I don't like the direction this is going.
Any pay2win scheme involving the sale of items that have an impact on character performance
will lead to elitism, player gear requirements to get into TF groups, and alienation between haves/have nots.
I am uncertain, but I think you're seeing something I'm not suggesting.
The scheme I'm suggesting is that we have a player-controlled AH much like WoW or CoH or other games. Players put things that drop for them up on it to sell. The quirk, however, is that we allow players to put things up for sale for in-game currency or for Stars. By allowing them to put them up for Stars, they can choose to seek access to the StarMart (the c-store) and its contents without necessarily spending a dime. By allowing people to buy things on the AH for Stars, we allow those who
would go to the c-store to pay2win to still pay2win...but from other players. The pay2winners are thus subsidizing the players who put their things up on the AH.
As both jaguarX and TheManga have pointed out, there's no way to avoid "elitism" of the "only looking for people kitted out how I think is minimally acceptable in my team" variety. That happens even without AHs; the elite crowd just gets smaller (and the pay2winners just wind up paying more to a smaller number of a few who will power-level characters for other people for money). The goals of this mechanism are to de-incentivize behaviors that are against ToU in most games because they hinder security, maintain the "fairness" of an in-game AH that allows players to trade items amongst themselves, and provide free2players an avenue to get Stars and the items behind the pay wall by just playing the game. All without creating Stars that are not paid for by somebody, and without creating game-useful items just at the wave of a checkbook. Every item bought on the AH was dropped/earned in play.
I think there's some misunderstanding here. When I'm talking about purchasable items, I mean things that are available both for in-game currency and real money, concurrently (but not exchangeable one for the other), and also possibly available as gameplay item drops. THREE ways to get it. Anyone could scrape up some in-game currency too, or be really savvy and wait until someone drops the item into the market at a steal. And yes, I know someone snatching one off the market at a steal will make people who grind for drops scream "unfair!", but they had the same chance anyone else did, and they just chose that particular route.
No, I get what you're suggesting.
I'm disagreeing.
Three avenues means that the items are rarely worth hunting for; just grind for in-game currency to buy it from the vendor. Or spend real money on it.
Those who actually find it won't feel particularly accomplished; it wasn't a rare item, just an expensive one at the vendor. Those who buy it at the vendor might feel accomplished if it took a lot to grind the currency, but as inflation accelerates, the price at the vendor will seem less and less impressive (or more and more unfairly arbitrary). And then the pay2win crowd just buys it from the StarMart, and both the former two feel cheated, like they had to work for something just handed to Mr. Moneybags.
Even if you have a "you can't sell the dropped/currency-bought versions for Stars and you can't sell the Star-bought version for anything" rule, you just make it annoying because people start demanding "proof" that an item wasn't Star-bought OR they just feel like you're really trying to extort money from them because the non-Star-bought item is too darned hard to get compared to shelling out a few bucks.
For the items we intend to have significant rarity, I don't want to have Vendors provide easy access to them for any amount of in-game currency. If Vendors do sell them, I want it to be through re-selling things that were sold to them by players that got them from other drops. Or, if we get the Vendors tied to factions appropriately, certain high-faction-affiliation Vendors might sell certain items (requiring in-game earning of just the privilege to access that Vendor's special stock). Obviously, some things will just be Vendor supplies. These are not really an issue; everybody eventually gets them in any game, if they want them. I am not sure how much AH market value they have; certainly, they have less market value on the AH than at the Vendor's store.
So, for things that are not "common Vendor-sold items," I want the primary access mechanism to be drops or other in-game awards (e.g. mission complete, possibly for specific missions). Those who don't have the luck, patience, time, or interest to pursue the right in-game content to acquire the specific drops they want can go to the AH to see about buying them from other players. This, so far, should sound similar to most MMOs with an AH: you go to the AH to buy items from other players which you for some reason can't get ahold of directly.
The twist on this, again, is that we
don't sell these items in the StarMart. You can't buy Stars and go behind the pay wall and buy these items without interacting with the players who won the items "the hard way." You
can, however, go to the AH and offer Stars for the item. Those Stars go to the player who sold it. Now, you've effectively paid real money to get the item (assuming that's how you got your Stars to begin with), but you haven't created one that didn't exist before. And, you've now given Stars to a player who may not have been willing to spend real money on the game, himself. But he can use those Stars to go visit the StarMart and buy a microsubscription or other material behind the pay wall.
So, as you suggested, there are three ways to get it:
- Win it through play (random drop, mission award, whatever)
- Pay for it in in-game currency (on the AH)
- Buy Stars and effectively pay for it with real money (on the AH)
These are equivalent, player-side, to having the three ways you suggested (as I understood it, anyway):
- Win it through play (random drop, mission award, whatever)
- Buy it with in-game currency (from a vendor)
- Buy Stars and effectively pay for it with real money (at the StarMart)
But from a larger perspective, the first way means it's all sourced from the first "win it through play" option, and the other two methods mean you've provided something to your fellow players commensurate with the reward of having that item. While there will always be the criers of "unfair" who moan if you got the item at the AH rather than winning it "the hard way," their voice is diminished in force and justification when
somebody had to earn it. And keeping it out of the StarMart means that nobody can claim that MWM is trying to force people to spend real money to play the game competitively/successfully by having "required" items locked behind a pay wall. (Heck, this mechanism means that even free2players can GET into the StarMart and get real-money items, because they can get Stars without having to spend real money, themselves. Those who buy Stars to use on the AH subsidize the free2players' access to the StarMart!)