12-10-2007, 04:24 AM
There are two things that I think are the main base for the economy for IN, UO, and even in real life. It is very important to know and keep in mind that these two aspects of income.
Hunting and Resource Gathering are the only sources of pure income that is generally 100% profit. In primitive times and ways of life, you only have those two base sources as well that are so purely income. Hunting provided for mainly food and clothing, and resource gathering provided for shelter, warmth, and tools.
In the world of UO and even in modern times, it's the same basic way, but more complicated and/or it's a different scenario. In UO you have hunting [for gold] and resource gathering [for armor, weapons, etc.].
Hunting is the only way to get straight gold other than selling your items from resource gathering.
So what does this mean? It means that when an economy has a big flaw or flaws, it typically resides in these two categories [if the entire economy is flawed, or a large portion, and not just certain aspects, which I don't think IN's is].
So then where and/or how is it flawed?
Well I think that there are very simple things that can be added that can "fix" or help it out. People have been way too dramatic about the whole thing IMO, and these OMGhuge changes are just going to make it too complicated, and maybe damage the economy, and if not that, then the server, whether it's through the population or something else.
A few suggestions I will cover include (among other things):
--Small tweaks to PvP which relates to items (weapons and armor).
--A lot of what I cover correlates to and effects that of Crafting Skills including, among other things, the need and usage of various skills.
--AFK Macroing and what impact it makes.
--A way to make armor much more useful in PvP and PvM
--A way to make tailoring much more useful
--Methods of making crafting and decoration much more useful and effective in the economy and how these methods add a lot to the server in general
--What not to increase or decrease when it comes to skill gain, among other things
--How to make Fishing more useful
--What can make hunting more useful
--General things on combat skills
Another important thing to keep in mind, like where the base of income starts, is that there are various levels of building income within an economy:
The first level would be a brand-spanking *spanks* new player that is brining in very little, if any, money or items for a few weeks - how much of whatever is needed being taken in; and is it a good ratio to whatever is needed? Meaning, if you need gold to survive, and you aren't getting enough at stage one, you have a huge problem because it's stage one that you can't conquer effectively, or it's stage one that you can't haven't made conquerable, therefore you have people leaving or not wanting to join.
The final [not the second] level of income would be a high and steady income, but what would you use it on?
PvP and decoration of course!
The final aspect that I think everyone should keep in mind [and this applies to real life as well as the game], is that [SIZE="4"]People_Love_Crap[/SIZE].
People love it! They love to crap out their crap [pimp their crap], and buy more and more crap. If you have crap for the rich to buy, that the rich like, you have the rich stimulating the less wealthy [the ones who make all the crap]. So you have the rich throwing money at the 'less wealthly', who, in time, will become the rich, and everyone that specializes in different things can make crap that relates to that specialty for other people that in turn make crap for them, so people aren't bored, and the economy is stimulated.
I cover one of the main crap-related-economy-stimulating aspects of shards further down, which is not PvP, and PvP is a big one, because you have Steeds [which are lost often, and thus bought often, and thus money and items are circulated for them], and you have weapons and armor, potions, scrolls, ammo, etc. which are lost and thus created and bought often and etc. etc.
Anyway, I'll stop blabbing and let you get to the main part:
By comparing yourself running a company with constantly running robots to that of endless AFK macroing [a good analogy on the surface], you would then be saying that everyone has robots working endlessly, not just you, because in the world of a game, if you can have it, everyone else can have it pretty easily, especially when it's something as simple as AFK resource gathering. I AFK macroed all the time on IN1, but not when it came to resource gathering [simply because I didn't know how to then because I was 12].
If everyone was bringing in more resources because of AFK Resource Gathering, you would have people creating, selling and owning more and more weapons and armor [funny how the only thing that resource gathering actually provides on the surface is simply armor and weapons, because the only types of resource gathering there are are mining, lumberjacking, fishing, and wool/cotton gathering, and fishing and wool/cotton gathering aren't effective at all because fishing doesn't give anything [as far as i know], and cotton/wool gathering is too slow to be a huge source of income], which only stimulates the use of weapons and armor because it is more available, and thus more PvP and hunting which causes a greater demand for scrolls, potions, reagents, bandages, etc.
I agree with this, my suggestion it to make armor magic resistant, and make it parallel armor rating. Your armor rating should be a percentage of reduced spell damage, for example:
If you have 1-4 AR, none is reduced.
