I’ll just repost what I posted last time we had this discussion (here, a thread that is still open, by the way):
When talking about tradability of UTs, it always comes to mind that we can basically separate the community in two types of players: the ones that play for the experience and the ones that play for collectables.
The ones that play for the experience care about pewpewing everything around them and watching all the enemies go boom. RotMG, to those people, is about that stupid fun of running around killing whatever is in sight and not worry about anything else. They don’t want any kind system getting in their way of killing stuff as efficiently as possible and so they want it to be easy to acquire whatever they need to be best they can be. UTs, for them, serve the purpose of making the gameplay more varied. Those people normally are in favor of UTs being tradable;
The ones that play for collectables care about seeing that shiny white bag appear when an enemies goes boom. RotMG, to those people, is about having their work compensated by getting something that most players can’t easily get. They want to make sure that the only way to get the itens they have is to spend about the same time they themselves have spent in the game. UTs, for them, serve the purpose of a prize to be shown and maybe envied. Those people normally are against UTs being tradable.
Now, these definitions are not binary, you can very well play for the the experience and the collectables (or you can play for neither). Most players I think will show varying degrees of both interests. Also, keep in mind those are not the only deciding factors to consider when talking about the commerciality of UTs.
The real question is: how to conciliate these two types of players?
And then later, that same conversation:
On one hand, I feel like the game was built from the ground for players of the first category I mentioned. Lack of registration (no longer in place), no level requirement in items (still in place, thanks Mad God) and permanent death (like they’ll ever remove that) seems to imply the game wants people to hop on and start shooting right away, without worrying about what they have, but only about what they’ll do with whatever they have. And even if you wanted to take pride in grinding for a certain UT, you could. So what if another player bought his UT? That doesn’t change the fact you “worked” for yours.
On the other hand, what I just wrote is irrelevant, to a certain extent. The game now attracts players of the second category and they are a big part of the community. Not taking what they feel is important in the game seriously would be a reckless and somewhat disrespectful move from whoever is in charge.
In the end, my question still stands: how to conciliate “experience” players (the first category) and “collectable” players (the second category)? I don’t know. And I’m afraid nobody knows.
It’s a delicate subject and I’d be suprised if we came out from any thread about it with a definitive answer on what to do.