Quote:Original post by AngleWyrm Moral of the story: Worth rests in the hands of the players. Devs can indirectly influence it with buffs/nerfs, drop rates, opportunity to use, etc., but not directly by arbitrary declaration of value. |
I'd be particularly careful with this bit of logic. It does not always hold true, and it can cause serious friction between Devs and players anytime there is a player economy.
Think of price caps. Excepting for cases where it is difficult/time consuming/not worth purchasing from an NPC, any time an NPC sells an item for cost X, the maximum amount a player can expect to receive for selling that that item is X. If the price X is either unprofitable, or even less than the cost to make it, then players cannot or will not sell that item (ex: potions cost 9 gold to make, but you can buy them from the NPC for 10. Players make 0 profit at 9 gold, and negligible profits at 10. Players wont make/sell potions if there is anything else worth selling).
Because NPC's are directly controlled by the Devs (in most cases), the Devs effectively establish the maximum value of an item quite directly.
The same is true for price floors. The minimum amount a player can/will charge for an item is the cost to produce it. Thus, if those same potions require 9 "red berries" and the price of each of those berries is 1, the players can't/wont charge less than 9.
Every action has a consequence in a game economy. No part of it should be disregarded.