01-23-2010, 12:13 AM
hi all, i've been reading the posts here and i have to express myself out.
First, i don't know why you guys flame Rabbi. I would like to have the time he had. And don't forget one thing, he got rich in a time where no one had skills. While you guys were talking and doing nothing he was macroing and hunting. The called "pvpers" only started to macro a bit when the server got so low in players. Like smoke, he didnt had no one to gank so he macroed.
While there was pvp and ganking, rabbi was macroing, hunting and selling things that no one could produce. In those days he had the power to set the price he wanted and people bought his items. Why? because there wasnt a single player with all that skills avalaible.
Many of the people started to macro hard when the server "died" in terms of playerbase. Now there are tons of people with more than 3k of skillsum.
If he gained gold with sheeps, he gained, what you want to do now? instead of ganking and doing whatever you did, you should done the same.
Now about the economy here my opinion:
- Perhaps making items with a lower success rate is good;
- Mining to GM left me with ingots enough to make 1000 blackrock armors, lots of diamond rock, etc. Perhaps reducing the amount of success, amount of ore, increasing the skill required?
- More armors, and weapons. Make recipe armors too, with ingredients needed like the weapons. Increase number of ingredients needed, or types of them.
- In real life, in a shopping vendors have to make a concurrency agreement. If in a shopping theres a shop who sells A, there's no other with that A. Or they agree to set a price interval between them. For example, we agree to make item A sold between 400k-500k, shop Rabbi sells it for 500k but my shop sells it for 420k plus a Armor.
- One type of item per vendor. No a vendor with all items in world. Only 2 or 3 vendors per player. Like if im in the armory industry i cant sell potions.
- Out of the vendor area in east britain, players with vendors in towns should pay a tax. If i want a public shop in a town i must pay a tax to the governor.
- Outside towns or unguarded players can set up the prices they want but the player has to realize the risk.
- Make factions? (i'm going to be super flamed :x, lol). If a guild controls a town, players must pay the tax.
- Selling profession, if a players choose a profession he can only sell items of that type not other. Here we could prevent monopoly (we say monopoly? lol).
- More items isnt the solution, i cant manage all quests, in fact i dont know every quests in world. I lost the count. Rides? the same. But im not a false dude, i want more items, rides, etc.
- Would it be possible to make house deeds? Like i make a custom house, transform it to deed and sell it...
There are more that i cant remember xD...
Please correct my opinions and be constructive with the pros and cons.
Regards,
Solid .
First, i don't know why you guys flame Rabbi. I would like to have the time he had. And don't forget one thing, he got rich in a time where no one had skills. While you guys were talking and doing nothing he was macroing and hunting. The called "pvpers" only started to macro a bit when the server got so low in players. Like smoke, he didnt had no one to gank so he macroed.
While there was pvp and ganking, rabbi was macroing, hunting and selling things that no one could produce. In those days he had the power to set the price he wanted and people bought his items. Why? because there wasnt a single player with all that skills avalaible.
Many of the people started to macro hard when the server "died" in terms of playerbase. Now there are tons of people with more than 3k of skillsum.
If he gained gold with sheeps, he gained, what you want to do now? instead of ganking and doing whatever you did, you should done the same.
Now about the economy here my opinion:
- Perhaps making items with a lower success rate is good;
- Mining to GM left me with ingots enough to make 1000 blackrock armors, lots of diamond rock, etc. Perhaps reducing the amount of success, amount of ore, increasing the skill required?
- More armors, and weapons. Make recipe armors too, with ingredients needed like the weapons. Increase number of ingredients needed, or types of them.
- In real life, in a shopping vendors have to make a concurrency agreement. If in a shopping theres a shop who sells A, there's no other with that A. Or they agree to set a price interval between them. For example, we agree to make item A sold between 400k-500k, shop Rabbi sells it for 500k but my shop sells it for 420k plus a Armor.
- One type of item per vendor. No a vendor with all items in world. Only 2 or 3 vendors per player. Like if im in the armory industry i cant sell potions.
- Out of the vendor area in east britain, players with vendors in towns should pay a tax. If i want a public shop in a town i must pay a tax to the governor.
- Outside towns or unguarded players can set up the prices they want but the player has to realize the risk.
- Make factions? (i'm going to be super flamed :x, lol). If a guild controls a town, players must pay the tax.
- Selling profession, if a players choose a profession he can only sell items of that type not other. Here we could prevent monopoly (we say monopoly? lol).
- More items isnt the solution, i cant manage all quests, in fact i dont know every quests in world. I lost the count. Rides? the same. But im not a false dude, i want more items, rides, etc.
- Would it be possible to make house deeds? Like i make a custom house, transform it to deed and sell it...
There are more that i cant remember xD...
Please correct my opinions and be constructive with the pros and cons.
Regards,
Solid .