What would be the usage of that? Nothing, it provides no upside at all outside of bybassing the group trading mechanic when both parties are MG.
Now Favor: Using 1 Favor grants 2 Reputation. Reputation unlocks Rank. Rank unlocks access to the market. Hence in the situation that you got 50k favor and you and your friend have a decent amount of gold on the side (which is easy since it’s not used up after all in your case) then you shove 50k Favor to him and get 100k Rep, immediate rank-up. Then return it, he gets immediate rank-ups.
What we currently need tens of hours to achieve is cut down to 5 minutes.
Nope, not doable, period. It’s a major flaw in the system.
Sure, then that would need to be implemented 1 to 1 into CoF as well since MG and CoF are based on the exact same premise and EHG wants to (I dislike it but that’s beside the point) uphold that for some odd reason which can’t be sensibly understood. But it is that way simply for now.
So… you solely level it up through experience, that’s it. Why have reputation then? Currently it had a distinct name because the function is intentionally kept separate. The earning of Favor being extra from spending of favor. This means that you have to actively choose between using favor for something reasonable which helps you out versus saving it up and holding your rank back through the progression but saving for something good.
This upholds in both MG and CoF actually. In CoF it relies on gear and which uniques you find, depending on that your prophecies will be changed relevant to lucky drops you might get along the way. For example a rare unique with 3 LP, a major find, hence only using it for the needed prophecies then.
With MG it’s obvious to save up for buying specific items or listing those which costs a decent amount of favor like legendaries.
So it would remove that whole aspect which removes the ‘reputation’ aspect completely, simply letting it level on the side like level would.
You know what also removes any gold exploit issue?
Scaling favor costs with your gold price. That ties play-time to buying items and hence de-values gold as it alone can’t be used.
Side-effect… it destroys RMT to a vast degree by design.
I’m suggesting that since 1.0 came out.
Agreed, but they need to do it properly. Not half-baked.
So functional systems which uphold the ‘market 101’ rules.
Which EHG fails to follow currently, but that’s beside the point.
Yes, for the MG part it did. It also affected the overall usage of MG. You can see it simply by the amount of listing and the players online. Especially in Legacy this is a vast difference. MG is basically non-functional there if it goes a bit further which then pushes more people to CoF and hence makes MG fail further.
Nah, sadly it’s not. A nice try though.
Yes, a major mistake from EHG’s side. Market systems need to be rock-solid before implementation as they have a long-lasting effect on how people perceive you in the future. They fail easily if not set up right and with proper mechanics in place to avoid pitfalls like the duping.
Not implemented, dupe happened, market collapsed. 1.0 in a nutshell.
1.1 started, dupe, market collapsed.
EHG needs to solve this - and I actively provided ways to do that already and nobody could say anything against them for now, so I guess they’re at least decently solid as a basis - or they’ll have the problem of their dual-system collapsing from failure to react accordingly.