What I meant was that you have to take a lot of risks when doing business.
In the real world.
Last I checked, this past month's Solar Eclipse did not give me any Broken Hero swords, so I wasn't able to make a Terra Blade, nor do I know where a Goblin Tinkerer might live so I can test that theory in the real world.
In-game != Real World and Real World != In-game
Just because there's "risk" of business IRL does not mean this risk
must exist in a game about fairies, unicorns, flying eyeball monsters, giant bees, and floating brains with mouths and teeth.
The only time such things should be carried over, is when they present and actual gameplay addition to the game. Clicking the "reforge" button several more times does not give us "actual gameplay addition", nor do I think going out and killing Golem 20 more times for more platinum give me any more "actual gameplay addition".
Introducing something purely for grind in a game that does not have a monthly subscription is just ridiculous. Terraria has plenty of content available that we don't need almost-forced grind. We already have ludicrously low RNG on important gear (Keymolds), do we also need a money sink too? I understand a money sink to get the
best reforges, but again, it can also punish players who just want something that doesn't have red numbers on it.
At least if this were a monthly sub game, we could argue that Grind is there because they want to inflate time spent in-game to get more monthly subscription fees out of us. That's why most MMOs are grindy and sometimes time-gated. Terraria is not that, though. $10 and you have the game forever. There's no reason to inflate game hours with boring repetitive grind when there's plenty of content to be had in the game, and we're getting even MORE soon.