A New Player's Journey & Thoughts (The First Few Days)

Before I get started, I want to make it plain that this is an attempt at constructive criticism and that I hope these suggestions give us all a better play experience. I’m heavily impressed with the server and everything that has been put into it, and the people all seem really cool. I’m hoping to continue playing and having a great time! With that being said, I want to talk about how my experience has fallen short, because I think it will be informative to those who are more established already.

1.) Force Users

The experience of playing a Force User was miserable. The selection of force powers is lack luster, and needs to be expanded, and the cost of the powers doesn’t seem to have anything to do with their utility. I spent the vast majority of my time either meditating to regain FP or waiting to meditate. The time spent playing vs. the time spent standing around waiting to play was about 50/50 and that was with a partner. To be blunt, that’s garbage, and I’m sure plenty of people show up, try to make a character who uses the force, and within the first hour or two, leave forever.

Beyond all the not playing that you’re forced to do in order to be a force user, you also can’t start play with a lightsaber item of any kind, so you feel as though you’re wasting skill points in something that you don’t want, and don’t want to use. Which means that when you run out of force powers you don’t want to get engaged in the fight with another weapon because that would split your XP and would also be leveling you up in something you don’t want to use.

All in all, you spend a huge portion of the time feeling as though you can’t do anything, that you’re not contributing, and that you’d be having more fun playing something else. And you know what? You’d be right. I built a new character as a sniper. It was tons of fun. Way better to play. I’ll be honest, for a while I didn’t know if I would stay. The sniper turned me around. That’s how bad it was, the difference was night and day.

Suggestions:

  • Create Area of Effect versions of force powers

  • Create Damage over Time versions of force powers

  • Introduce some additional Force Powers (This could be it’s own discussion.)

  • Reduce FP costs to cast force powers by 1/4

  • Double the rate of FP regain in the Meditation ability

  • Force Push isn’t nearly strong enough to warrant the cooldown

  • Drain Life needs to always drain a larger percentage of the damage dealt, because 10% of your low level damage can often times be 1 point or even no healing at all, and with the lack of a DoT, longer casting time, and higher FP cost, it’s just not worth having.

  • The rate at which force powers are resisted seems absurdly high especially considering how strictly limited you already are with the FP cost and the cooldown timers to begin with. Using that 8 FP Force Lightning to get 1 point of damage is pretty harsh.

2.) Land Ownership

Owning land offers obvious and intense benefits, and yet, a single person can own limitless plots of land, and all the land has been snatched up already as a result.

Suggestions:
Either make it so that you can only own 1 plot of land per character, find a way to implement the bonuses of land ownership in a way that works more like the apartments, or dump more areas in that are specifically for land grabs. The planet’s being developed right? So areas for just construction makes fine sense. Any of these, or a combination of them.

3.) Documentation & Quests
I’ve played about 20 hours on the server so far, and what I can say for certain is that if it wasn’t for the Discord, I would have left in the first few hours. Things aren’t necessarily well documented, and you often times have to go searching an entire (and often times very large) area for a single NPC. A lot of map markers that could have be helpful are missing as well, even on the space station, and including things like simple area transitions on world.

It took forever to discover that the quests were important. Many of the quests and NPC’s seem almost hidden. There are still quests that I found out today that I have missed, despite having been fairly certain that I had done all of them. Apparently I’m missing a quest line out in the mountains. But I digress. I would have given up long ago if there weren’t people there to actively help answer my basically never ending questions. Especially due to problem 4.

Suggestions:
There’s no easy way around it. Documentation just has to be done. It sucks, but someone needs to write the stuff down in a way that is easy for new players to make sense of it. You should also do a little bit more to help players either know where to find the NPC’s to get these quests, or at least let them know that they should be out scouting every corner of every area, because some of the NPC’s for quests are straight out hidden.

4.) RP and Player Interaction
This is the main reason I play NWN, and unfortunately, up until today there was very little of this. People are very helpful on the Discord, and that’s great. But what about interacting with people IC? Well, that was basically non-existent. Where’s the social hub in the city? The cantina? Where do people gather? Nowhere, it seems. Or perhaps in their own private houses. But either way, they’re certainly not easy to find.

