Starstarfish wrote:I know Knights was the example at hand, but there are other roles being highly sought to be filled. I was not seeking to place blame on any situation but besmirch the idea that only oldbies who "can afford it" should be whom we seek for roles. Versus say an RPXP starting bonus for taking a role that has been unfilled for a time. That has applied to many positions over time in various Guilds.
Here is my perspective thus far now I'm starting to learn the system along with my opinion on the whole system around economy and whatnot that I think you guys are talking about.
I only play criminals. I really like the idea that I can create an asset that reflects a job of mugging people. There is what looks to be a few criminal templates that can lead to an interesting set of assets that help fill the role of a criminal. The system has a cool D&D feel where you are given a template to create whatever you like, which seems cool as hell.
The only thing I worry about is how you acquire additional assets. It seems a bit confusing outside of the marketplace, which seems easy to understand. Outside of purchasing additional assets in chargen, where else is someone on my lower status going to acquire and potentially even sell assets beyond this? I very much would love to work towards a criminal enterprise, even on a smaller scale.
On the topic of economy and whatnot. I very much do believe that injecting money into the economy is going to help it. For example, in the US, there is a big debate on raising the minimum wage because those who work for minimum wage are not able to afford a basic living without working more than one job. There is a few different opinions on this to raise or leave it. One of which is that by raising it, will mean more people have money, thus it will lead to increase spending, which leads to helping the economy. I do believe that's true.
However, when it comes to giving out free unlimited money, even in games where you can purchase in-game currency for real-life money, I do think it devalues items in that economy. This is not because people will not want to spend that money they get (the people who make up the demand of the market), but because the people supplying that demand have no further use for the in-game currency because they have unlimited supply of money too. Thus, what is the point outside of roleplay reasons? Thus, slowing down that process seems like a good idea to create a huge demand, which will then hopefully lead to a healthy need for supply for those willing to find it.
Most games thrive off the fact that not only do you want to craft, farm, whatever to get income to buy cool things (i.e.: the demand), but also the fact that you want to craft and sell to get income to buy other things too (i.e.: the supply). If both sides are fat and rich (i.e.: supply has no reason to supply and demand has no reason to demand), the economy stalls and becomes stale. Thus, limiting this and putting into a system where you do not have an unlimited supply makes that demand grow in terms of both sides needing ways to make an income, which feeds to a healthier game system around the in-game economy.