Archived Possible Fixes For: Item Inflation

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Conflee

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I have heard a few times, a lot of times actually, that Survival has an issue with nearly every player having hundreds of sets of God Armor. This is for a lot of reasons, so I figured I would take a crack at a few solutions, some of these I have heard from a lot of places, and a few of my own ideas.

Armor Durability: At the moment, due to MassiveArmor, armor will nearly never break- it has something like, 5k durability if I remember for diamond? Add on Unbreaking 3, and you might as well have an infinite durability set.

- Solutions ~
1- Remove or nerf MassiveArmor majorly. Diamond armor doesnt need a durability buff. If anything, only Leather and Gold really need it.

2- Axe Damage to Armor should be increased. Im not 100% sure how customizable MCMMO is, but if there is a way to do so, I think the amount of damage Axes do to armor should be increased- or at least have an increased chance. IE- someone uses Crushing Blow, has a 50% chance per hit for its duration to do x2 damage to armor.


God Items: A similar issue is present here, with there being hundreds of sets of said unbreakable armor sitting around in chests in faction vaults, doing nothing.

- Solutions ~
1- Temporarily add a salvage option, where players can turn Diamond armor into a small amount of XP or Regals, based on durability and enchants, and the armor part. IE- Diamond boots give, 1 small xp Orb. God Chestplate gives 12.

2- Create a lottery temporarily, where players can put up full sets of God Armor as risk, with the chance of earning regals if they win, based on dice rolls or a random name selector.

3- Repair Risk increase, essentially the MCMMO geared solution to this. Make the ability to repair armor with enchants higher tier, and increase the chance of enchants being stripped when armor is repaired higher. On top of this, I would suggest disabling the ability to repair diamond armor in a vanila anvil. Meaning more players will be losing armor until they can grind p to a high enough level to repair.


Massive Mob Solutions: These are solutions to a few random problems, and just general ideas for unrelated things, involving Massive Mobs.

1- MassiveMobs with Axes: Essentially, More MassiveMob types that wield exclusively axes, so that MassiveMobs will eat through people's god armor surplus.

2- More Bosses: At the moment, if you want to find a MassiveMob Boss, it is a huge pain. You have to scour the maps , camping in deserts for hours to find something interesting. I think adding a couple new Bosses- or the next idea- would help with this.

3- Set Bosses: This one is simple. Add protected 'dungeons' to maps in open areas, where unique MassiveMob Bosses will spawn once every 3 days. These mobs would have better drops, as well as minion mobs and random loot chests. This would add a competitive area to the map, where PVPers can compete for better items and regal rewards, as well as PVE people and maybe a few RPers even if you toss in some lore item drops.

4- Cannons: No, I dont mean enabling TNT for raiding. When I first joined, and I think this is still a feature, Premiums could build actual cannons in the world. My suggestion is, adding this for everybody, with options to aim, reload times, etc. This isnt a huge feature, but I feel a few creative players could easily find cool uses- maybe setting up Siege Events with defenders and attackers trying to take a castle, or stuff like that.
 
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Cannons were removed because it caused lag, and wasn't really used very often anyways.

Armor, it would be best if the risk of using repair was increased. Something like 80% success chance at 1k repair would be great. Nerfing armor durability however has been tried in the past. I personally liked it when armor broke, but the majority of the pvp community did not, so nerfing repair would be best.
 
I'm going to preface what I'm about to say, by saying it's probably impossible... But what would be great is if you could somehow tag the 4all armor with a tag that basically has it at half the durability, so those actually would break faster than regular armor. That way those that just gets spawned in will leave the economy quicker
 
1- Temporarily add a salvage option, where players can turn Diamond armor into a small amount of XP or Regals, based on durability and enchants, and the armor part. IE- Diamond boots give, 1 small xp Orb. God Chestplate gives 12.
..... Why would anyone in their right mind salvage their god stuff into exp or a small amount of regals when they could just sell the armor to another player for way the hell more than what it'd give you using this "temporary salvage"? I don't think there are more than 5 players willing to just throw away their god stuff like nothing especially because it can be sold.
 
