12-03-2007, 06:11 AM
[B]ELCID: THIS THREAD IS GOING TO BE WATCHED CLOSELY! AS IT IS THE ONLY CONSTRUCTIVE ONE SO FAR. BE WARNED ALL FLAMING POSTS AND NOCONSTRUCTIVE POSTS WILL REMOVED[/B]
A resolution to INX Economy
By Galens
When introducing players to a new shard, it is bet to start an economy at ground level. No hand outs, no transfers, no freebies, no edge’s, etc. This eliminates any beginning imbalance of the shard’s economic structure. Failure to do so will only cause an extremely wide gap between newcomers and veterans.
There are several types of players bases in this shard currently.
A. Veterans who started with nothing but the default created character
1A. Veterans who had previous accounts transferred
2A. Veterans who had Statics and/or Guild Stones transferred
B. Newcomers who have no idea how to play or are novices to the game and are searching for a decent shard structure to play on(This contains all newcomer scenarios)
Now with that stated above, take several scenarios into account that have already been implemented so far. 1A and 2A have both been implemented. This was the first mistake the shard could have made economically. This produces a huge economic boost, but without the growth. Lets say I aquired 5 million dollars out of nowhere. Well, the economy has to compensate for my economic wealth, but cannot, because it was not aquired through the proper means of obtaining wealth. This in turn prevents economic growth from lower players OR it makes everything extremely expensive OR cheap, depending on the active scenarios occuring during those events. This in turn destroys more than half your economic stability. Transferring goodies is therefore a BAD idea.
Now you may classify A and B base scenarios can be classified closely at the same level, but I will separate them into two different scenarios just for examples.
Scenario A was able to obtain a substantial amount of wealth due to knowledge of the game beforehand, there fore there must be a balance to limit the advantage of veterans vs newcomers. I will elaborate on this further in my statements.
Scenario B consists of newcomers who have no guide to follow except what is provided on the forums, which is still shabby because of the inconsistancy of placement of questions and answers. To help out newcomers to the game and the shard’s background, there should at least be an instruction guide informing the newcomer on the basics of gameplay for UO itsself, and/or shortcuts with programs or UO macro systems. These things may be found on the forums, but honestly, how many know how to use a forum correctly? We have already had this question answered just by watching the forums ourselves.
Now Onto the Economy part. This is going to be…. fun, to say the least (insert sarcasm)
Economy Structure
Skills
Skills should be roughly described as extremely difficult to gain. But before I go into more detail, I cannot stress enough that AFK macroing should be completely illegal, this is a serious economic killer. Think of it like this. I own a business. I run my business using robots. I can go home knowing I don’t have to to a damn thing, and I can rake in the money as I please, but this also puts others out of business/employment and also reduces my cost and increases my profit. This is a very smart business move yes, BUT, it also encourages laziness and lack of dedication, which in turn makes more business men feel they can do the same. This then makes even more people unemployed, which then destroys the economy because you have too many people unemployed and not enough jobs to fuel that economic imbalance. Thus economic imbalance and destruction. One thing sets off balance another which sets off balance another, and the chance of rebalancing gets further and further away. IN1 did NOT have afk macroing, and thus the market stayed continuously fresh and stable.
Crafting Skills
Blacksmithing
Crafting skills should be extremely hard to gain, as of yet, I do not see an imbalance with the crafting aspect of blacksmith. Except for fail rates on platemail. Crafting platemail should pertain to the crafter’s blacksmith real % level.
Iron armor should be based on direct %
Example: 50% Blacksmithing should yield 50% success rate for making Iron platemail.
Example: 100% should yield 100% seccess rate for making iron platemail.
Example: 100% should yield around 40-65% success rate to make sapphire platemail (random each attempt mind you)
(Insert any in between chance rates you feel you are comfortable with, but try to balance them out, this is a very delicate matter of course. And I will not write your whole economic structure for you. I am merely giving my own ideas.)
Now, you have seen that as a basic example, not only does this keep the price of ingots high, but it also keeps the profit rates of crafters in a balance. They cannot get uber rich from this, but they can make a substantial living from it.
Keep in mind, the GM Reward for smithing should always give that extra 20% bonus, which should have a big use when crafting, thus bringing up the fail rate percent for lets say sapphire from 40-65% to 50-75% thus giving the added profit they deserve for such hard work.
Blacksmithing should take at minimum 1 month to grandmaster if you do it straight. This prevents economic instability, and prevents hacks and lazy people from getting easy uber gold. The gold obtained is well worth the wait, trust me, 480-500k for a sapph suit for one month of training is WELL worth the wait if you can make them constantly. Skill gain should be hard-even harder than extremely hard But the player should gain small profit from training to prevent them from quitting their craft.
