S
Sculli
Guest
First things first, don't turn this into a flame, if you want to flame then use one of the many existing threads on the Flameboard.
What would it take to establish a functional player economy outside the game?
What do I mean by this question?
Well, can you think of a way to create a functional and price controlled AH on QCDN? Not like the current AH, but an actual AH application integrated in the site. A player run association sets the maximum prices for wares.
The problems I see are:
- more players would need to be made aware of such a system
- there is no way to effectivly prevent someone from purchasing a price controlled item on QCDN, and resell it on the open market
There are probably all kinds of other issues I just can't think of right now.
I guess the real questions are: Is there any set of circumstances under which a price controlled economy that is administered outside the game would work? Is there any possibility to achieve and maintain the needed circumstances?
What would it take to establish a functional player economy outside the game?
What do I mean by this question?
Well, can you think of a way to create a functional and price controlled AH on QCDN? Not like the current AH, but an actual AH application integrated in the site. A player run association sets the maximum prices for wares.
The problems I see are:
- more players would need to be made aware of such a system
- there is no way to effectivly prevent someone from purchasing a price controlled item on QCDN, and resell it on the open market
There are probably all kinds of other issues I just can't think of right now.
I guess the real questions are: Is there any set of circumstances under which a price controlled economy that is administered outside the game would work? Is there any possibility to achieve and maintain the needed circumstances?