I personally think durability is fine the way it is. I've been casually jumping into koth games and such just for fun, and from the about of time I've actually been in active combat (not just jumping around or being the noob that I am) the durability is going down nicely.
 
I'm going to preface what I'm about to say, by saying it's probably impossible... But what would be great is if you could somehow tag the 4all armor with a tag that basically has it at half the durability, so those actually would break faster than regular armor. That way those that just gets spawned in will leave the economy quicker
It'd be possible (though probably somewhat hard) to do this to future gift4alls. Can't do this to the ones that are already out there though. I think it would be best to just remove the unbreaking though.
 
Problem with any solution to Massives problems is it helps a few people but hurts the greater majority of people.

Sure reducing durability would help kill the stockpiles the old dogs have but it would also make it damn near impossible for a new player to keep a set of armor or tools. The best way to make money on this server is in a darkroom but when there's no durability boost MassiveMobs chew through armor like it's nothing and darkrooming becomes more expensive then the money you get out of it.

As far as the Gift4alls why not just remove Unbreaking 3 from the list of enchants it gets. The armor will still help in a pinch so it won't be useless but it will still break pretty fast so people won't be able to stockpile it as well.

As far as the unique boss mob types well there's already a crapton of them they just don't spawn often enough IMO. I'd personally be fine with them drastically reducing the regal drops on the Boss types and raising the spawn rate but I'm sure people who aren't as well equipped as me would hate that since they are pretty OP and even I would run if I got caught out in the wilderness with one and no beacons to keep me safe.
 
Buuuuut what about the people in survival that DON'T have "hundreds" or god sets? That'd furthermore push them back further. :/
 
Axe armor damage was decreased because of Traxex, since he could 3 shot godarmor.
No one repaired enchanted stuff with mcmmo when AF was not 100%, so setting it to anything other than 100% = removing
 
As much of a jerk as this will make me sound: I think it is at the point where even if the majority of players gripe, some major changes are needed for the long run. People gripe all the time- hell even with every Minecraft update people get salty and say they will quit the game. IE Terracotta blocks. But they almost never do, and if people are petty enough to leave because they aren't getting exactly what they want, then they aren't the people we need. For Minecraft or Massive. Appeasing people in the short term will just lead to compounding issues in the long run.

Probably a controversial statement there but honestly ye :/
 
As much of a jerk as this will make me sound: I think it is at the point where even if the majority of players gripe, some major changes are needed for the long run. People gripe all the time- hell even with every Minecraft update people get salty and say they will quit the game. IE Terracotta blocks. But they almost never do, and if people are petty enough to leave because they aren't getting exactly what they want, then they aren't the people we need. For Minecraft or Massive. Appeasing people in the short term will just lead to compounding issues in the long run.

Probably a controversial statement there but honestly ye :/
The problem is that even if they wiped the server completely it would only fix the issue for a short amount of time. MCMMO makes it way too easy to make gear and people like myself could flood the server with mass amounts in a very short time. I could conservatively speaking make about 30 suits of god armor in a week and that's including the time it would take me to get the diamonds with my maxed out Mining and full minute long Super Breaker ability. There are plenty of people like me on the server who have mastered the art of enchanting so really in the end it would just make us rich and the server would end up right back where it was... wait, why do I have a problem with that? :3
 
The problem is that even if they wiped the server completely it would only fix the issue for a short amount of time. MCMMO makes it way too easy to make gear and people like myself could flood the server with mass amounts in a very short time. I could conservatively speaking make about 30 suits of god armor in a week and that's including the time it would take me to get the diamonds with my maxed out Mining and full minute long Super Breaker ability. There are plenty of people like me on the server who have mastered the art of enchanting so really in the end it would just make us rich and the server would end up right back where it was... wait, why do I have a problem with that? :3
I mean, tbh, mining is actually next to useless on Massive, and I have 3.5k mining. But that's besides the point.

Anyways, if mcmmo was nerfed to reasonability, it would help a lot.
 
Axe armor damage was decreased because of Traxex, since he could 3 shot godarmor.
No one repaired enchanted stuff with mcmmo when AF was not 100%, so setting it to anything other than 100% = removing
bring back that axe damage please, I'd love that. Also, then we just see if we can get traxex to pvp. God armor problem solved.
 