Bowflecthing
Bowflecthing is a very controversial subject, one I am not that familiar with, but I can give some more opinions on this. Making arrows is a big hunting expense reducer. Arrows should usually sell for 5 gp each, giving the player room to sell his goods for a smaller price of say 3-4 gp each. Thus making ingredients for them only obtainable from monster loots or from resource gathering. I will elaborate more on vendor stock quotes further in my statement so don’t be deterred by my previous statement, trust me, you will like my ideas. Gm Bowflecting is the only thing that should yield the ability to make Elven bows, BUT it should have a serious fail rate of 40-70% success rate(random for each attempt) This keeps the price of the bow high, and creates a competition to gain more gold to buy a successfully made bow. Now resources are free to obtain, so the profit made from them is fairly substantial for the work done on that skill. Feel free to balance however you please but keep in mind, sale to the vendors should only grant .5 to 1gp per arrow when sold to the vendor, this reduces vendor trading and increases player run economy. This is one thing we really want is player run economy. Skill gain for BowFlecthing should be medium-hard. Bowflecthing is a direct form of hunting resources, therefor should be player run and vendor run.
Scribing
Scribing is probably the most profitable skill as of yet. This is insanely unbalanced right now, it especially ruins the full capabilities of PVP in our shard as of today. Anyone with 5 fs scrolls and 5 lightning scrolls can go out and just blast anyone to death. They don’t even have to have anything but the scrolls. Sure it can become more complicated if the individual has potions and such, but I will get to that later. Making scrolls is fairly simple, it seems that anyone with 50% scribing and magery and/or alchemy can become extremely rich extremely fast. This is NOT a great idea. This only fuels PVP costs and the PVP aspect of the economy, not the entire shard. Blank scrolls should never be available in mass stock from a vendor, blank scrolls should only be craftable with a good fail rate to them to prevent over abundance, or should 95% of the time be only accessable from monster loots. This reduces flooding of scrolls and keeps a nice high price on the scrolls and a steady flow of competition with the attempt to obtain them before someone else does, thus increasing their cost even more with competition, and thus motivating the crafter to become richer through his efforts. Magic should not be the main aspect of PVP as it is on our shard. This ruins our economy as it makes PVP one sided and crafting one sided. This diminishes the economic balance. Skill gain should be hard-extremely hard
Alchemy
I cannot make statements on alchemy. I do not have knowledge of this aspect at all. Skill gain should be medium hard-extremely hard depending on the economic structure.
A resolution to INX Economy
By Galens
When introducing players to a new shard, it is bet to start an economy at ground level. No hand outs, no transfers, no freebies, no edge’s, etc. This eliminates any beginning imbalance of the shard’s economic structure. Failure to do so will only cause an extremely wide gap between newcomers and veterans.
There are several types of players bases in this shard currently.
A. Veterans who started with nothing but the default created character
1A. Veterans who had previous accounts transferred
2A. Veterans who had Statics and/or Guild Stones transferred
B. Newcomers who have no idea how to play or are novices to the game and are searching for a decent shard structure to play on(This contains all newcomer scenarios)
Now with that stated above, take several scenarios into account that have already been implemented so far. 1A and 2A have both been implemented. This was the first mistake the shard could have made economically. This produces a huge economic boost, but without the growth. Lets say I aquired 5 million dollars out of nowhere. Well, the economy has to compensate for my economic wealth, but cannot, because it was not aquired through the proper means of obtaining wealth. This in turn prevents economic growth from lower players OR it makes everything extremely expensive OR cheap, depending on the active scenarios occuring during those events. This in turn destroys more than half your economic stability. Transferring goodies is therefore a BAD idea.
Now you may classify A and B base scenarios can be classified closely at the same level, but I will separate them into two different scenarios just for examples.
Scenario A was able to obtain a substantial amount of wealth due to knowledge of the game beforehand, there fore there must be a balance to limit the advantage of veterans vs newcomers. I will elaborate on this further in my statements.
Scenario B consists of newcomers who have no guide to follow except what is provided on the forums, which is still shabby because of the inconsistancy of placement of questions and answers. To help out newcomers to the game and the shard’s background, there should at least be an instruction guide informing the newcomer on the basics of gameplay for UO itsself, and/or shortcuts with programs or UO macro systems. These things may be found on the forums, but honestly, how many know how to use a forum correctly? We have already had this question answered just by watching the forums ourselves.
