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Diablo, at its core is basically a trader's game. If you look at other types of progression based RPG games, World of Warcraft is a great example. In World of Warcraft the best items are you know, held by the raiders. In Diablo the best items are really held by the traders. You know those people that are really good at trading with other people. We have no intention of destroying that design or that group of players. That being said a bartering system is actually a very exclusionary trading system; it essentially favors a very small group of elite people and it's not just that those people have entry into it. It's that anyone who wants to gain entry to that system, anybody who wants to just trade items with people, they have this huge barrier to entry, they just can't get into because they don't the value of items, they don't know what's worth what, they don't know what they need. So an elite trader would probably say, ‘Oh well, I like that I have this exclusive knowledge,' but he's actually denying himself customers essentially because there's no common language. A currency really provides a common language: that's the point of a currency. So we do want to support some kind of currency, we don't want to do some of the stuff that Diablo 2 did where they kind of actively devalued gold. We really do want to make gold, or potentially another currency – it may not have to be gold – a valuable commodity that players can use to be able to trade items. That being said it doesn't really prohibit item trading like people can use items as a currency. We have no intention of adding a Bind on Pickup or Bind on Equip, if we did it would probably be for like quest items not for actual functional, like items which people use to hack down monsters and stuff. There's nothing that's stopping bartering in that system but it does give people at least some kind of language you know if you've got two items and ones like a little bit more valuable, you can pad it with currency as well.
There's a few things here that I don't agree with. A beginning player should NOT know the value of items in terms of some fixed currency. That should be something that one learns from talking with others, or experience using them etc. A beginning player should not have any reason to want to trade with elite players, nor should they be in a position to do so. One must learn the value of various attributes and various items by playing the game, and not just be told what everything is worth. The currency must not be determined by the game itself. A natural economy is always an economy that evolves, and is determined by the society of players, like in Diablo 2. A fixed economy is not fun.
What are you talking about? Diablo 2's economy is by far and large, the worst I ever experienced; and I am *not* even starting to talk about dupes. Do you have any idea how many people get scammed entirely because this is a bartering system with no reliable way to check value in-game?
Also, how is having a gold currency magically create a fixed economy? Players still determine the price by supply and demand. They just do it in a way that isn't utterly obnoxious for new players to learn about and enter.
One must learn the value of various attributes and various items by playing the game, and not just be told what everything is worth. The currency must not be determined by the game itself.
True but the economy in diablo 2 isn't remotely intuitive. If I travelled back in time and told my past self that I'd end up trading for items with Pgems I probably wouldn't believe myself. A fixed currency makes perfect sense but it's still up to the players to determine how much item X or Y is worth.
I like a gold economy. I really do. I played a game years ago and money was so valuable it was the main resource of trading. It gives additional things to farm, items, gold. I like the idea
True but the economy in diablo 2 isn't remotely intuitive. If I travelled back in time and told my past self that I'd end up trading for items with Pgems I probably wouldn't believe myself. A fixed currency makes perfect sense but it's still up to the players to determine how much item X or Y is worth.
Why exactly would you need to know what the currency will be in the far future?
I'm against a fixed currency. If you play with friends you can simply trade items without having to go by what it's worth, but by who needs what more. If you trade in bnet or in forums, items' values will develop over time. There's always going to be web pages with price guides, going by drop rates etc. There you can find an estimated value of whatever item you wish to trade. Then you can go see if there's many people buying and/or selling that item and then you can make a reasonable estimate on what the thing is worth.
An ingame currency would only work, if you could spend it on really good items. Gold is mostly useless in D2. Gold in masses is only good for gambling and that's not exactly an exciting form of treasure hunting. If they were to introduce a currency in D3, there would have to be merchants with stuff that's really valuable, but at the same time not as good as the best unique/rare/magical items or other ways to spend it wisely. That'd be cool, but difficult to balance out.
Sigh. Gold gold gold...great in the real world but bad for the gaming world. In D2 people traded down and up all the time. MANY times I would trade something that drops fairly often for something that does not. Why? Because that person wanted it. If this gold currency thing starts, no one is going to do this. Why trade these boot for 100 gold when the game and websites say its worth 150 gold? I know it sort of the same, but its different in game and affects the economy entirely.
I think what the guy ment is that the currency won't have to be GOLD. But they're trying to figure out another tradeable currency similiar to runes and gems. And I really enjoyed the system that diablo always had... 'Till a certain point, where it was impossible to get a legit soj from a trade. Time will tell.