Diamond ore veins spawn one at a time, ie usually you get like 8 in a vein, now you only get 1. Pretty sure the rate is reduced as well, but not 100% sure on that.
If you mean an entire diamond vein is just 1 ore block that isn't true unless it's been changed very recently cause when I was active a month back I did a ton of mining and pulled in 3 stacks of diamond blocks in just 1 day. I found multiple veins that had 5 ore blocks at least and using Super Breaker with a Silk Touch pick then using a Fortune 3 on what I got from that netted me quite a lot. The spawn rate also seems about the same to me as Vanilla MC but I think I remember hearing it's reduced on Massive so you're probably right there but with constant Haste 2 effect it easily makes up for the lower spawn rate just in the fact that you can clear out so much in such a little amount of time. It would take me days to get even a stack of diamond blocks in Vanilla MC but nowhere even close to that long on Massive.`
 
If you mean an entire diamond vein is just 1 ore block that isn't true unless it's been changed very recently cause when I was active a month back I did a ton of mining and pulled in 3 stacks of diamond blocks in just 1 day. I found multiple veins that had 5 ore blocks at least and using Super Breaker with a Silk Touch pick then using a Fortune 3 on what I got from that netted me quite a lot. The spawn rate also seems about the same to me as Vanilla MC but I think I remember hearing it's reduced on Massive so you're probably right there but with constant Haste 2 effect it easily makes up for the lower spawn rate just in the fact that you can clear out so much in such a little amount of time. It would take me days to get even a stack of diamond blocks in Vanilla MC but nowhere even close to that long on Massive.`
You sure you're talking about massive? I'll check later, but I'm pretty sure I haven't seen more than a 1x1x1 vein of diamond in years, since before MassiveRestore.
 
Buuuuut what about the people in survival that DON'T have "hundreds" or god sets? That'd furthermore push them back further. :/

The point of this happening in the first place is that nobody actually NEEDS hundreds of god armor sets. We want to see a lot of them removed so that there is once again an economy in place for them that doesn't involve selling them for dirt cheap. When there's really nothing left to sell, the people in the survival worlds have nothing to produce when they aren't at war or fighting so we basically just end up taking hiatuses until there is at least something for survival players to do besides trying to start fights with everyone.
 
I am not going to individually go through all the points listed in the initial post, but do note I will me marking these suggestions down as we are actively trying to review ways to help resolve the item inflation.
 
The point of this happening in the first place is that nobody actually NEEDS hundreds of god armor sets. We want to see a lot of them removed so that there is once again an economy in place for them that doesn't involve selling them for dirt cheap. When there's really nothing left to sell, the people in the survival worlds have nothing to produce when they aren't at war or fighting so we basically just end up taking hiatuses until there is at least something for survival players to do besides trying to start fights with everyone.


Ben not everyone in the survival world's are pvprs and would take a hiatus. *shoooockeeeer* . If people take hiatus because they can't sell things, then obviously there's a problem with player motivation.

I'm not trying to sound snarky or rude I'm just saying, there's more than just pvprs and survival players in the survival worlds.
 
Ben not everyone in the survival world's are pvprs and would take a hiatus. *shoooockeeeer* . If people take hiatus because they can't sell things, then obviously there's a problem with player motivation.

I'm not trying to sound snarky or rude I'm just saying, there's more than just pvprs and survival players in the survival worlds.

You completely missed the point of my post "*shoooockeeeer*". The point I was trying to make is that CURRENTLY people are on hiatus, and that's simply a fact. People in every survival-based faction are slowly leaving and becoming less active. Giving them a reason to stay on the server to produce goods to sell only works if the goods produced can actually be sold, so when god armor and god weapons - the most valuable survival items - are no longer worth anything, players have no reason to produce AND nothing left to produce. There's no reason to actually play at that point, unless there is an event or pvp happening. And the fact of the matter is, yes there are a few survivalists here and there, but the majority of survival oriented players I know have gotten bored of the survival worlds because there is absolutely no end game, because having lots of regals or lots of god gear doesn't mean anything. The fact that people are taking hiatuses means that people are bored, and of course there's no motivation to farm and produce products when 1) it isn't fun to produce them and 2) there is no reward or end goal due to the fact that even the most 'valuable' utility items hold no value.
 

