When a country’s government no longer backs its currency from a tangible asset such as gold or silver the inevitable always occurs, inflation. In themepark MMOs inflation is also inevitable, but why? In themepark MMOs all (or at least most) goods are eventually acquired. At some point later in the game’s life-cycle, players participate less in activities that cause money to exit the economy. For example, once a player reaches max level, they no longer need to spend money on skill training, mount training, mounts, craft training, and other activities that cause money to exit the game (i.e. vendor purchases).
A prediction has come true. In the past I wrote an article about rare crafting materials being available from raids or dungeon drops and how it will upset and unbalance the crafting community. Well Bioware Studios has decided to do just that. The crafting changes in SWTOR 4.0 were big, some materials were deleted, tradeskills were changed, old schematics were archived with some no longer available, and finally the materials needed to product end game gear were found exclusively in dungeon drops, a currency vendor, and from personal conquest.
In the past year, the US dollar has risen from historic lows to recent highs. There are only a few currencies in the world that are worth more than the US dollar (the Euro, British Pound and etc). Now for US consumers this means they can purchase foreign products for a relative cheap price. Though for the last few decades, the costs of video games in dollar terms have remain relatively the same. Most video games (not including collectors or deluxe editions) are sold from $29.99 to $59.99.
In the past few months I have been on a hiatus from this site. I really didn’t have much more information to discuss in regards to crafting and MMOs. However, not only have I returned back to this site, I also have returned back into the realm of MMOs. I’ve decided to re-join the story driven MMO Star Wars the Old Republic. Thanks to Knights of the Fallen Empire, a new expansion that’s coming around in Oct 17th and one that will re-focuses on the character and companion story, I decided heck; why not give this MMO another shot?
As of late, there has been various sandbox mmo hitting the market. Most developers and players call these a sandbox because they feature full loot pvp. But is that all it takes to declare an MMO a sandbox? Add full loot pvp and it's now a sandbox? I think not. Full loot doesn't make an MMO a sandbox, nor does it make it hardcore. A sandbox MMO is an MMO where players are not restricted on various playstyles but instead, the game caters around having unlimited choices available to player rather than pre-destiny characters and stories.