Angel in a Bottle
But the artists, as shown with how many have retired and left, don't have a long term stake in Gaia's economy. Chances are they're eventually going to go on and get other jobs; some are even just interns. The developers aren't behind this, the artists are.
Why would the rare items deflate at all if even a few more of them are entering the economy? Excess supply = lower prices.
I'm not majoring in economics, but I have taken both a macro and micro econ course, and even speaking on basic terms, the opportunity cost of creating the items may very well be much greater for many people to craft rather than to purchase. That means there's less incentive to buy from the cash shop.
For me personally, knowing now that I can create a lucky the cat at any time means that during the next RIG, I will have no interest in purchasing whatever the "win" item is ever.
Could you point me towards a quote/thread from an artist, developer, or admin wherein it states that artists are the ones who decided how this feature (or any features, for that matter) would work, by any chance? I've seen a number of people make the claim in the past regarding RIGs, but I've never actually seen proof to back it up. To me, it's always been speculation.
I'm not worried about deflation of pricier items (not that deflation of expensive items is really a bad thing, but that's a different story) because, based on how the system is right now, it's much more expensive to craft them than it is to buy them. No one's going to spend 1mil to craft an item that they wouldn't be able to sell for more than 200k. If they did go through the trouble to craft rare items, I would gather that they'd be doing it to keep said items, and it wouldn't really saturate the market with any more of them.
I have the opposite feeling as you regarding it, but for an equally valid reason. I'd still spend money on RIGs because I'd have not only the chance of getting the RIG rare(s), but also because I'd technically be earning ingredients for future Formulas when I'm not lucky enough to win the big prizes. Since the cost of crafting would potentially always outweigh the cost of the items themselves, I'd just save my fail items and either sell them to people who enjoy the feature or keep them for myself to save gold on Alchemy ingredients later on down the line. Since the system creates a purpose to the fail items by giving them the potential of being necessary to make the more amazing ones, less people would feel cheated by not winning the biggest prizes when they play the RIGs.
I hope my logic was not lost in my ramblings. It makes a great deal of sense to me; I'm not just talking out of my a**. xd