Wow. Really. Mkay well here since you want to be a total smart snark to me, listen up, God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny. However, like I said, it's a matter of the player motivation
Selling items aren't the main point in massivecraft, Pvp and Rp are, and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen.
 
Wow. Really. Mkay well here since you want to be a total smart snark to me, listen up, God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny. However, like I said, it's a matter of the player motivation
Selling items aren't the main point in massivecraft, Pvp and Rp are, and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen.
To add on to that, the gear being near worthless means getting nearly ANYTHING from them, even just some XP, is a bonus at this point.

When you have 37 dubs of God Armor, and everyone else and their grandma's cat ALSO has 37 dubs of God Armor, its not good anymore. Its the standard, with no progression up.

This happens in MMOs a lot, and there are three options for handling it that they take:

1- Nerfs: Nerfing the gear to make it worse, or to add a weakness. This wont work on massive really though, due to how Minecraft works.

2- Better Gear: Add a new, higher tier armor to make the old armor effectively worse, without actually doing anything to it's stats.

3- Item Dump: Trying to find a way to reward players for destroying the armor. IE, a Salvage System to gain materials or XP for destroying the gear. Or a lottery like I suggested in my Original Post.


In my opinion, 2 and 3 are the best options, because players dont feel like they are being ripped off. The reactions are "OH! NEW STUUF YES!" as they toss their old, mass amounts of armor away to get the new shinny. Or, "Alright, well I have 30 of this, so I might as well sell a bunch. Easy XP/Money."
 
On the topic of Solution #2 in my post DIRECTLY ABOVE THIS,

2- Better Gear: Add a new, higher tier armor to make the old armor effectively worse, without actually doing anything to it's stats.

I suggested adding an upgraded enchant level max, IE, adding Prot... say. 7 as the max from enchanting, at a SUPER low chance.

This would retroactivly make the old masses of God Gear less valuable, and adds that "ohhh shinny!" moment to Massive. Though, given the tendency towards Vanilla mechanics on Massive, Im not sure that would be done.

Custom Enchants would do the same thing.
 
Wow. Really. Mkay well here since you want to be a total smart snark to me, listen up, God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny. However, like I said, it's a matter of the player motivation
Selling items aren't the main point in massivecraft, Pvp and Rp are, and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen.

"Total smark snark"? Literally quoted what you said in your first post, don't express your ideas in a rude manner and not expect it to get handed right back to you. Pro tip - if you have to say "sorry if I sound rude", it's probably because you do. My point is that you're saying it's a problem with the player and the player's motivation when in reality it is a server problem. You haven't actually explained what "player motivation" even means, nor provided any examples of what you're talking about so its hard to agree or disagree with you much less have an argument.
 
Wow. Really. Mkay well here since you want to be a total smart snark to me, listen up, God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny. However, like I said, it's a matter of the player motivation
Selling items aren't the main point in massivecraft, Pvp and Rp are, and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen.
I think you're a little in over your head here, so I'll do my best to explain Ben's argument to you with a bit more context on the history of God Armor, and PVP in the survival worlds.

2+ years ago, there were a large amount of factions that had their own group of PVPers. Today it is widely known that most of the PVP power is consolidated into 2-3 factions. Back then, anywhere between 10-20 factions had between 3-5 PVPers that were of the same skill level as other faction's PVPers. This meant that multiple factions could form multiple sides.

When God armor became the norm to use in PVP, people begin to abuse the mcmmo fishing skill to farm vanilla xp orbs as well as diamonds, iron, gold, and ghast tears. I can tell you from both first hand experience and being someone that was in a faction that abused the overpowered skill, it was broken. My faction in question that I was in built an underground fishing facility specifically to grind fishing and pump out armor and materials. At our peak, we could have upwards of 10 people in the facility at a time, producing sets upon sets of armor in an hour. It was broke.

With that bit of context, I'll address some of your previous points.

