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Trade Resources for Skill - Habibi Jones - 06-11-2011

^^Very true. Staff, have you considered adding a donation option for skills? $25 per craft skill seems pretty reasonable... It will help the players, the staff, and the shard as a whole. Just my opinion. If someone wants to drop $100 bucks to get 4 gm skills, what's the harm in that? It'll only help the server...


Trade Resources for Skill - Eru - 06-11-2011

Habibi Jones Wrote:Maybe you should change your guild name to [Trolls].
I now want to start playing a mortal just to make the [Troll] guild and just try to make people angry all day.

Habibi Jones Wrote:Staff, have you considered adding a donation option for skills? $25 per craft skill seems pretty reasonable... It will help the players, the staff, and the shard as a whole. Just my opinion. If someone wants to drop $100 bucks to get 4 gm skills, what's the harm in that? It'll only help the server...
While it is very tempting to sell craft stills to get the donations to keep the shard going, this is a very slippery slope to go down. Here's the general staff consensus on donations and a rundown of the system we have now:

When trying to come up with a reward for donations, we wanted to be able to give players an actual reward to show that they have donated, but we did not want to be like the Korean item shop games where you have to donate money to be able to have an advantage or get special items. The solution that we came up with was the Nickel system. As it is, you can donate to get nickels, but you can also get the nickels in-game, so people who don't want to donate money can still come participate in events to get these rewards. This way, we can't ever be accused of trying to milk money from people for special treatment and it levels the playing field. You can help the shard by donating, or you can help the shard by participating in events and making the place more fun, or both.

For this reason, we don't want to make it so that you can buy specific things only with donations for the same reason we don't want to sell gold to players. You're basically trading real-life money for an advantage in the game, which I think makes the game less fun for people who want to play the game normally.

With that being said, I think that the nickel system is a nice program since we can infinitely expand the prizes, swap some in/out, and it's accessible through multiple means. Anything that we wouldn't make available through that system would not be purchasable through donations.


Trade Resources for Skill - Perfect - 06-11-2011

Quote: Ok, I have to ask, why do you need GM scribe and alch? People sell pots and scrolls all over the place. You don't need these skills to pvp or pvm. Don't get me wrong, if you want to gm those skills to help stimulate the economy thats great (though pots are all over the damn place) but please don't make it sound like you have to macro all the time because you haven't gm'd these skills yet.

Why do I need GM Scribe and alch? To make scrolls to pvp and to make pots to gank! And I think you are mistaken when you say you don't need these skills to pvp or pvm. You actually really need them. To pvp you need scrolls and pots like crazy and since the vendor malls are selling them at ridiculously low quantities and ridiculously high prices. 10 gh pots for 3k and like 10 mana pots for like 3k and I dont even see fs scrolls on the vendors but i heard they are like 10 fs scrolls for like 3k+... These monopoly prices are making it extremely hard to pvp... PVM can be done easier with scrolls and pots as well

"but please dont make it sound like you have to macro all the time because you haven't gmed these skills yet" - You do have to macro all the time (a significant amount of time )to get gm scribe and alch and those crafts. That information is coming from ppl who have GMEd those skills and have told me how long it takes. And yes I haven't gmed these skills yet, but I don't see why that matters.

And crafting doesnt have to be easier!!! All Im saying is you could make it harder potentially if you made the grind longer but the AFK time less! ... An example: suppose it takes 5k SA right now to GM magery... with AFK time installed. Now eliminate AFK time but make it 10k SA needed to get magery ... this is jsut an example... so now its actually more expensive to GM magery and requires more active effort...

also if AFK ppl actually do contribute to the server.. why dont we just load a bunch of AFK clients and see if new ppl come that way? Just hide them ingame...- I dont think this will work because when players login and they see no one.. they will kno theres nothing going on.

anyways accept my suggestions with very open mind...I did say it was a crazy idea haha...I'm not trying to get into any fights here heheehe we can save that for ingame ganks Big Grin


Trade Resources for Skill - Shade - 06-11-2011

Well I was just suggesting that you could buy them instead of crafting them. I don't follow the market prices but I have seen them for sale at the very least. I just don't want to see everyone taking it upon themselves to gm every craft before they start really playing. As time goes by and more people gm skills the prices will drop but if everyone gms these skills now the value on the items will be next to nothing. A few more scribes are definitely needed but I see quite a few with gm alch. I hope at the very least, if you do gm those skills you fill in the blanks of the economy, as it kind of sounds like those who have skills to sell items aren't really taking advantage of it.

