). Decreasing the pool of money makes it extremely difficult to obtain gear and useable stuff.
3. Assumption: Just form groups to farm gold.
Counter-argument: Instead to "quickly" log on with a farm Char and do half an hour here and there and make reasonable funds for your in-game needs, you are nowforced to dedicate a significant portion of your time to farming. Not only because it is much slower, but also that you need to find or build a group, which is most often time-consuming or doesn't work out if you don't have a metacharacter, but also because you commit to farming not for 30 min or 1h once you have a group, but much longer, so that it, on one hand, justifies the effort creating the group/looking for it and that you don't be a jerk to your fellow groupmates who then need to find a replacement.
This is especially true in Midgard btw, as Cabalists in Albion and Animists in Hib don't really have grouping issues, but the Midgard Farmer got pretty much useless now (bonedancer).
4. Assumption: Find other ways of making gold, like Find Exp items and sell it, or Craft for others.
Why this is not a solution: Exp items are already abundant on the market, and doesn't sell for much. You also need to have money for the House rent and it again forces your out of RVR, which is the goal for all of us, into PvE.
Crafting, on the other hand, is very expensive to level up. Even with cheap guides found online. You will need platins to level up your crafter and then find work, which takes you off of RvR for a very long time, as themoney needed to level your crafter is money not invested in a good SC.
Those are things on top of my head with only a bit of analisys of the Salvage loot drop nerf.
I sincerely hope that you consider my concerns, the concerns of your community and are willing to change again, if my Arguments find more agreement than the agreement with the nerf of the Salvage loot.
Conclusion: You basically made all rich players a hell of a lot richer, and new players and solo players a lot poorer by removing easy access to wealth with your loot nerf
Kindest regards and thank you for your time