Buuuuut what about the people in survival that DON'T have "hundreds" or god sets? That'd furthermore push them back further. :/
Ben among other people are not advocating to make God sets unobtainable. What we are advocating for is actually making it worth it to make armor and sell it again. If we want to get technical, in the current PVP environment, people don't need 100+ sets of God armor to PVP. That's excessive. I own 40+ (this is on the low end when you hold that amount in context with what some other people have), but if I wanted to go out and PVP constantly right now, I could. I probably wouldn't even touch 38 of those sets. Good chance I would only ever need one set.

Nothing right now is pushing anyone back from getting the items they need to PVP. People are technically being encouraged to PVP with low armor and weapon prices, and God armor and weapons being handed out with Gift4All. If you really want to see people being pushed back from PVP, we can go back to when a set of God Armor costed 200 silver aka 2000 regals and God weapons costed between 30-50 silver aka 300-500 regals. That would certainly hinder people from joining PVP quickly unless they wanted to invest the time in making the items.

Ben not everyone in the survival world's are pvprs and would take a hiatus. *shoooockeeeer* . If people take hiatus because they can't sell things, then obviously there's a problem with player motivation.

I'm not trying to sound snarky or rude I'm just saying, there's more than just pvprs and survival players in the survival worlds.
People tend to not play a game or a specific style of game when they no longer enjoy it. I'm not sure in what way you play MassiveCraft, or what makes MassiveCraft fun for you, but if your source of entertainment began to vanish for you, would you still argue it's because of lack of player motivation?

The great thing about MassiveCraft is that it makes almost anything a player wants to do on the server a viable aspect of gameplay. If someone just wants to be a PVPer, they can be. Same for a role player. If someone wants to only run a faction they can. If someone only wants to be a merchant and own a shop and produce items to sell, they can.

Wow. Really. Mkay well here since you want to be a total smart snark to me, listen up, God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny. However, like I said, it's a matter of the player motivation
Selling items aren't the main point in massivecraft, Pvp and Rp are, and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen.

This comment right here is a total train wreck of an argument and shows just how out of your league and completely blind your are to what MassiveCraft really is. With that said, I'll address all of your incorrect assumptions directly.

Your claim: "God gear became nearly worthless when Gift4Alls were introduced. This is a fact no one can deny."

This is false. God gear and weapons have been decreasing in price since they became very easy to produce with fishing. Staff's failure to fix the system and player abuse were the two biggest contributing factors. Gift4All items are obviously significant now, but they are a drop in the bucket compared to how much armor and weapons were created with fishing. You needed historical context here, which you lacked, so I can't really fault you for your lack of understanding the full gravity of the situation.

Your claim: "Selling items aren't the main point in massivecraft, Pvp and Rp are..."

This is false. I'll reference my earlier claim that you don't seem to understand that anyone can pursue any gameplay style they seek on this server. MassiveCraft is an amazing server because anyone can play the server any way they like, and I'll defend this against any claim you could possibly make.

Your claim: "and yes while there's the survival worlds, that's supposed to be where the action is supposed to happen."

I don't even know what you're trying to argue here, so if you want anyone to respond to it, you're going to need to clarify it.

A TL:DR I guess: @EternallyCatfish makes numerous false and outright offensive assumptions about a play style they doesn't really understand, lacks important historical context to even make the arguments they are making, which leads to vastly incorrect statements. If you really want to understand the situation, read my whole post.

/

@BenRekt
 
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"Total smark snark"? Literally quoted what you said in your first post, don't express your ideas in a rude manner and not expect it to get handed right back to you. Pro tip - if you have to say "sorry if I sound rude", it's probably because you do. My point is that you're saying it's a problem with the player and the player's motivation when in reality it is a server problem. You haven't actually explained what "player motivation" even means, nor provided any examples of what you're talking about so its hard to agree or disagree with you much less have an argument.
Honestly nothing is stopping PVPers from setting up their own events beyond their own lack of motivation to do so, so I can agree with that point. I get that it is dangerous, but honestly, worst case scenarios: Nobody shows up, or people start chaos and 'ruin' the event, which still leads to pvp.
 
I get that it is dangerous, but honestly, worst case scenarios: Nobody shows up, or people start chaos and 'ruin' the event, which still leads to pvp.
Its not pvp to come to a pvp event and cause chaos and kill those who waiting in the queue for their turn when they arent expecting it. And dont for a second think it is.
 
