What if mmorpg games had wealth-based balancing system?

Betonhaus

Irrefutable Rationality
kiwifarms.net
Joined
Mar 30, 2023
What i mean is this:

areas are designated into zones that buff or debuff players depending on their in-game net worth and/or how much real money they have spent on the game. So for example a castle would impose restrictions on the actions of poorer players and punish them if they act in a wrong way, while slums would make poor players invisible to rich players unless they attack, and attacking forces the rich players to drop money and items which the poor players have a chance of snatching. There could also be a meshing system where multiple players of the same tax bracket or type could have an area of effect that changes the buffs and debuffs as long as players stay within the aoe, which can have perks like making it easier to spot or hide from monsters in a field
 
slums would make poor players invisible to rich players unless they attack, and attacking forces the rich players to drop money and items which the poor players have a chance of snatching
If im poor rich players cannot see me run up to them and back stab them then steal all their money?
 
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