There is no good reason for MA to limit or discourage deposits. Making all of their customers feel valued is a different issue altogether.
EU is not a level playing field because it's not a competition. If people want to spend shitloads of money to skill up or get better equipement that's fine with me. But the key is, even if you are only put a little money into the game there should be a way to play and enjoy the game. Personally I think there is. Set your budget and your expectations accordingly.
Regards,
KikkiJikki
If you don't limit how much deposits impact gameplay then the experience in EU is going to reflect on the experience in RL. In RL, the top 20% own about 85% of the wealth. In theory, this means that they could pay 85% of the bills. There is no way around this if there're no barriers between RL and EU. The disparity seen in RL between the rich and poor will just as easily been seen in EU with nothing in-place to stop it.
What you say about competition is probably true, but if deposits can take the place of raw skill then it's impotent. If not, then it might work. Raw skill, btw, is independent of your character and is strictly tied to you as a person. For example, if it was dirt cheap to make things in EU (everybody could afford to do it; probably based on the world average wage) then the judge of what you make would be dependent on your raw skill as a user of the game. Your in-game skill, which is represented by a number, would have no or little effect. In this type of game, your in-game skill could be nothing more than a rating others give you, not an actual mechanic. Another example of how this would work would be one where it's dirt cheap to buy guns and ammo and enhancers for hunting, but it's long and hard to learn all of the details about it and the behaviors of the creatures and the conditions of the environment. No longer would numbers dictate your ability. Instead, it would be your raw skill as a player - something that's not tied to your character file(s) on the server.
The problem with a game where it's completely competitive is that those with more time would better master the game physics. I'm sure that there could be teachers who teach people with less time how to be effective, but this divide would be a kind of barrier between those who have lots of time and those who have little. Furthermore, those with RL talents could translate those to EU. So, if you don't have any talents in RL, you'll likely not have any in EU, either. Those with no talents will feel ignored and exploited.
More than likely, some kind of hybrid is probably best. Life is not a closed-system.
- Limit the affect of deposits on gameplay mechanics; hunting/crafting/mining/etc
- 50/50 in-game skill and raw skill of the actual player
... (raw skill: game physics are simple enough that it doesn't overwhelm people with less time)
... (in-game skill: not so much that the rich/poor disparity becomes noticeable)
- Have a deep asset system: apartments, complexes, cities, properties, stations, planets, events, etc.
... (people with lots of money will buy up these things like they do in RL)
... (just make sure that it doesn't make them powerful as hunters/crafters/miners/etc)
- Etc.
Those're some ideas. Throw a bunch of crap on the wall and hopefully some of it sticks.
But anyway all of this kinetic exchange in power at MA is concerning. Makes me wonder.