I believe after a few days 80% of all uniques in the game will saturate the trade economy.
I’m sure it depends on how easy it is it add new uniques you find to the market. If there’s a greater limiter like a specific amount of items a day, or anything like that, there’s a chance that there will be a lack of middle-of-the-road uniques while early uniques are rampantly available, and super rare uniques are somewhat available but at an absurd price.
Again, it all depends on what sort of limitations and/or freedoms are available from the get-go when choosing MG.
A few will have value such as Last Steps/Wings of Argentus solely so people dont waste time farming those timelines.
Ironically if those items are priced highly and the demand is enough, it would actually force people to farm it more since there wouldn’t be enough supply to keep up, thus meaning CoF has a higher chance of success since both would have to farm it and they’d have better odds. It also depends on how many players join and stick through the game cycles, since if there’s only a few thousand active players at any one given day, the items available to buy will be very limiting.
MG may be the best choice early on during 1.0 but depending on player-count moving into the future, CoF may take an absolute advantage there.
But this also leads to people taking advantage of the economy, if there is almost nil Last Steps for sale you can just farm them and sell them for a high markup which is way more interesting to me than boring SSF
Fair. It all depends on the freedom of trade and what sort of playstyle you’re looking for. I’m sort of in the middle. I like the idea of both, and I’m usually a solo player, but I do like being able to profit off any and all unique drops, even if it’s not usable by me.
Gold is just play fake resource you buy stash tabs with or dont spend it in Lightless as you never go there and I cant remember any other use it has
Isn’t that nearly the case in all aRPGs? Probably PoE is the only outlier and it’s because their currency isn’t gold but actual crafting supplies. It would be like if LE’s currency wasn’t gold but our affix shards and glyphs.
Gold is tricky to design since the actual power comes from items and gear, not gold. Making an game too reliant on it’s economy and marketplace, making gold the most valuable resource, can be both helpful and harmful, depending on the end-goal. EHG’s goal has always been to make self-find the way to get the best gear, meaning that the use of gold moving forward will always be limited in function. Having a dungeon pre-1.0 that lets you gamble gold for raw gear is already a great leg-up, I’d say.