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Economy - How to Fix Discussion
#49

Lindenwood Wrote:Ive only read a bit through the second page.

I think Galen is on the right track.

However, I think most all the skillgains are fine how they are. At the very least, they definately don't need to be slower. The only reason skillgain should be changed is if resources are significantly changed.

I think the only problems, or at least the main fixable problems are with items, and mostly revolve around PvP. If scrolls were harder to come by (either blank scrolls only craftable, or - my personal favorite - only allow scrolls to be found on monsters).

For scrolls, lets say you do this. Make it so that each scroll is almost .1 percent. As you get higher, maybe make it so you get .1 per few scrolls. On an average hunting trip, I might get 3-6 blank scrolls. Hell, lets say I get 20 blank scrolls per day, casually hunting. That is 2 points per day. You could buy them, but they would probably be worth a prety penny for their rarity. Some people might farm them, and get maybe 100 per day, but that would still take like 2 weeks + to GM. However, that is ALOT ALOT ALOT of time spent hunting to get that many scrolls per day, so they would deserve it. Id imagine that buying them would cost 500-1000gp each. If you compare buying 10 scrolls and spending 5-1k for one point, to spending 5k-10k buying 900-1600 blank scrolls for the same skill gain, that isn't too far off. Even at 100gp per blank scroll, that is well over 100k that someone might spend training inscription.

The result is that the important scrolls are far more rare, but being GM inscription still means that you can easily get 3X as many FS scrolls as you could hunting normally (find one FS scroll, and 2-3 blank scrolls, and make FS scrolls with those). And they would have far more value than just 100gp each (which, currently, means that most peope spend less on scrolls than they do on regs to PvP...).

And, of course, increases use of the spellbook.

*edit*
The only reason to change the inscription skillgain along with the drop in resources is so new people could also train it. If transfers werent done, Id be more inclined to say screw it, make high-end scrolls only obtainable from monster loot. Still, though, that would make inscription useless, while with the above suggestion it still does have pretty good value.


Ive already made lots of suggestions that have gone essentially ignored, but Ill sum them up and add a few more:

1) Make the damage from most spells lessened by higher armor, probably by a more drastic amount than most of you are thinking.

2) That will increase the need for higher end weapons (which need lots of tweaking) to do damage.

Both of these will significantly boost the economy, from both craftors selling more items (BS - armor / weapons, Bowcraft - more bows, Tailoring - magical leather armor). This in turn will increase the demand for resources, which gives miners, lumberjacks, and even leather-gatherers more to do.

3) Give food a purpose. Make GM-crafted food give you bonuses like faster health / mana / stamina regen (which is perfectly logical). Not by a huge amount, but by enough that it is worthwhile to do it. Make cooking hard to GM. The enabling of cooking will make finishing itself more valuable, especially if you add special fish that themselves add bonuses to the meal. The affect should not last long, and shoud require you to eat a (500gp?) meal every 5 minutes to maintain it. Try to balance the effect timer with the cost so that it is both profitable for the cook, and worthwhile to use.

If it is balanced well enough, GM-made food could actually be a reasonable profit when sold to players. Even during training, if you catch all the fish yourself / obtain all the ribs yourself, you should be able to create certain types of meals and sell them to appropriate vendors. Think something like "gourmet" meals could be sold to taverns (where people would tend to sit down to eat), and "traveler's" meals could be sold to provisioners (where people stop in, grab what they need, and are back on their way). Both would have the same player bonuses, but they just add another "RP" aspect to the skill / system.

If it is made profitable enough, it might even become worth it to start cutting monsters / animals and taking their ribs when hunting, if you could come back and sell ribs for like 5GP each (or whatever). That would make it pretty easy for newbs to start up, if they could make a "survivable" living killing mild-mannered forest creatures.

*edit*

BTW, I think it should be resonably profitable to train a crafting skill, even if you buy the resources. However, it should only work with nicer pieces.
For blacksmithy, one should only make a profit after buying resources if making something like plate chests / legs / arms. That way, you burn through ingots like crazy, and you spend alot longer GMing it, but you can still make enough to keep buying ingots, as well as support yourself. By the time you reach GM, it isn't unreasonable to have made 100k profit (which, over several weeks, isn't all that much). This further increases interaction and trade between players.

Tailoring would probably be left alone, since most everyone gets their resources free.

