Inflation. Not much forever but more so it doesn't matter. Prices will always correct, if everyone could make 10m+ an hour afterward tbow will be 2b+, items in RuneScape always adjust. Additionally anything can be RS gold golden farmed is the matter, people have robots that do vorkath/zulrah. The economy will adapt to an inflation of gold as soon as they get it that is it but you can't adjust to players becoming simpler 99's. New items will also be released, giving a reason to farm more to individuals with 1-2b. And let us be honest skills aren't currently getting released into RuneScape, therefore having a participant max faster would just end up making them quit faster. It is typical that people stop as soon as they max as they lose motivation to perform RuneScape.

The problem with having gain rates that are high in RuneScape isn't inflation; it is deflation from getting too many things in RuneScape without enough sinks for them. Costs will not adjust from deflation pass alch rates. Though anything could be farmed that is gold profit rates make it even worse. Gold farmers can't earn cash from xp prices aside from selling pures, but combat xp from RuneScape is extremely fast. Unless the players are skillers, max playes do not quit RuneScape since they can still pvm or pvp. Though so it does not really matter, this is not a problem for tier things. What would be the purpose of owning dlegs or a item sink sink? High alch is good. Then yeah it would become a problem but that isn't the case, if chambers of xerics was to be mass gold farmed by spiders.

I think you're missing the point, things adjust to inflation. It does not matter exactly what gp/hr we have, you will still wind up doing exactly the same amount of gp farming as before. The caveat here is if the methods are not devaluing tier things that are high. Rune/dragon items that are dropping doesn't matter because they turn into gold. If they dropped a mass quantity of seeds/herbs or even bis equipment, then yeah it becomes an issue, but jagex knows this and it is the main reason why they are now wary to include stuff like skilling supplies to brand new bosses, it's the entire reason zulrah obtained a loot rework a couple of years back.

Also they don't have to be skillers to stop, some people just eliminate motivation, yeah maybe not all maximum players stop but completing that huge grind is sufficient for many people to get burnt out or get started playing with other games, it is really a thing. People joke about RuneScape being a dopamine addiction and it is pretty much accurate, the sole dopamine you get following max is a big drop out of a raid, which for a few just isn't a big enough reason to keep playing. This is actually a very real problem in rs3, so we've got proof of this happening.I'm not just certain how this ties in with OSRS needing to keep xp rates low but gp rates high and I am not sure whether this is why RS3 players are quitting. Because it is too grindy, Since I can see the problem working the way with players OSRS.

I believe this is kind of the angle to consider when looking at it. I don't disagree with your conclusion, compensated revs and coverage in general should be looked at, however I don't think the scale inflation perspective is cheap RuneScape gold really best here. So long as the Revs are dying it is irrelevant if a PKer gets the PvMer or the loot, the amount of cash would be injected to the system no matter. Sure your private gp/h will be lower if you're getting killed compared to paying for protection, but the over-all gp being pushed into RuneScape will stay unchanged as long as they're still"popular" content. The only way that would change is if people stop killing revs.I believe this is kind of the angle to consider when looking at it
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