I've been reading about horizontal progression lately and I couldn't figure out... In a horizontal progression system where all players are practically equal considering there's no level gaps from vertical based progression... to an extent, all players have end game gear, so what purpose could currency (gold, silver, copper) possibly serve?
I can't buy any means of character advancement i.e. an epic sword that does 50% more damage than what I have because that's vertical.
So what do I buy with all the gold i'm probably amassing? I don't really care about cosmetics so I might buy my favorite one if that's available but that's it.
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Horizontal progression is no progression. haha.
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Also, I don't see myself spending all my gold in a game only for housing. Archeage for example; spending a week turning in packs for 1000g only to spend it on upkeeping the taxes on your land (edit:) so you can make more packs for gold so you can pay taxes on your land again.
What do you mean by non-combat advantages?
Good idea, so long as it's like Cleffy's Heavy Armor, and the sword loses some damage stat in return for that life tap, which in a sense gives that damage back in addition to healing you a bit.
Currency is a representation of material wealth and not necessarily "ability". It is the developer's decision to separate those two systems. In many games the material wealth and character ability are linked by means of vertical progression systems that rely on equipment. A game that focuses on diversity of interaction, rather than upward progression, utilizes material wealth for vanity or additional diversity in gameplay.
But to answer more accurately, just because the potential is there, doesn't mean everyone can achieve it. The purpose of horizontal progression is to give length to actions and such. For example, camping an rare for hours for a belt when there may be only 1 or 2 belts with that particular stat or better. There's also the importance of being able to resell which a lot of games aren't really doing anymore. That mechanic is very important in horizontal progression.
Agree with this as others have suggested good ideas; Sword that lifetaps, sword that has a chance to freeze, etc endless possibilities.
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My question was mostly, as someone who plays competitively in PvP and doesn't care about cosmetics/housing/castles/crafting/guilds/stuff like that, I will probably end up with more gold than I know what to do with if there's nothing for me to buy. In vertical progression, there's always the need for gold to buy weapon/armor upgrade scrolls, gems to slot, generally better equipment, potion/scroll/food buffs that last 30m, things that make me more powerful in a vertical direction.
As far as the answers we've received, we can assume that if there were going to be a 100% horizontal progression game, with your extra gold, you'd be buying:
-Armor pieces with the set bonuses you want, not their improved stats.
-Abilities (I personally wouldn't like to purchase my skills from other players, and if they were from npcs they would be pretty cheap... I'd want to earn them)
Other possibilities? (Not listing roleplayer stuff like cosmetics because those needs are generally easy to please and are already horizontal while combat isn't.)
Personally, not having anything meaningful to spend gold on is a huge negative for me. I would prefer horizontal over vertical leveling but this one problem bugs me for some reason.
There most of my gold was spent on our guildhall, stuff with cool armor skins and a couple of green weapons I needed for PvP (the greens were just slightly better then gold weapons but even a slight advantages is good).
There are other uses for gold as well. But even many standard MMOs have limited use for gold one you leveled and gear up, the upgrades you need are often BoP then so basically you pay for goldsinks, skins, mounts that look different and other junk you collect.
MMOs economy mechanics is at best below satisfying. Even systems that are considered the best like SWG were rather messy. But to be honest can't I say I have any great solutions myself either. You will always get hyper inflations in MMOs since the resources comes out of nowhere and considering how good many players are at figuring out ways to max out how much gold you can get each hour played.
It would be interesting to have someone with knowledge of modern and historical economics make a more realistic system, hopefully with help from someone who know what is fun and whats not (yeah, maybe would giving a accountant too much free hands not be such a great idea).
Now if the only thing generated by the game was resources and the player was responsible for production, we would most likely see massive deflation over time.
For Pen & Paper I play a game called Mythras (formerly RuneQuest 6) by the Design mechanism. In that game you don't get extra hit points as your career lengthens, but your utility and offensive characteristics can improve quite a bit. There are some defensive buffs but they are not crazy, and if you want to avoid taking damage you have to wear prohibitively expensive, and pain in the ass, Plate Armor.
Considering that most MMOs just have you respawn anyway it would seem like horizontal progression would be good choice for keeping your population close in scale and making dying something that you have to worry about at all levels.
the other thing is
DECAY
Having to make new stuff to equip characters is the best use of money in my opinion. It keeps crafters going and makes them want to make the best stuff they can.
REAL ESTATE
If you can buy land and structures money has great usefulness. EVE is always brought up as a paragon of trade because you can essentially by better bodies (ships) for your characters, but the real estate in EVE is just PvP areas that get denied by presence of players. EVE is basically the same thing as Archeage you carry money on your back through PvP land. If a game comes out that has actual real estate that will be one of the most important uses of money. I don't think it makes sense to just have highway robbers and not conquering armies who take the land.