Originally Posted by
LastHour
The economy is far from stable along with the drop rate. I'd go over all the things fundamentally wrong with this system but I doubt many here would truly get it.
@CNJRP [guess I will for you on a few topics]: I disagree on your view of price ceilings [dungeons being sold by npcs], its not entirely as simple as supply and demand. FT2 is an example of a dungeon that has little demand and little supply, so why can be the price be higher than a dungeon of higher demand? Rarity, these entries are not found as easily and the demand has little other options to resort to than to give in to the prices the suppliers set, despite that there seems to be an equal number of suppliers and the people who demand it. Its price does not correlate to its profit [unless your a hacker who can afford to do this dungeon long term without mistakes, pots, odd circles and everything else that a party of seven has to incur costs for to run it once] because of the seemingly agreed upon boundary of prices by the sellers.
About drop rate: Also disagree here. Some things are unstable and do need fixing, just because you made it work does it mean the system is fair. The value of droprate adjustment could certainly be more than open for debate though [remember though that droprate affects only how often an item DROPS not what DOES drop, I doubt anyone here would even notice a 10x increase in droprate seeing as how 90% of people's income comes from chests in dungeons which have a 100% droprate already]. I think many people confuse the terms, drop quality is what happens when a item drops so a droprate increase would only really be noticed in more easily obtainable entries, you would never notice the rest of it I can guarantee that.
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