Bowcrafting should also follow the same pattern as blacksmithy. Maybe have little to no profit after buying logs, as long as you are still making bows or crossbows. However, when you get your skill high enough that you can make crossbows, you should be pretty self-sustaining. This, again, increases demand for logs, which further boosts the economy. Also, similarly, it means that you can make smaller items and gain more per amount used, but you will need to be able to spend money doing it.

Carpentry and Tinkering should follow a similar path.

Here are also some potential additions to carpentry and tinkering to make them more useful:

Maybe even make it so that you can use carpentry to add tricks to bows (like if you know both carpentry and bowcrafting, you can make bows out of thicker wood that are thus stiffer and shoot harder, or anything along those lines).

With tinkering, maybe make it so you can "infuse" gems or even ores / ingots into weapons to give them bonues. Like, infuse one type of gem or ingot into a weapon and make it poison you (think Tetnis, heh). Or, infuse a blade with diamons to make it hit harder. Or "infuse" materials into the handle to make it swing faster. Or anything like that. For simplicity, it could only work with plain iron weapons. If you wanted to add another economical feature, make it so only GM-crafted iron weapons could be used for this (meaning, a tinker couldn't just buy a bunch of store-bought weapons). Of course, there would need to be a balance between cost of material for the "upgrades," the failrate of said upgrades (succeed; fail without loss; fail and lose additional resources; fail and lose entire weapon), and the effectiveness of the upgraded weapon to make it both profitable to the player, and worthwhile to use in battle.

Another way to keep that tinkering feature simple would be to only have a short list of custom "infusionables" (I should patent that). Like, you add one type of item to make it hit harder. You add one item and it is the equivalent of a ruin weapon. You add five of those items and its a vanquishing. Either increase the number of required items, or the failrate, to give similar (or slightly higher) prices to their monster-loot counterparts. The same system would apply for the "poison" feature and its item, and the same system would apply for the speed / tactics feature (maybe make it so you infuse some ultra-light material into it so that it swings faster / more accurately).


That economy is for the RICH.. and will not run itself. Tailor still plays no role cause it is free?!?!?!

How are new player got to start.. they get pked every time they leave guarded area. How are they going to come about the money to reequip?

No no players no Growth for the shard.... To high of skill gain... No Gowrth for the shard.

Again Special ITEMS ARE Not a much... no ones like TRAMMY. More "Special Items" that is going to unbalance PVP more.. there will be inconsistencies with the damage tables.

I think you guys are over thinking this process.... for this to work it can be VERY BASIC and still the way it is now.

I'm that Crazy Muthaf*cka named Ice Cube!
#50

IceCube Wrote:That economy is for the RICH.. and will not run itself.
How it is only for the rich if I specifically stated - in fact about half my post was dedicated to this - that you should make a profit while training crafting skills. On top of the profit itself, you can now afford to buy resources from other players. This means more demand to buy resources, when means miners and lumberjacks will more easily be able to sell their resources. Mining and lumberjacking would then truely be the easiest path to riches for any newb.

IceCube Wrote:Tailor still plays no role cause it is free?!?!?!
I can see you're confusion, but that is not what I meant. I said tailoring shouldnt be made more profitable because it is already almost 100% profitable. However, I did, in that very same post, suggest that tailoring should be used for making magical leather armors which, if said changes were implemented to make armor useful here, would be quite useful and profitable for the tailor.

IceCube Wrote:How are new player got to start.. they get pked every time they leave guarded area. How are they going to come about the money to reequip?
See above.

IceCube Wrote:No no players no Growth for the shard.... To high of skill gain... No Gowrth for the shard.
A few pages back, somebody specifically said that the reason XUO died was because it got completely boring. That is actually what I have been suspecting all along. Boredom happens when you have nothing more to work for. If skillgain was fast here, we'd see a spike of people at the start, and by next summer it would have fallen to well below that. Given the amount of time the staff spent developing this shard, Id imagine theyd expect several years of success and enjoyment.

IceCube Wrote:Again Special ITEMS ARE Not a much... no ones like TRAMMY. More "Special Items" that is going to unbalance PVP more.. there will be inconsistencies with the damage tables.
If those things are implemented, they will increase trade between players by a HUGE factor. The only reason there would be inconsistencies would be if there are errors in the programming. I even gave a simple method of implementing such features, which would make it quite easy to balance, at least to the level of magic weapons. On top of this, it would really add another fun and interesting aspect to the game that alot of people feel is missing (fits in with the complaints that there are 3 weapons currently used to PvP).