Now Onto the Economy part. This is going to be…. fun, to say the least (insert sarcasm)
Economy Structure
Skills
Skills should be roughly described as extremely difficult to gain. But before I go into more detail, I cannot stress enough that AFK macroing should be completely illegal, this is a serious economic killer. Think of it like this. I own a business. I run my business using robots. I can go home knowing I don’t have to to a damn thing, and I can rake in the money as I please, but this also puts others out of business/employment and also reduces my cost and increases my profit. This is a very smart business move yes, BUT, it also encourages laziness and lack of dedication, which in turn makes more business men feel they can do the same. This then makes even more people unemployed, which then destroys the economy because you have too many people unemployed and not enough jobs to fuel that economic imbalance. Thus economic imbalance and destruction. One thing sets off balance another which sets off balance another, and the chance of rebalancing gets further and further away. IN1 did NOT have afk macroing, and thus the market stayed continuously fresh and stable.
Crafting Skills
Blacksmithing
Crafting skills should be extremely hard to gain, as of yet, I do not see an imbalance with the crafting aspect of blacksmith. Except for fail rates on platemail. Crafting platemail should pertain to the crafter’s blacksmith real % level.
Iron armor should be based on direct %
Example: 50% Blacksmithing should yield 50% success rate for making Iron platemail.
Example: 100% should yield 100% seccess rate for making iron platemail.
Example: 100% should yield around 40-65% success rate to make sapphire platemail (random each attempt mind you)
(Insert any in between chance rates you feel you are comfortable with, but try to balance them out, this is a very delicate matter of course. And I will not write your whole economic structure for you. I am merely giving my own ideas.)
Now, you have seen that as a basic example, not only does this keep the price of ingots high, but it also keeps the profit rates of crafters in a balance. They cannot get uber rich from this, but they can make a substantial living from it.
Keep in mind, the GM Reward for smithing should always give that extra 20% bonus, which should have a big use when crafting, thus bringing up the fail rate percent for lets say sapphire from 40-65% to 50-75% thus giving the added profit they deserve for such hard work.
Blacksmithing should take at minimum 1 month to grandmaster if you do it straight. This prevents economic instability, and prevents hacks and lazy people from getting easy uber gold. The gold obtained is well worth the wait, trust me, 480-500k for a sapph suit for one month of training is WELL worth the wait if you can make them constantly. Skill gain should be hard-even harder than extremely hard But the player should gain small profit from training to prevent them from quitting their craft.
Bowflecthing
Bowflecthing is a very controversial subject, one I am not that familiar with, but I can give some more opinions on this. Making arrows is a big hunting expense reducer. Arrows should usually sell for 5 gp each, giving the player room to sell his goods for a smaller price of say 3-4 gp each. Thus making ingredients for them only obtainable from monster loots or from resource gathering. I will elaborate more on vendor stock quotes further in my statement so don’t be deterred by my previous statement, trust me, you will like my ideas. Gm Bowflecting is the only thing that should yield the ability to make Elven bows, BUT it should have a serious fail rate of 40-70% success rate(random for each attempt) This keeps the price of the bow high, and creates a competition to gain more gold to buy a successfully made bow. Now resources are free to obtain, so the profit made from them is fairly substantial for the work done on that skill. Feel free to balance however you please but keep in mind, sale to the vendors should only grant .5 to 1gp per arrow when sold to the vendor, this reduces vendor trading and increases player run economy. This is one thing we really want is player run economy. Skill gain for BowFlecthing should be medium-hard. Bowflecthing is a direct form of hunting resources, therefor should be player run and vendor run.
Scribing
Scribing is probably the most profitable skill as of yet. This is insanely unbalanced right now, it especially ruins the full capabilities of PVP in our shard as of today. Anyone with 5 fs scrolls and 5 lightning scrolls can go out and just blast anyone to death. They don’t even have to have anything but the scrolls. Sure it can become more complicated if the individual has potions and such, but I will get to that later. Making scrolls is fairly simple, it seems that anyone with 50% scribing and magery and/or alchemy can become extremely rich extremely fast. This is NOT a great idea. This only fuels PVP costs and the PVP aspect of the economy, not the entire shard. Blank scrolls should never be available in mass stock from a vendor, blank scrolls should only be craftable with a good fail rate to them to prevent over abundance, or should 95% of the time be only accessable from monster loots. This reduces flooding of scrolls and keeps a nice high price on the scrolls and a steady flow of competition with the attempt to obtain them before someone else does, thus increasing their cost even more with competition, and thus motivating the crafter to become richer through his efforts. Magic should not be the main aspect of PVP as it is on our shard. This ruins our economy as it makes PVP one sided and crafting one sided. This diminishes the economic balance. Skill gain should be hard-extremely hard
Alchemy
I cannot make statements on alchemy. I do not have knowledge of this aspect at all. Skill gain should be medium hard-extremely hard depending on the economic structure.