I think it is more the distribution system of the “shop model” than the items themselves that is problematic. The shop model, or having a “price tag” for items that can be bought directly is not suitable for limited items, especially given the hype in the NFT market.
Our shop model actually incentivize short term holding of GHST and flipping of items for quick profit, because there is almost no risk for flippers to buy items on the shop as its almost guaranted to make profit on the baazaar.
Also, the shop made the rarity farming more unfair, and skews the “play to earn” element and renforce the “pay to win”. A great model is a model where the “pay to win” money go in the pocket of the “play to earn” players.
In an MMO, where players compete for scarce ressources, items in high demand cannot be bought in a “primary shop”, there is no primary market for valuable items in MMOs. Only low demand items that are required to play the game are sold by NPCs/Shops, and they are selling for less than shop price on secondary market. To get the best items, you either play to earn the items or buy it on the secondary market to other players directly.
I believe there is a good argument against the shop model as it is now, and that we should think about improving the distribution model. A model that: 1) incentivize the behavior we want such as holding ghst, 2) make it more risky for short term traders to do business, 3) can scale with demand, 4) feels more fair and chill.
I have an idea about a solution, which includes making more use of the raffle system as I believe it is a vaslty better and healthier distribution model for the long term. I am actually writting an article about this, not quite sure where I want to go yet, I don’t have much time do to so, but I hope to publish next week.