Konzacelt, on 06 March 2014 - 10:23 PM, said:
There's nothing insightful about that statement, we've both already predicted what each is going to counter with for the next 10+ posts. We're just sparring with old moves.
Not quite. Your behavior that asserts it's everyone but your fault was predictable but that's why I explained why it would not work and also gave you the chance to propose something.
Of course. But I'm not going to say what they are, ANet has to go fishing for ideas somewhere else bud.
As of yet you've shown no signs of being gifted with economic design. I don't think anyone is "fishing" for your
ideas; I asked because it gives you a chance to genuinely defend yourself rather than show up, say "Nu uh!", assert yourself as a "prime example", and then declare yourself and your "plight" as genuine.
In the real world when one wants to accrue money one decreases their outgo, increases their income, and maintains the course until they are satisfied with the results. In an MMO this is easier than in the real world because there is little to no valid "outgo" to decrease ( so just don't buy anything ), the increase in income is generally far less demanding ( two hours a day will net you an easy 6+ gold and the laurel for the day not including the sales of goods ), and maintaining the course is just as simple as logging out and doing something else if you feel you're overwhelmed with the urge to spend your goal on high-end food.
In your case it boils down to impatience. You don't want to do it that way, you want to do it your
way, and because you cannot the game is "flawed" and the design is "poor"; you are the type to modify Skyrim and get enough to buy Cloudspire Manor ( 25,000 gold ) off of a level one bandit by increasing the gold drops from enemies by 100 times so long as you are able to play the game as you wish. Nothing is wrong with that; playing single-player games curtailing them to your wishes and getting rid of what you consider senseless and empty fodder is completely fine but this is not a single-player game so there are different rules. Comparatively speaking the economy of this game is actually really good
; you don't have items that aren't precursors that are truly exorbitantly priced with even high-end meta components and gear totaling less than 100g.
Now right now 100g looks completely stupid; but remember if you earn 6g+ a day just doing the bare minimum it's only 17 days, or a little over half a month, to put a character in completely outfitted top end super-meta. That's really fast compared to other games where it can take months easily esp. considering the time over those 17 days is a mere 34 hours of gameplay. Even better it can be expedited since you can run many of the trains on separate characters to produce 3g+ per character per day and there are multiple outlets for dungeons that will produce a fair amount of money as well.
Now I typed this in response to you but not for you. It isn't meant to educate you specifically. The reason it's here is because in most games ( just like in real life ) many times it is the consumer that holds themselves back not the limitations of the game or the budget and while real-life is far, far more complex and it is less likely it is the consumer there is an almost 100% rate of it being "You" when it's between You and the Devs. The fact that you, and people like you, choose
to not earn funds efficiently, refuse to take short amounts of time out of your day to play towards that goal, and fundamentally have a higher outgo than income is a result of player choice not poor design.