In light of upcoming changes to potential system in regards to trading I wanted to give a real review of the system.
The potential system does serve an important purpose. Modern MMOs all have some form of way to limit the stock piling of equipment in their games. The reason they all have this system is so items don’t over saturate the market and items keep being made, upgraded, and flow through the markets. That provides multiple ways that wealth inflation stays in check with silver sinks and keeping production and thus the value of equipment affordable. This helps keep good items(relative to their peers) obtainable by new players.
The problems is the current potential system is a bad system in regards to trading. The potential system is what a game analyst or a psychologist would call a punishment system. That means you’re punishing your players every time they interact with the system in a way you don’t want them to. This is the worst system you can put in your game to deal with a major problem like this.
You want to try instead of a punishment system a: Negative reinforcement (taking away a good thing for a period of time). Or better a positive reinforcement which is a reward for the player following the behavior you want.
Example for potential system as a negative reinforcement would be having the potential of a bought item reduce to 0 but regaining it’s potential over time. 1 potential every 5 days for example.
An example of a positive reinforcement system (what you want). Would be something like FFXIV’s disenchant system. Which is setup so after a player has used an item for long enough they can choose to destroy the item to gain a gem they can use to further upgrade new equipment.
In closing. If you’re replacing the potential system please replace it with a positive reinforcement system. Or a negative reinforcement system. So that items production stays high, wealth inflation stays low, and our market stays healthy and items obtainable for new players.
tl;dr
- Current system is bad because it’s a punishment system.
- Replace punishment system with positive reinforcement or negative reinforcement, not punishment. It can be reworked so it’s fun(or tolerable) for players.