Its not pvp to come to a pvp event and cause chaos and kill those who waiting in the queue for their turn when they arent expecting it. And dont for a second think it is.
I didnt consider potential issues with set-gear PVP stuff I was assuming everyone would be in some of the endless amounts of god gear

Well, honestly if someone does that reporting them works. Or there could be a form to request game staff oversight, iv seen that suggested a few times around.
 
Honestly nothing is stopping PVPers from setting up their own events beyond their own lack of motivation to do so, so I can agree with that point. I get that it is dangerous, but honestly, worst case scenarios: Nobody shows up, or people start chaos and 'ruin' the event, which still leads to pvp.

I don't really think this has anything to do with what we were talking (nobody mentioned motivation to PvP) about but I'm happy to respond. What is stopping PvPers from setting up 'events' is that structured events aren't what most people consider to be real PvP. Sure, of course it's fun! I'll never debate that and I agree that it would be awesome to see more PvP-centric events. That being said, what I do consider to be 'real' PvP is when people are going to enemy factions, fighting wars and putting their own gear on the line while using strategy and skill to out compete their enemy. 'PvP' events are generally tournament style and the point is to put everyone on an equal playing field. I find that rather ironic because I firmly believe that the entire point of PvP is to out play your opponent, and giving them equal ground and equal opportunity kind of defeats the point and makes it much more casual and far less competitive.
 


My point is that you're saying it's a problem with the player and the player's motivation when in reality it is a server problem. You haven't actually explained what "player motivation" even means, nor provided any examples of what you're talking about so its hard to agree or disagree with you much less have an argument.

e-e

Honestly, there arent enough people in Survival doing PVP to have any real epic battles without some organization. Even if the event isnt a tournament or something, just tell a group of enemies to come fight you at some location at a set time, and have a bunch of people fight it out.
 
I didn't read all the comments so it's possible someone already said this. I think honestly something that could help would be to remove weapons4all donations but keep armor4all, I personally really only use one or two sets of god armor, I just repair it when it gets low. Players don't drop armor anyways when they die, but they do drop weapons, if weapons4all donations were removed it would atleast increase the value of god weapons just because players would actually be able to get low on god weapons just because they drop when you die. Even if they removed armor4all it would barely change anything because peoples armor doesn't break and they don't drop it on death. This would keep it so the server would still be generating income from armor4all donations but wouldn't affect the economy as much.
 
Honestly, there arent enough people in Survival doing PVP to have any real epic battles without some organization. Even if the event isnt a tournament or something, just tell a group of enemies to come fight you at some location at a set time, and have a bunch of people fight it out.
That doesn't really work.
 
I didn't read all the comments so it's possible someone already said this. I think honestly something that could help would be to remove weapons4all donations but keep armor4all, I personally really only use one or two sets of god armor, I just repair it when it gets low. Players don't drop armor anyways when they die, but they do drop weapons, if weapons4all donations were removed it would atleast increase the value of god weapons just because players would actually be able to get low on god weapons just because they drop when you die. Even if they removed armor4all it would barely change anything because peoples armor doesn't break and they don't drop it on death. This would keep it so the server would still be generating income from armor4all donations but wouldn't affect the economy as much.
I'm pretty sure if people lost these weapons and got low, they'd still be able to purchase a god weapon for 25-75r which is dirt cheap, if the weapons aren't destroyed, just passed around I don't think it's going to effect much.
 
I'm pretty sure if people lost these weapons and got low, they'd still be able to purchase a god weapon for 25-75r which is dirt cheap, if the weapons aren't destroyed, just passed around I don't think it's going to effect much.
Maybe it could use something like... Weapons lose 5% of their durability when they are dropped on death? Not a major amount, but enough to ensure that, over time, weapons will slowly drop out of the economy.
 