Suggestions:
Making it exceedingly difficult to travel from planet to planet makes it harder for newer and older players to find one another. Add in a shuttle. Needing to build your own spaceship to leave the planet just does not make sense. Why aren’t people interacting? Hard to say being new. But maybe it’s because there’s not a lot of time to RP in between all the grinding you have to do because of our final topic of discussion today.

5.) Crafting
The server should be called “Crafting: The Eternity” because that’s what it feels like. At first, the crafting system seems like a neat add-on. But by now I’ve come to see that the crafting system invasively controls huge portions of the manner in which your character advances, and I have to say, it’s not in a good way.

Want a lightsaber? Crafting. Want to go to a different planet? Crafting. Want to furnish your house for the XP bonus? Crafting. Want even basic level gear? Crafting. I got quoted a price of 15k today to furnish my house, and that was by the only player on the server who had the materials to be able to even do it for me. Crafting basically controls the pace at which your character can progress, and since you can’t count on any new player having any kind of help, that makes it essentially seem impossible.

In addition, gaining crafting XP is extremely slow due in large part to the fact that it is so difficult to gather resources. There’s not much in the way of good storage, the items don’t stack and often times take up multiple inventory spaces, and the amount of overall XP gained from the creation of singular items isn’t very high. This requires tons of back and forth carrying components.

Suggestions:

  • Put in a shuttle system to other planets, give benefits for having a ship rather than penalizing people for having their ships docked.

  • Allow people to buy basic versions of equipment at the store. Basic furniture, basic crafting components, etc. I can buy a basic weapon and basic armor. Why can’t I buy a chair?

  • Give players wider varieties of ways to make income instead of forcing every person on the planet to be a mine worker. Bounty quests. Something! My Sith shouldn’t be more experienced in wielding a damn Resource Extractor than a Lightsaber.

  • Loot drops. Not everything should revolve around crafting. Sure, the crafting system should be able to make the best gear on the server, I agree with that. But that doesn’t mean it should be the ONLY gear on the server. Drop some lower to mid strength gear as loot in applicable locations.

  • Put a practice saber in the store with the other basic weapons.

  • Make your crafting components out of stackable items that only take up a single inventory slot, or implement a persistent personal storage system, but either way, make it easier to carry your stuff.

Misc:

  • Using a shield counts as using heavy armor for XP splitting but not for whether your abilities work or not.

  • Using a shield counts as splitting your weapon XP while dual wielding would not (Unless you went out of your way to dual wield two different weapon types)

  • Using a single blade slows the rate at which you gain extra attacks at way too high of a rate to be balanced when compared with dual wielding or twin weapons. Especially when you consider the problems faced with shields listed above.

Conclusion:
I really enjoy the server, and the people are great. It has a TON of potential, and has been a lot of fun. I hope that some of these are helpful and ignite some discussion.

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Create Damage over Time versions of force powers

Lightning and breach both do dots once you rank them to perk level two. There is also a big force rework in the pipes.

Beyond all the not playing that you’re forced to do in order to be a force user, you also can’t start play with a lightsaber item of any kind, so you feel as though you’re wasting skill points in something that you don’t want, and don’t want to use.

Your skill points can derank if they are unlocked, you are at level 500, and gain a new skill rank. So don’t worry about unwanted skill ranks.

Owning land offers obvious and intense benefits, and yet, a single person can own limitless plots of land, and all the land has been snatched up already as a result.

I agree this is an issue, but there are plans in the pipes to add unique things gained from combat.
As well as ideally land should be changing hands, the problem being there are not really enough regularly active players to make factions to fight over land.

Documentation

There are a few guides, I don’t think anyone put together anything for the quests. The only really hidden one I can think of is the one from the smuggler, who is hidden away for obvious reasons, the simplest thing is talk to every npc, and then after you do a few more quests talk to them all again, more quests unlock as you gain more rep from doing them.

RP and Player Interaction

This is a bit of an issue I have found as well, I am not sure how to solve it though.
I try to interact with people when I see them and have an ic reason to, but a lot of the time people seem to be in their own little groupings, making it more difficult. The planet thing is really not that big of an issue in my opinion, heck I put out an advert with my pc to take people to the other planet, but usually people go there to get xp/take care of their land plots and then come back, because most the playerbase is active on Viscara. It is just too easy to not be able to find anyone.

