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Not exactly. There's no way getting around that aside from RNG, there are some extremely convenient things to pay for- weight, pets, maids. Aside from artisan memories or valks cries Some people get lucky on the market too and win out bids vs. a plethora of other players, but getting anywhere with no cash items whatsoever is going to on average take an extremely prolonged time. Whether it's a first try full PEN or 10th time full PEN there's going to be a big difference in how much time it takes to get it comparing no cash items with cash items. You could get full tet or PEN with no cash shop items but it's going to take longer than if you had them, and similarly due to RNG, you could be a cash whale and still not get what you want despite numerous attempts, that's RNG. The odds are better when you have more chances but it doesn't guarantee it. However, that's not the same as "equal footing".
This better illustrates your thinking than posters which just say economic/game/political memes. This game isn't fairly leveled at all, though. There's some pretty big differences in power that players have, which- RNG omitted- is dictated simply by who decided to mindless grind more. Whether that's something to do with crafting, processing or lifeskilling or PvE mobs. Helping prevent gold farmers is nice because it helps keep the players and all areas human, along with no messing of the market which is more relevant in a free market where players will pay to win, or have a magnitude higher than currently of pay2convenience-or-do-things-faster No, they're not that different. The main difference between real life resources and in-game ones is that in-game you can set them up to be infinite, currently in real life there is no such guarantee. Furthermore, the differentiation between resources is mostly how gated or lifelike those resources are- in terms of transfer, gathering or whatnot. Either way, you have a resource, whether it's virtual wood or not, which can be obtained certain ways or not, and in terms of trading they can either follow more regulation free systems or more regulated systems. You can say there's a big difference between one being virtual and not, sure, but in terms of discussing economic systems and how much we know about trade, the difference of virtual or nonvirtual is irrelevant, what is much more relevant is what countries we're comparing to in real life and what rules are in place in the virtual world that the economy resides in. You can have it be easier to obtain resources and infinite, or a whole bunch of other things, plus things about the market which dictate how easy or difficult something will be in the economy. Simply saying "it's really different" doesn't make it any more different in terms of economics or trade. It's about the game design and what enables or disables trade that makes it different. The scaling comparison is actually there, people generally make more as they gain experience in real life and that can definitely be considered 'scaling up', but scaling in this context is usually game lingo, not lingo people use in real life to describe their increased pay as time goes on. Game design like I've been saying. Drop rate, item & number of people that want it / are playing along with some other factors. The price would go up but it's not very different than how it is currently with high preorders setup and people reluctant to place them because they know they're worth more. If you do- you get a small bonus cut of the preorder. This market is good at being full of half measures, though, I'll give it that.
I never saw marketing or trailers advertising "lag free" why are you so sure lag wasn't part of the intending immersion? Either way, it's here so the "this isn't game for you" argument still applies. I never saw any advertisements for "rng in pvp because it's exciting not knowing whether you actually can hit someone again when you hit them behind/through something properly- the cc lands, but then it gets resisted." I want you to pay attention because two times you've said "completely different things" in this post, twice. I'm not saying that they are exactly the same but they don't need to be exactly the same for the logic to apply. Sometimes the same logic won't apply due to a difference, and sometimes it will because the difference isn't contrary or notable enough to dictate so. Seems to me that you are fond of saying "no everything is different and everything has different rules that can be applied to it, they aren't the same thing" Except when it comes to games apparently, then you and others like to say "all games are all the same like every mmo monopolies will be created" even though it's extremely difficult to create a monopoly in BDO with the game design even if they cut a lot of the regulations in the market. There it is. Because you are rewarded it feels like it's "fair enough" Regarding your last statement, the market is regulated contrary to in-game investment and reward. If you grind and level up, you deserve it, you are rewarded. But players think that having set prices with RNG in the market on preorders and artificially low prices which can stifle anyone wanting to sell it is "enough of a reward" despite thinking that you should get rewarded for time investment- where a really clearcut example is leveling or "power' a character and person has. Feeling you deserve it can be a really bad, nonsensical argument, though. It can be said that someone who PvPs all day and is extremely skilled might deserve a win over someone who barely has any skill whatsoever but decided to do something easier, (grind and get gear) but the guy with gear with minimal competence will win. Game design, ok. Where this is particularly bad is where there's no metrics to go off of. Two guys fighting, one wins and the other says "well i deserved it more" Why? Because you tried harder? How would you know? It can get baseless and overly emotional depending on the situation. 'deserving' can be messy. Time spent is a metric and in terms of 'deserving', it definitely makes more sense than other things.