I'm pretty sure if people lost these weapons and got low, they'd still be able to purchase a god weapon for 25-75r which is dirt cheap, if the weapons aren't destroyed, just passed around I don't think it's going to effect much.
Yeah but eventually they'll get out of circulation, vaults will be restored, players will go inactive etc
 
I've been on massive for 4 years, ive seen how its progressed over time. Just gonna let you know. Your "Historical Context" claims are bull. Now before you go complete a-hole on me, and try to start up a flame war in these comments, Yes, Gift4alls DID make god armor nearly worthless. Because, with just 8 dollars EVERYONE ONLINE AND THEIR 6 ALTS CAN GET A SET. You've been on for 4 years, one month; I've been on three months longer than you with my original account. And unless you have another account I'm not aware of (and I don't care to be), then whatever. But the whole "Historical context" shite is bull. Fishing up items was removed a while ago, and yes, because of the inflation of items people got from it.

ALSO LET ME GO AHEAD AND CLARIFY BECAUSE PEOPLE CANT SELF DEFINE THE TWO WORDS "PLAYER MOTIVATION"



Player - a person taking part in a sport or game.
Motivation - the general desire or willingness of someone to do something.

Put those together, what do you get? @BenRekt


Like i said, Massive does not call itself the "Marketing server" Its a ROLEPLAY and PLAYER VS PLAYER server, with Factions. And its bad enough those two catagories are divided enough. Massive's market has been awful for years, and the economy has been even worse. If you're willing to leave a server because you cant sell items anymore, then what are you even doing on a game? If thats what you enjoy doing, is monitoring a market, go put your "skills" to use at a job, not spend hours on a video game. That turns massive into a "job" which is what was talked about in another whole thread which goes to show that all of massives problems are all a vicious circle that loops right back around.

Call me whatever you feel like, honestly, I dont care how you try to make yourself seem better on a thread on a video game's forums page, Hell, you can reply what you want, but to be honest im just going to ignore it. I stated my opinion on what i wanted to, big whoop. I'm not going to sit here and bother with this any longer lol. I'mma go back to pvping and RPing on massive, because thats my.... motivation to be on massive. Do have a great day though. Oh and feel free to reply to this, just dont expect me to reply back ^-^
 
Gonna reply, since I already know you'll end up reading it.

ALSO LET ME GO AHEAD AND CLARIFY BECAUSE PEOPLE CANT SELF DEFINE THE TWO WORDS "PLAYER MOTIVATION"


Player - a person taking part in a sport or game.
Motivation - the general desire or willingness of someone to do something.

Put those together, what do you get? @BenRekt

Thanks for defining that for me, there is no way I would ever be able to do that myself. I thought you might actually go in-depth to actually explain what that means, because as I said just saying 'player motivation' isn't actually an argument, but since you can't and clearly just like to repeat it over and over, I won't ask again.

Like i said, Massive does not call itself the "Marketing server" Its a ROLEPLAY and PLAYER VS PLAYER server, with Factions.

If you can't understand the simple fact that a good part of this server revolves around player trading and a player-based economic system, either you haven't been playing for very long or you haven't been paying any attention. Due to the way you downplayed the McMMO fishing fiasco as a minor event and then saying Gifts4All was the real downfall, I'm just going to go with the latter. Just because the server doesn't call itself a "minigame /event" server doesn't mean that Massive doesn't have minigames.

If you're willing to leave a server because you cant sell items anymore, then what are you even doing on a game? If thats what you enjoy doing, is monitoring a market, go put your "skills" to use at a job, not spend hours on a video game.

Oh, so you're saying Massive's economy is fucked, so we should just accept that fact and just leave if we want any sense of a player-run economic system. Not the most constructive thing you could probably say, but I guess it's your right to think that. I guess that anyone who enjoys trading should just go get job as you said, since they are the same thing, after all. Maybe if all you like to do is roleplay, you should go take those "skills" and go socialize instead of playing a video game for hours and hours!

Call me whatever you feel like, honestly, I dont care how you try to make yourself seem better on a thread on a video game's forums page, Hell, you can reply what you want, but to be honest im just going to ignore it.

Nobody has started name calling you or made you a victim, as much as you'd like to paint yourself as one, we're simply having a discussion on item inflation on Massive. Just because me and @Alj23 are people who enjoy PvP doesn't mean we're here to flame anyone that disagrees with us, but as I said in one of my earlier posts, if you're going to act rude as you initially were in your response, expect me to respond in a similar fashion. Also, trying to make us look toxic because you can't handle being told you're wrong doesn't improve your argument.