I hope you don't take any offense to this, but it almost seemed like you just skimmed through my post, without really reading it...
#51

I really think economy is not that difficult to fix: HARD SKILLS + NICE INCOMES
I think the solution to the economy is that: hard skill gains (as it is now, or even harder) AND nice incomes from selling to vendors.
This is the "virus" of this server. Nobody have money to buy stuff from other players because they spend a lot of money macroeing their skills (craft or not).
I think all other ideas are more difficult to balance and are overthought.
#52

Very true.

As of now, the only way money is brought into the economy is from monsters. Period. Training a crafting skill should be profitable. I think that would close one of the biggest holes right now.
#53

Well, to say the truth, I think tailoring is profitable, that is if you collect your own resources. I think its somewhat buggy being able to buy bolts from a vendor, then instantly being able to craft something to be resold to the same vendor for greater value.If that were so, people would stand at moonglow bank/tailor afk and let their bank balance grow. I do however agree that anything GM crafted should be worth more than normal, which as of now, is not the case.

Through GMing tailoring (I collected resources myself), I managed to buy a 70k home, and I still had 80k in the bank, which allowed me to GM magery/Resist. The only thing is we need more uses for tailoring. As Lindenwood (i believe) mentioned, making leather armor more valuable in combat would be a starter. Down the road it would be nice to see different leathers (yes, as in AoS) with higher ARs, as well as special leather armor as well, like Elven Armor, Dragon Hide armor, etc. Maybe make use of gems in special crafts as well, so they can become a tradable item among players. The more money circulated between players, the better the economy will grow. Giving our items to NPCs mean its a one way road. The items given to the vendor dont go back to our economy in any way.
#54

It's already been said that the pvp is not going to involve armour so its basically set at 2 groups of players. PvP and PvM. PvP'ers wont contribute to the economy other than taking items from people meaning the killed players are needing new items. The PvM'ers will be finding items to replace anything they lose and gathering to train so they will be contributing to the economy amongst themselves. And because of the cash coming in from hunting basically theres going to be a steady increase in prices on certain raw materials and a 0 market for everything else except collectables. Making the 2 groups interract is the only way. But it wont be happening as has been said by Devs etc. since the start. So the best thing to do is do your own thing and have fun in your own way. Personally I'm just gonna craft like mad and gather like mad to decorate my new pad =]. Maybe go crawl some dungeons if I get bored.
#55

little bit off topic, but bring back random accurate weapon stones... its like an awesome lucky dip that will fix the economy! Tongue
#56

Personally there are a lot of things needed to fix the economy but lets get some things straight.

There will always be Vets and Noobs, there will never be a balance between that, give it time and the noobs will eventually become vets, i am a noob with a character 30 days old, and i have a real skill level of 1500 i got some mates who got transferred and have real skill level of about 2000 so i aint far off. Stuff got transferred and it aint goin to change so stop complaining bout it. why should you care what someone else has, worry bout yourself and how to better yourself, as far as i am concerned there are no free handouts. transfers i understand are seen as handouts by some, but its done leave it they aint getting more. To a player that starts today, id seem like a vet and in 2 months time the same thing.

In any economy there are the rich the poor and the middle class im sorry but that is just life. From what i have gathered from some peoples posts, is that they want the gap between vets and noobs to be shortened by making it easier to gain money by allowing afk resource gathering for noobs, in my opinion it is a bad idea. You want everything for no work or effort, the people who are rich are there because they worked there ass off to get it, and didnt do it afk resource gathering. It took a long time! but they are there now and noobs are complaining.

Some people are saying they only play this every now and then for a bit of fun and are unhappy because they cant make easy money, well thats your choice to play the amount you do and get what you can. Changing the amount of gold to can get so its easier will not limit the gap. Those that play more than others and work harder deserve to gain more, not those that decide to set a macro and afk resource gather as they go to work. For example i am a new character as i said before and i play a couple of hours as i do other stuff at my computer and im happy with my skill levels and have earnt over +500k easily. If you aint willing to put in the effort you dont deserve to have everything a player that puts in the effort does. The amount of effort you put in is out of taran's and the other staff members hand and not their fault because you dont like being poor.

I agree with several peoples opinions about craftable items and profit gained from crafting like Joe Black and Galens and taran and others have said they are working on balancing that aspect of the economy we just have to have some patience.

My next point to help the economy i reckon will have alot of people getting angry and annoyed but i personally think its the best way to go.


