Originally Posted by
Sharpielein
"Very very rare" is something subjective, as there are things in this game with probability of <1%, and frankly - in statistics, something like 10% is more or less common.
In a game where maybe 1000 active players on one server send out 2 explorers daily, 10% is still a big supply (e.g. 1400 per week).
Hence I was arguing from the different side, i.e. that even "fairly common" availability will not have serious effects on the game.
As long as there isn't like a 100% chance, supply and demand will settle the score.
While my point was that in the big scheme of things, the balance effect of medpacks becomes fairly irrelevant, because "balance" would be created by players and market demand. In the end, a medpack doesn't save you more than 50 coins.
No, they are not - at least not to the extent I was mentioning.
If the amount of consumption for an object is limited (RFS), then as soon as supply exceeds consumption demand drops to 0 and the item becomes worthless.
If consumption is potentially infinite (MED), then value is first and foremost a subjective function of perceived utility.
Since we both agree that perceived utility is also quite high, the final price tag would become the one limiting factor to practical utility.
"Balance" will become achieved through the fact that some players have such a high time-value for their real time that excessive use of Medpacks will be unfeasible for all but the most wealthy players, even if they are fairly common.