ISD Stall wrote:DARK SYCOPATA wrote:This nex pach just break this historial rule. all the nerf in this pach is just to manipulate the economy, increasing prices, decreasing global isk incoming, and first time no real money based injection of PLEX, is the end of the social experiment?
PD: i solt my plex and freeze my inversi+Śns until CCP stop this intervention in the Economy, why sems no longer offert demand is the rule.
To be fair, my interpretation of the "No market intervention" rule is that CCP do not change the code that dictates market transactions, limiting the prices that items can sell for or outright changing the cost of items on the market. You can sell or buy any item at any cost you want if you can find someone to sell to or buy from.
To say that CCP never interfere with the market is just wrong. Every single time CCP does anything that affects the ships and their balance they in one way or another affect the market. By changing anything pilots will find a new optimal piloting experience, ships, modules, skill books and other items will go up or down in demand changing the price and so on.
If a player was to insist that CCP stayed out of the market, they would have to sit back and not make a single change to the game. Players would get bored and well you know.
Something about this seems off. First, I would ask, what really is a market? There seems to be two main components to a marketplace, the goods and services being sold, and the actual people buying or selling said good or services.
CCP obviously always "interferes" with the goods and services part, in that it occasionally offers different stuff they can buy, also they created the market in the first place and it's currency. However, what they are doing now, is not merely changing the goods or services, they are trying to manipulate the people in that marketplace because they don't like the decisions those people have made. And I think this is part of the reason why some are mad at this. Basically, you are trying to manipulate the behavior of people through the economy, whereas before, your previous manipulations merely added more choices, and not eliminated them.
In fact, I got nothing against changing player behavior, but it should be made through game design, not economic manipulation. Lets take a real world example. Let's say you have an alcoholic, do you try to help him by increasing the cost of alcohol, or would you rather try to help him by taking him to a AA meeting? The choice is yours.