Crafting

Crafting is huge on the server, for optimal xp on crafting there are a few steps, you want it firstly to be under challenging difficulty and you want a lot of properties to try to transfer over, each property that transfers has a chance to go, and the more transfers the more xp you get.
As for the housing thing, sorry I missed that, the person who quoted you was quoting for giving you top tier furniture to give you the maximum xp bonus with minimal items meaning using special resources, not just standard bits, usually standard furniture goes for around 50-100 per depending on who you ask and how involved it is in making it.

Loot drops are in the pipelines.

Selling basic things in the store would make grinding crafting even less involved then it already is.

As for making credits, yeah that is another issue that the only good way to make credits is to mine, once loot drops are finished out it should give you a vector to sell things to other players that can not be obtained by other means, or should at least give you something worth selling.

A few problems with this. First, you don’t as a new player, have any kind of knowledge of how hard it will be to reset points that are spent, how hard it will be to get points as you continue to progress, or how many points you’ll get. Of course, that’s about documentation on the custom system, but again, this is from the view of someone brand new to the server. Secondly, the higher your overall skill level the less XP creatures start to give you, so that means that leveling your stuff later will be more difficult. And thirdly it’s really beyond the point, because focusing on force powers should be just as viable as focusing on lightsaber or blaster rifle, and simply specializing in something else doesn’t fix that issue.

Yeah, hard to say exactly what the issue is, but something should be done to encourage player interaction more frequently I think.

Yes, this is the price that I would quote, because let’s be honest, that’s the only price anyone cares about. As soon as you find out that having an apartment full of furniture could give you a 150% XP boost, it’s suddenly mandatory. After all, that’s always most useful the earlier in game you get it, and for the leveling process it’s invaluable.

I might be more concerned with this if crafting wasn’t essentially forced onto me at every turn. Why is it that my character, who is supposed to be a Sith, is taking so much time to learn furniture making, engineering, construction, and mining skills? Because I have to. I have to build furniture if I want the XP boost. I have to build a ship if I want off the planet. I have to mine my own materials. It’s like the entire server is based around the crafting system, and essentially the entire economy is run only by the players.

But with no good way to make money outside of mining, everyone is essentially having to do the same stuff, and there’s not much of an economy that exists that I can tell. Most of the stuff that you craft is worthless other than to sell, and it’s not worth much to sell. Everyone else can make the same low grade stuff you can, and if you can make high grade stuff, you could sell it, but who’s going to buy it, and what are you going to buy with the credits?

Force is getting overhauled with the rebalance update, including new/more Force powers.

That’s intended though. We are, after all, untrained Force adepts at the beginning (provided we want to use the Force at all). Also, you’ll want the attribute increases the other weapon skills provide, at least the way it’s currently set up.

Depending on what timezone you’re in finding other players can indeed be almost impossible. I’m a GMT time player, so that problem is well known to me.
I wholeheartedly agree with the need of a shuttle, it’s all well and good to rely on other players but when few players are on and none of them owns a ship it gets problematic.

Also, you can send a OOC tell to people and ask them if they’re up for a meeting or alternatively send a holonet message IC ((/shout channel)). When other players are on, one of them will almost certainly reply.

Well if I am on, I put up an advert on the terminals for charter flights, you can also hit me up on discord to see if I am available.
I will say so far only one person has taken advantage of this service.

I totally agree that you can use the extra points, but it took me a lot of hours reading and playing to figure that out. It’s not necessarily entirely the problem that it works the way that it does, but rather, that as a new player, you don’t know that’s how it works which is actually much more frustrating. Also, not being allowed to start out with even a practice saber means that being a saber specialist becomes the one build you can’t use from the very beginning of the game for some reason. I can use force lightning from character creation, but you can’t swing a lightsaber till you’ve made it down to planet-side, find the NPC, and then run the quest to the mountains and back

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This problem also goes into other areas as well, because if you can’t rely on other players consistently for the things you need, that means that you have to be able to craft everything yourself.

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That’s a good point and one easily overlooked by many players.

In theory that’s what the GTN is for, however it is sadly underused (especially for low tier items) because most players grab several crafting skills and craft everything they need for themselves.

A lot to unpack here. I’d say on the whole I agree with you though. I’ll just reply to a few things that jumped out at me.