Mmorpgs don't need to be pure skill, FPS/mobas aren't necessarily pure skill either, that's decided by game design and the skill involved is different- FPS games have more heavy emphasis on mouse movement skill with aiming, fighting games, (or mmorpgs) tend to be more heavy in muscle memory of combos and abilities as well as awareness of when to use them, mouse movement still plays a role though, whether it's black desert or WoW, good mouse movement by a non-clicker definitely helped efficiency and showed skill. It's unlikely that a lot of people that mention skill in BDO want it to be pure skill, you probably won't find any such thing anywhere, but it makes a lot of sense for the game to be less hot potato than it currently is. Leading fights in a game where the foundation is a mess doesn't seem to constitute much skill either.
What do you think was set up and what decisions were involved that led to it? Trickle down economics isn't a thing you're just parroting pseudo economics at me as if you know better when you don't stop baiting me you communist
I don't need to say much more because it's as I said, most people against a free market are fear mongering along with having a lack of understanding how economies work, or how people work, or the value of currency. On the flip side, all you and others are saying is "no you're wrong it would lead to a monopoly" we're in a bit of an impasse. The best argument against free market is that it helps prevent gold farmers. Whether it's in-game or not, economies with more control are usually worse because it's contrary to what makes a more unregulated economy work. It's not any fact that resources and currency work extremely different in real life, they do work differently but it's based on human interaction and the laws or regulations around them, apart from some fundamental differences. This still doesn't constitute logic to the statement of it being "extremely different', it's not. Compare what you can, don't pretend something is similar that isn't, I've done none of that. Also everyone in this game can do the same thing. This statement doesn't make sense you need to be more concise or unpackage it better, you're sort of just saying "the sky is blue therefor cars will always have wheels". You're going to have to explain how you get from hard core gamers being a small percentage of the population to it meaning there's always a high demand than supply, also this goes into game design and resource/market management + population. You're trying to take a " items on this market is expensive in another game so it would happen in this game" approach That's part of the problem, you have unquestioning trust. For some reason you think someone doing something means they know better or have good will. There is something we can do, give feedback or suggestions for fixes. Unless you're the type of person to say "get good" or "but it's the way the game was intended, go play another game this one isn't for you" in which case I suppose you're never angry or irritated when you play because it'd be contrary to the reasoning, and whenever someone says "fix server stability or lag or RNG or change x about y class" you'll say the same thing, "this game isn't for you" ok. That's aside from the weird combination where you're usually rewarded for spending time through gear, gated by RNG, but then you and others for some reason think players shouldn't be rewarded for time when it comes to the market, then it's "well i guess its fair enough..." Not every MMO Do you know how the housing market crashed? Do you know about banks and company bailouts? Do you know about communism? Do you know about how usually more government control results in inefficiency, (bad economics and resource usage) along with potentially disastrous results? It appears not because you wouldn't be saying what you were saying if you did.
There was other things going on besides it "simply being a game economy which is different than real life and game economies are really easy to create a monopoly for despite being different" You and other people don't understand buyers, sellers, resources or currency as well as you'd like to think you do
League of Legends Another game that had a lot of potential, along with helping esports but the managers of the game and the community squandered it because they don't care about skill as much as other things along with pretending that it requires a tremendous amount of skill at high level play.