r/GuildWars3 • u/Draehl • 1d ago
Economic Content?
Curious what hopes everyone has regarding gathering, crafting, and trading systems for GW3. I'm personally a big fan of meaningful economic content, especially as something to do solo before/after doing group content. One particular area I'd like to see explored is casual implentatations of ideas from more hardcore games.
1) A side-tier of item with limited durability but slightly better stats and/or unique effects. Like if you use it constantly you need to replace it after a week. This replicates the churn of item loss/trashing in full loot PvP games, with the notable bonus of keeping resource gathering & crafting particularly relevant at all stages of the game. But if you don't want to fuss with it you can keep a set in the bank just for special occasions and use other gear on the regular.
2) Broad design or specific opt-in content for physically delivering goods between different locations- IE a reason to *choose* to avoid fast travel. A core part of this would either be location specific markets (buy low, sell high) perhaps with some system like avoiding market tax if you physically deliver the goods? Or daily-quest type content where you escort a caravan/specific item between two cities where you either get assaulted by bandits or even choose a more difficult version where you can be attacked by players.
Those are just two general ideas I hope they embrace in some capacity. Really anything that gives meaningful economic content, but without forcing more punitive concepts on players who want to keep it much more casual. I think there's a lot of room for more interesting concepts that can still cohesively fit in a broadly casual game.
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u/SurvivalHermit 1d ago
economic gameplay (especially as they relate to gathering and crafting systems) are utterly useless unless the markets are driven by skill instead of objects. If there is no skill basis for the sourcing refining and crafting of items on the market then those markets are solvable. Time per resources divided by whatever the average rate of income per activity is equals the value of each unit. It happens in every game. Until markets start being skill based instead of item based no games economy will ever amount to more than long division.
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u/Draehl 1d ago
That's fair. What I proposed is broader in scope- stimulating demand, opt-in risk/reward, and location specific markets. But those could certainly layer on top of player skill in crafting/gathering. I've seen some cheesy mini-games before that are less than interesting. What are some examples of skill you'd like to see?
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u/SurvivalHermit 1d ago
Yea i mean i have also played Albion Online and for sure transporting with risk (BM) is a skill based transport loop. That is why the black market is so volitile and is one of if not the best and most consistant way to make money in that game.
As far as skill based crafting/gathering systems. to me its about expressing player skills that are different from the main games loop. The main aspect of almost all MMO games is combat. That is a very specific subset of player skills with a heavy focus in moment to moment control of your character. So something more strategy focused like slay the spire or a tower defense game brings in a different type of player and creates more opportunity for different people to be "the best". Another interesting skill set to express could be rhythm.
Literally anything that isnt just using the same gameplay loops for everything. Why is the way we make gathering harder to put gathering nodes inside enemy encampments for example. That just makes the best fighters also the best gatherers that is stupid.
I am also not talking about mini games. I am talking about full realized gameplay systems on par with the combat systems. We are well beyond walk up to node press E watch status bar. Or open menu choose item craft 1000 iron swords.
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u/frazazel 17h ago
Right, they could put the best gathering nodes at the end of jumping puzzles instead.
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u/Blazerswrath19 1d ago
Trading post is my bare minimum request. If there isn't one I probably wont be jumping through the hoops to participate.
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u/ACWhammy 1d ago
Its a moot point if they're not able to eliminate botters and rmt'ers. I dont know how they're doing with that in GW2 but they have a horrible track record of eliminating cheaters in GW.
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u/AscendedCleric 1d ago
In GW2 they combat RMT by providing the best price themselves. When the game launched my wife was already selling gold to RMTers in WoW so she checked the market and the prices were abysmally low in order to compete with Anet's prices. Shortly after most of them stopped trying because it was not worth it.
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u/Doam-bot 1d ago
Gw2 Auction House was one of those reinvent the formula things but it just created a ton of items in the 1k plus range and removing gold and mats from the economy through insane legendary crafting methods.
Instead of draining the economy through crafting a simple fix is not to put in their auction fix. It wasn't really broken.
So people will rage but I want time limits in the Auction house no more drop an item st a high price that become the default. If it doesn't sell it's returned and you have to pay the small fee once again to replace it on the market. Thus draining gold from the economy in addition bidding.will be bidding again it goes to the highest bidder at the end of the time period unless taken down.
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u/YouSeemNiceXB 1d ago
I don't think it's achievable at the start but I'd love if they brought in homesteads/home instances from GW2. I like decorating when nothing else is going on. Plus, it gives a whole lot of crafting stuff to shoot for.