I believe the gump should be removed and AFK macroing of any kind should be illegal resulting in a .kill if caught and auto resing scripts banned and resulting in a jail sentence if caught using one. People have had well over a month to generate some of the necessary skills needed to narrow that gap between vets and noobs and i think now is the time to stop it all. I may be wrong and correct me if i am but IN, not sure bout XUO afk macroing was illegal, and it worked in my opinion, the economy was alot better off because you didnt have people running around with most GM skills, and those that did have them earnt them through hard work. Right now there is no hard work, just hard skillgain on some skills and time needed to GM skills which is time usually spent while someone is asleep. People should stop being rewarded with GM skills for sleeping!

This way if afk macroing is removed the economy will be run and circulate around players that actually play the game and put in the effort. This would also clear up some issues like people afk macroing at banks in town, everyone with GM skills (eventually; This is the direction this current playing style is heading), and everyone with 1 million sitting in their banks because they were given it easy to make gold to catch up with vets.

Anyway this is my view, if you dont like it fair enough, please dont flame me, just pick out why and intellectually discuss why.
#57

You totally contradicted yourself :
I believe the gump should be removed and that afk mining blahblahblah..
#58

Kalanor Wrote:Personally there are a lot of things needed to fix the economy but lets get some things straight.

There will always be Vets and Noobs, there will never be a balance between that, give it time and the noobs will eventually become vets, i am a noob with a character 30 days old, and i have a real skill level of 1500 i got some mates who got transferred and have real skill level of about 2000 so i aint far off. Stuff got transferred and it aint goin to change so stop complaining bout it. why should you care what someone else has, worry bout yourself and how to better yourself, as far as i am concerned there are no free handouts. transfers i understand are seen as handouts by some, but its done leave it they aint getting more. To a player that starts today, id seem like a vet and in 2 months time the same thing.

In any economy there are the rich the poor and the middle class im sorry but that is just life. From what i have gathered from some peoples posts, is that they want the gap between vets and noobs to be shortened by making it easier to gain money by allowing afk resource gathering for noobs, in my opinion it is a bad idea. You want everything for no work or effort, the people who are rich are there because they worked there ass off to get it, and didnt do it afk resource gathering. It took a long time! but they are there now and noobs are complaining.

Some people are saying they only play this every now and then for a bit of fun and are unhappy because they cant make easy money, well thats your choice to play the amount you do and get what you can. Changing the amount of gold to can get so its easier will not limit the gap. Those that play more than others and work harder deserve to gain more, not those that decide to set a macro and afk resource gather as they go to work. For example i am a new character as i said before and i play a couple of hours as i do other stuff at my computer and im happy with my skill levels and have earnt over +500k easily. If you aint willing to put in the effort you dont deserve to have everything a player that puts in the effort does. The amount of effort you put in is out of taran's and the other staff members hand and not their fault because you dont like being poor.

I agree with several peoples opinions about craftable items and profit gained from crafting like Joe Black and Galens and taran and others have said they are working on balancing that aspect of the economy we just have to have some patience.

My next point to help the economy i reckon will have alot of people getting angry and annoyed but i personally think its the best way to go.


I believe the gump should be removed and AFK macroing of any kind should be illegal resulting in a .kill if caught and auto resing scripts banned and resulting in a jail sentence if caught using one. People have had well over a month to generate some of the necessary skills needed to narrow that gap between vets and noobs and i think now is the time to stop it all. I may be wrong and correct me if i am but IN, not sure bout XUO afk macroing was illegal, and it worked in my opinion, the economy was alot better off because you didnt have people running around with most GM skills, and those that did have them earnt them through hard work. Right now there is no hard work, just hard skillgain on some skills and time needed to GM skills which is time usually spent while someone is asleep. People should stop being rewarded with GM skills for sleeping!

This way if afk macroing is removed the economy will be run and circulate around players that actually play the game and put in the effort. This would also clear up some issues like people afk macroing at banks in town, everyone with GM skills (eventually; This is the direction this current playing style is heading), and everyone with 1 million sitting in their banks because they were given it easy to make gold to catch up with vets.

Anyway this is my view, if you dont like it fair enough, please dont flame me, just pick out why and intellectually discuss why.

A month to narrow the gap in trade skills when a large portion of the people here play alone, don't macro much, or have other commitments to attend to before playing?

Eh, nope.
#59

the rich will always get richer n the poor will stay poor until they do something about it Big Grin
#60

Which is how you can tell who's poor and who's rich. The poor: the ones that are complaining; The rich: either the poor ones that are doing something about it or are already rich and are continuing their source of income Smile

I just got done reading the post, and I'm tired as hell [not from reading, im just tired] so ima put my two cents in tomorrow. I think that this next changelog just in itself will bring an effective change.

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