The Vanguard economic issues
First eq / wow are emerging, high-grade equipment from the ultra-low levels, So everyone is a priority for impact began, the level reached before we start considering equipment. He The solution is the low-grade areas will fall even some useful is irreplaceable things these things may be behind the top items, it is nonetheless "useful." While senior players in these low-level farm areas may not see large objects. Actually, I said, why not follow uo / eve, with a skills figure to replace hierarchy?
Another problem is that the depreciation of equipment. As more and more senior armaments have equipment is more and more valuable. Designers thought of the permanent equipment used to check the wear momentum, but ultimately think it is more harm than good. Generally speaking, they had not come up with any very effective method, and only carefully controlled as far as possible slow down the process. Designers considered a binding equipment, restrictions on the use of a hierarchical approach to the old, to propose the substantial upgrading equipment to the task of low-level equipment needed for materials, or simply eliminate the equipment donated contribution for 2005/06 points. There are a simple and evil idea : put top-rate goods change very, very, very low.
The article did not say consumables situation. I do not want to become like wow, because of production materials may not be much substance to the things (little money), while consumption of goods are also uber people, the result is, who should take medicine who produced consumables, consumables become a burden. But since the article did not discuss that, perhaps, though nothing important to consumables.
Another message, not a transaction in goods search function, relying on the sale of the direct people-to-people exchanges, profiteers of the Gospel.
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