Force users - Agreed. The current system isn’t great by any stretch of the imagination. That’s why we’ve spent the past couple months working on a redesign and implementation. It’s taken a while but I think what we’ve got is better. Nothing’s ever perfect though, so we’ll likely go through further revisions. If you haven’t already, you should take a look at the planned force changes here: https://docs.google.com/spreadsheets/d/14IJbSfcN-kDHfbMEWkYjE2upx-XSDUZ3-QrmFHLwmEY/edit#gid=0

Land Ownership - Mostly agree here. Having a handful of people owning most of the land isn’t ideal. Frankly, I had hoped we’d see more battles over territory due to fact that there ARE so few plots of land. In practice, this hasn’t happened as expected. We’ll be adding more land soon™.

Documentation - The website is primarily our source of documentation about the system. I feel it does a good job of laying out our foundation, though it doesn’t dive into the nitty gritty details. Frankly speaking, though, I don’t WANT to lay out every hidden thing. Your map notes are persistent so I think it should partially be on the players to denote things of interest to them. I’m not opposed to someone writing up a quest guide - I think it would be a good thing for everyone. However, I’m not going to spend my time doing it because there are more important things to be working on.

If there’s a specific NPC/quest line that you found confusing, I’d like to hear about that though. Maybe the quest dialogue and journal entry isn’t clear enough?

RP and Player Interaction - I just built a shuttle system that’ll let you move from planet to planet without needing another player. This’ll be included in the balance update.

Crafting - Your reply to TYK sums it up well: " It’s like the entire server is based around the crafting system, and essentially the entire economy is run only by the players." - This is true, and it’s by design. I like crafting-heavy games and really wanted to reinforce the player-driven economy. In an ideal world, crafters would be dependent on fighters and vice versa. However, at present that’s admittedly not the case. I think once we get this balance patch done we’ll be able to go through and add more challenge to gathering stuff - to the point where you really need a group of strong fighters to gather the required materials.

I also wanted to mention there is a practice saber sold by the smuggler merchant in Veles. You need to complete his quest line first, but it’s waiting there for you to purchase it.

Regarding storage - There’s multiple forms of item storage. Banks are freely available for use on any of the current planets/stations. You can also make storage containers (again, via crafting) and place that in your apartment or building. It’s a problem, sure, but there are solutions for it.

Misc - Crafting XP gains are getting tripled in the rebalance.

Responses to comments made:
" Secondly, the higher your overall skill level the less XP creatures start to give you, so that means that leveling your stuff later will be more difficult. "

XP gains are based on the difficulty of the action. Fighting a more difficult enemy will give you more XP. Making a more difficult item will give you more XP. Etc. etc.

" Why is it that my character, who is supposed to be a Sith, is taking so much time to learn furniture making, engineering, construction, and mining skills? Because I have to. I have to build furniture if I want the XP boost. I have to build a ship if I want off the planet. I have to mine my own materials. It’s like the entire server is based around the crafting system, and essentially the entire economy is run only by the players."

While there are things we can do to make some item acquisition easier (I like the idea of selling furniture in an NPC store, for sure!) I feel like we’ve given you guys enough tools to help. The GTN was added explicitly to make it easier for you guys to barter between each other. I personally can’t make you all use it, but the tool is there and would probably smooth a lot of this over.

Also, I wanted to mention that literally everything about the server is open-source. This means anyone can grab the files and contribute. If you aren’t technically minded, then maybe writing up guides and clarifying some of our documentation would be up your alley? Let me know if it’s something you want to take on.

Thanks for the feedback. It really is appreciated!

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The other problem with the gtn is most weapons and armor are built on demand, if I make a high grade weapon for instance I need to know there is a buyer because it is an investment of resources. Armor even more so because different characters need different stats on them.

As for the furniture thing, it would also help if you could buy things sold to merchants.
Making and selling furniture is a staple of leveling fabrication

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Yeah, that’s one of the issues that selling weapons/armors on the GTN has. It’s also the reason (or one of them :wink: )why I’d prefer to have most material properties in favor of mods.
That way, mods would become the primary way of getting attribute bonuses, etc. and being more useful over all, while weapons and armor wouldn’t need to be crafted on demand or at least it would be less common.

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The other problem with the gtn is most weapons and armor are built on demand, if I make a high grade weapon for instance I need to know there is a buyer because it is an investment of resources. Armor even more so because different characters need different stats on them.

