Xudo wrote: ↑Sun Mar 17, 2024 1:35 pm
Flooding the world with herbs could work too. I don't propose it because it is so obvious solution, that twow devs have probably thought of, but declined.
Yes, I also think this seems like an obvious solution and so they must have their reasons why they are not choosing it. However, I wouldn't be surprised if they resort to it if their other measures fail to achieve their goal. So, watch this space!
Xudo wrote: ↑Sun Mar 17, 2024 1:35 pm
Adding other sources of existing alchemy elixirs could work too. For example exchange for pvp tokens or pve dailies.
Yes, I also like this approach. Adding ways to encourage other aspects of the game (e.g. battlegrounds, regular dungeons etc) to acquire resources is great for the game.
Xudo wrote: ↑Sun Mar 17, 2024 1:35 pm
Nerfing "outlier" farms will lead to situation when people should spend more time on less profitable farm.
Because price of consumables won't drop. Demand for elixirs is much higher than supply of herbs. Market situation leads to price increase.
I've mentioned in my previous post that the buyers will not accept the same prices if they have to work that much harder for them. You can easily see this if you take an extreme example. Imagine if
all gold farms were reduced by 80% output. Do you really think the players would compensate their effort to match the existing prices!? Not a bloody chance...! So, as mentioned time and time again, this particular farm is an outlier. Nerfing it will put a big dent in peoples' wallets and will require a hell of a lot more effort to meet the existing prices. The result would be a lot of people refusing to pay the existing prices which would create a downward pressure on them. If you don't accept this logic, then I'll guess we'll just have to 'agree to disagree'.
To be clear, I'm not guaranteeing that this lasher farm, alone, would be enough to cause a meaningful change. But I'm very sure it would be a step in the right direction reign in the rampant inflation.
Xudo wrote: ↑Sun Mar 17, 2024 1:35 pm
Jongyi wrote: ↑Sun Mar 17, 2024 12:03 pm
Raiders don't have to be drug addicts who use consume 24/7 and rest of the people dont have to bend their arses for the needs of raiders.
Quoted for truth.
I just want to point out that the rampant inflation can have an effect on almost any item on the AH. If we took some of the proposed design ideas to either remove or drastically reduce consumable in raids, I can assure you that people would start to target other items to make a profit on. In fact, high value trade items like mooncloth, enchanted leather, arcanite bar etc. are already being effected by this inflation. But it could easily include small items (e.g. cloth, leather, ore etc) too.
If you are both only focusing on the effect on consumable prices, you are being narrow minded.
Xudo wrote: ↑Sun Mar 17, 2024 1:35 pm
Way to nerf elixir consumption is open discussion. My proposal is: "only 1 consume of every type can be active: 1 juju, 1 e'co, 1 zanza, 1 alchemy elixir, 1 alchemy flask, 1 scroll. Effects of potions are not affected."
This rule will use all consumable sources. All parts of the world will be engaged. I proposed this with respect to how twow devs changed zanzas, e'cos and juju.
To be honest, if you want to propose a rework to the consumable system, I think this sort of thing deserves its own thread and discussion. But I will say that it doesn't look like the TWoW staff want to take this approach given their recent changes:
1) They've actually
added more consumables to the game (e.g. Dreamshard Elixir and Dreamtonic) and allowed for more of them to stack with each other.
2) They've allowed them to persist through death.
These are definitely not the actions of people who want to remove or reduce consumable usage in dungeons/raids.