Also, making a skill cost more but require less time is an interesting idea.. I'm not totally sold on that though because it wouldn't be hard for a guild to go hunting for a day and trade in all that money they earned in that one day for say gm smith. There would have to be more to it than just gold = skill. Though where magery is concerned I might be fine with this and combats as well (not sure about archery)... though its hard to put a value on combats. I'll think this over, discuss it with the staff team and go with the opposite of what they say.


Trade Resources for Skill - Eru - 06-11-2011

What about just lowering the craft times of items? A dagger now takes 3-4 swings to make, so what if you made it one swing. You could just *fly* through making daggers (or whatever item for other skills) and burn through your materials really fast. From what I understand, magery doesn't take that much time and increasing spell cast time would be a bad idea, but for craft skills, lower crafting delays seems like a good idea to me.


Trade Resources for Skill - soMa - 06-11-2011

If this comes about, that this happens I suggest that if you macro the skill it takes less resources than if you just buy the stuff and gain the skill that way its cost over time. what is more valuable to you. Meaning that if someone has the ability to leave there comp on 24/7 it can be cheaper for them (Not there hydro Bill) but someone who doesnt have the ability to leave the comp on / play all the time has the option to have fun hunting and gaining skills at the same time.
Secondly Players who have already gotten there skills would need some compensation.

* Edit
After reading the comments which i didn't do at first, Id have to say I don't like the idea. I think everything is fine the way it is, we just need more players who join events and sell stuff on vendors. Why get money for skill gain. when you could just get money to buy the items you get from that skill anyways. (Economy)

Soma


Trade Resources for Skill - Morwen - 06-11-2011

I still think you should be able to buy skill with lots of nickels but lots of them so playing in events time could be converted to macroing time just as a good excuse to remove ppl from their houses...


Trade Resources for Skill - Shade - 06-11-2011

You can get some skills with nickels at the casino. They mainly consist of combat skills though.


Trade Resources for Skill - Habibi Jones - 06-11-2011

^^ Yeah I noticed no crafting skills though, what do you see as a problem with donating $25 for a gm craft skill? It doesn't give you a huge advantage... It just allows you to play the game without spending a month macroing... IMO.


Trade Resources for Skill - Perfect - 06-12-2011

Quote: I'll think this over, discuss it with the staff team and go with the opposite of what they say

Hahaahahahahah Big Grin


Trade Resources for Skill - Dr. RoBotnik - 06-14-2011

I think he should keep it the way it is, it should be hard to get the skills. Not just make it easy for everyone, sorry you dont feel like playing the game. just put your time in and it will pay off.


Trade Resources for Skill - Paulie - 06-14-2011

Habibi Jones Wrote:^^ Yeah I noticed no crafting skills though, what do you see as a problem with donating $25 for a gm craft skill? It doesn't give you a huge advantage... It just allows you to play the game without spending a month macroing... IMO.

For one I would rage if this would happen. I put in Countless hours in gming BS and for someone to be able to come along and buy gm Smith puts all my hard work to shame. For two I have Armor for sell on my vendor but no one buys it, its not cause my prices are ridiculous. I actually think my prices are very reasonable but its cause there is so much other AR found on monsters why would people want to buy armor other then to look "good". If anything I think monster obtained AR should be lowered in value except for maybe INVUL plate since it is alot harder to find then the others. Then maybe it would give people the motivation to GM BS. Only advantage I have at this point of being a GM BS is that i can make the leet weps that is available but the resources arent that easy to come by and i understand why. Dont want a server flooded with these weps instantly so people can use regular weps and work just fine.