I would just like to point here that the re balance update might fix some of this as well, Armor has gotten a redo as well during this update and while you still may want certain properties on the armors base armor now will be worth using, meaning armorsmiths could put default armor to the market. This should work towards weapons as well.

As for what Kendaric is saying about stuff being in favor of mods, I have no comment :wink:

I wouldn’t have even known you could take land except I was told so. But then I was warned against it of course, because who knows who might come after you for it, and as a newer player, you’re really not sure how that kind of action will be received. I would be happy to create some conflict, but you’re never really sure how that’s going to be received, especially as a new player.

I’m not trying to say you can’t leave anything hidden, but if you’re going to do that, give the players some indication that there’s something to search for. Most PW servers I’ve been on don’t really have quests, especially not nearly as many or as important as we do here. The info that quests and NPCs could and will be hidden would be info enough to get them looking.

I know, and I’ve got that one, but you have to make it all the way to the planet and perform the quest before you can get it. I can start literally any other build from character creation. Why are saber specialists the only ones who can’t start from the beginning?

This obviously makes sense. I’m not suggesting that it shouldn’t offer more XP for more difficult tasks. I’m saying that it seems to me that the higher my overall skill level the less XP I’m getting from the monsters on world? And if that’s the truth then as you level up it would become harder to gain XP without leaving the planet which requires a ship, and therefor tons of crafting?

The GTN is something that I haven’t used much yet, but while having a market place is nice, I think you’re missing the point. The tools that we’re missing are the tools to make credits. The only way to make money is to mine things. Players can’t generate credits. So all the credits that exist in the economy have to be earned by grinding. And a huge portion of the money doesn’t go back to players, it gets removed from the economy by paying fines and fees to continue running your lands and housing. The only money that stays in the player economy is money that you grind for and then pay to another player directly.

Without a better way to make money, my character can’t buy anything unless he basically becomes a mine worker. I can’t reliably get paid by depending on other players. Other players aren’t even reliably online to RP with. If you’re going to make your entire economy dependent on players being there to fill those roles, then you either have to have people on all the time (like an MMO would) or you need each player to be able to do these things for themselves. Right now, it falls on each player to either take care of it themselves, or try to arrange things OOCly via Discord and then wait and hope someone helps them.

Long story short, is that if players can’t generate credits themselves, all credits in the player economy have to be earned through grinding, and any credit that goes to an NPC is lost from the economy, meanwhile there are extremely limited options for generating credits, crafted gear is the only thing to buy/pay for anyway, so if you’re not a craftsman you have nothing to offer the economy. Services are essentially not viable careers.

Just want to say here, that the statement unless you are a craftsmen you have nothing to offer, it technically wrong. Raw ores are really the biggest source of income on the server, sure select crafting things can be sold for profits but typically what you put into them is worth more then what you pull out. Veldite can be sold for 21 a piece to a store, mining takes little time to do especially if you invest perks. I can understand a point of view of “well my character wouldn’t mine” but it can just as easily be argued that if you character wouldn’t do anything to make money then they wouldn’t have any. Because honestly speaking Looters and such wouldn’t carry money around with them in their bases. The Combat people should be selling resources to the crafters or trading the raw stuff for better gear.

Most crafters demand money in addition to resources, and most crafters don’t seem that interested in buying ores in my experiences, and tend to undervalue them even when they do buy them.
On top of this most the big crafters have land, and land is a much better source of high quality ores then mining, which is another issue unto itself.

This is a issue of player characters not the system, the system works just the crafters charge for their services which is fair. If they provide the materials they typically charge more though.

Most ores you mine having no value to crafters, and being sold for a pittance to npcs, meanwhile ores from land being much higher quality thus having more value. In addition getting items crafted is usually charged around a thousand, even if you supply the materials. If I am getting 21 credits per ore, but I have to pay 1000 credits for a passable item, that is a value of 48ish ores, that is insane with the time investment that requires.
It also gives the crafters all the power in dictating the economy, which is not healthy for it.

The fact that the raw materials sell for more than the finished crafted item isn’t a good thing. The fact that every single person makes their money the exact same way isn’t a good thing either. That’s not a varied economy. Everyone mines for credits. They all take crafting skills to make equipment. Everyone is doing the exact same thing. If you had a real economy, there would be roles. Like services. But can my character get paid to be a body guard? A solider? An assassin? A bounty hunter? A medic? A smuggler? Any of these huge iconic roles? Nope. They’re not viable careers. Mining is the only job. Why? Because it’s the only job you can really do that doesn’t depend on other players paying you to do the job. And that makes them impossible because the only way to make steady money is to grind mining. That right there should tell you that your player based economy isn’t working. And you can’t blame the players, because if the system doesn’t work in practice, then it just doesn’t work.

I came to play a multiplayer, interactive Star Wars PW. I came to play a force user in a setting I love, not a mine operator. If I wanted to play minecraft, I would. If I find that the experience is not what I came looking for, why stay? And I think that most other new players who run into the same problem would most likely leave as well. My character shouldn’t have to mine, he should have real work that makes sense for his story available to him in a rich and full economy, which I’m sure was the dream with this crafting system.

We’re working on additional content which should help with the credit gathering. But we do this as a hobby and don’t get paid for any of it. There’s really only 2-3 of us actively working on the project.

I think you have some really good ideas and would like to see them get implemented. Do you have any interest in helping us out?

I understand that you like crafting heavy games, but not everyone does. My play style depends on the character I’m playing. When my character does something, it’s because my character would actually do that thing. If I make a character to be a miner then he’s going to spend all of his time mining or getting drunk at the cantina and causing a scene, because he’s a drunken miner. But my mercenary should be free to act like a mercenary. That should be viable gameplay as well. Especially on a Roleplaying PW. Forcing anyone to do things that their character would have no business or interest in doing isn’t something that many people would be happy with in an RP server. I like the crafting system at it’s base, but it shouldn’t be so over-bearing. It’s been made far too important for any character to ignore. It’s essential for each person, when really it should be a trade skill, not a staple of everyone’s character.

I would say that either miners should get powers that allow them to avoid combat like stealth or GS if they reach high enough levels so that they don’t have to be good at fighting. Because if you want to be a miner, then you should be able to play a miner. If you want to build a craftsman, then you should be able to build a craftsman. And if you want to build a warrior then you should be able to build a warrior. You shouldn’t have to only be a warrior so you can survive mining to make money. You should be able to sell your services as a warrior such as bodyguard, assassin, hitman, mercenary, etc.

If you want to argue against the stealth for miners for balance issues, then have the stealth only work in a way that NPC’s can’t see you (just have it adjust your faction for the duration, though it would have a few extra implications, or just script it so the AI ignores them). I wouldn’t want miners to have to depend on warriors to mine because that would mean that you need another player to be able to do your job, and with player density issues that’s a real problem.

It is best that things be automated as much as possible. But part of that process is making sure that individual players are capable of having an enjoyable play experience even if they are the only people online. Considering that we currently have issues with population density and being able to find people to hang out with IC, the single player experience is vital for retaining new players. Therefore anything that forces me to wait on another player may very well cause me to log off and play somewhere else, but new players are vastly more likely to enter a server with 1 player than they are with 0 players. And that hurts server growth.

It seems to me that the purpose of the economy should be to create specific roles, each of which can be actively engaged in without the need for intervention by a DM or another player. That will maximize the likelihood that single players will remain online for longer, which will in turn help generate more new players to the server while simultaneously making it more fun for those new players to also stay online and play even if they’re the only ones on, because single player is now a more enjoyable experience and they don’t have to wait on someone else to progress their character.

You should be able to purchase anything that you can craft, but to a certain limit. The benefit of being able to craft something should be that it is cheaper and easier to craft it than to buy it. In addition you should be able to craft nicer things than you can buy in the stores or find in loot drops. For instance if you had a loot tier system (like many MMO’s), you could have loot tiers such as: Common, uncommon , rare, elite, and legendary, where you can buy all but legendary (or legendary and elite) at a store or find them in loot drops. But if you want the best of the best gear, you have to go to a specialist.

Right now often times the base materials you would gather to make an item are worth more than the item would sell for. There’s no need to seek out a craftsman because everyone has enough points to be a craftsman, and every piece of advice I’ve received about building my character has told me that crafting is more useful than combat in essentially every conceivable way. That just further reinforces the fact that crafting has become the focus of the server. The result that I experienced is that other play styles and character types either get left behind (player loss) or you are forced to change your character and have them do things that they would never do because the mechanics of the economy create an unrealistic and harshly unbalanced world.

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