5-14 AR should take away 1 point of damage
15-24 should take two
etc.
Basically you just round to the 10s [5-9 rounds up, 11-14 rounds down, etc.] and make that proportional to 1 point of damage reduction for every 10 armor. So if you have full sapphire with a heater of invul [gives about 13 AR I think, I know a kite gives 12], you get 7 points damage reduced from damaging spells because sapphire is 53, plus the heater [66].
This example would hardly effect PVP [not many people would be willing to wear armor still], so I suggest making it in 2s [every 10 points gives two damage reduced, therefore sapph w/heater would give 14 reduced].
OR possibly even 3s, but we should test both of course in actualy battle to see how they effect PvP at every angle [with healing and weapon usage, and of course spells].
This type of armor protection would greatly increase the need for armor and weapons.
My suggestion for tailoring isn't to make it harder or to jack vendor buy prices up so that people will but from people. Like some people [including myself] have said before, implement higher sell prices at higher skill [maybe 1 or 2 GP above the no gain/no loss line for GM people, meaning, the "no gain/no loss" line is where everyone sits right now: if you buy something, you can re-sell it or craft something and re-sell it for exactly the same amount, so there is no gain/no loss, and GM skilled people should gain maybe 1 or 2 GP over so that they can get some money from it, but should somehow not be able to farm from vendors and then re-sell it right there for profit] so that people with the GM skill can get some type of useful income from that skill.
My second suggestion for tailoring is, like others have said, items with recipes, only mine are a little different. I say add clothing items [and leather armor of course, but others have said this [elven and daemon-skin armors]] that add a small amount of combat skills to your current skill amount, like accurate weapons and the elven bow. Make this effective on maybe robes, cloaks, hats, and shoes or something where you can craft a certain piece of clothing [with the right recipe, whatever that may be] that adds maybe 2-5 to a certain combatant. However, I say do NOT add clothing that adds to other skills, unless its MResist or Meditation because I have played on servers where you can get clothing that adds to crafting skills, and that just gets way too complicated. Just a simple add that would make tailoring more useful. A good recipe might be Cloth, a certain amount of jewels, and the cloak from a dread lord captain to make a cloak that adds like 5 to swords and tactics or something. And maybe the bow from an Eithka Ulesra, some Arrows, Jewels, and Cloth of course to make some article that gives an add to archery. The same could be applied to leather armor.
(Continued down)
Hunting and Resource Gathering are the only sources of pure income that is generally 100% profit. In primitive times and ways of life, you only have those two base sources as well that are so purely income. Hunting provided for mainly food and clothing, and resource gathering provided for shelter, warmth, and tools.
In the world of UO and even in modern times, it's the same basic way, but more complicated and/or it's a different scenario. In UO you have hunting [for gold] and resource gathering [for armor, weapons, etc.].
Hunting is the only way to get straight gold other than selling your items from resource gathering.
So what does this mean? It means that when an economy has a big flaw or flaws, it typically resides in these two categories [if the entire economy is flawed, or a large portion, and not just certain aspects, which I don't think IN's is].
So then where and/or how is it flawed?
Well I think that there are very simple things that can be added that can "fix" or help it out. People have been way too dramatic about the whole thing IMO, and these OMGhuge changes are just going to make it too complicated, and maybe damage the economy, and if not that, then the server, whether it's through the population or something else.
A few suggestions I will cover include (among other things):
--Small tweaks to PvP which relates to items (weapons and armor).
--A lot of what I cover correlates to and effects that of Crafting Skills including, among other things, the need and usage of various skills.
--AFK Macroing and what impact it makes.
--A way to make armor much more useful in PvP and PvM
--A way to make tailoring much more useful
--Methods of making crafting and decoration much more useful and effective in the economy and how these methods add a lot to the server in general
--What not to increase or decrease when it comes to skill gain, among other things
--How to make Fishing more useful
--What can make hunting more useful
--General things on combat skills
Another important thing to keep in mind, like where the base of income starts, is that there are various levels of building income within an economy:
The first level would be a brand-spanking *spanks* new player that is brining in very little, if any, money or items for a few weeks - how much of whatever is needed being taken in; and is it a good ratio to whatever is needed? Meaning, if you need gold to survive, and you aren't getting enough at stage one, you have a huge problem because it's stage one that you can't conquer effectively, or it's stage one that you can't haven't made conquerable, therefore you have people leaving or not wanting to join.
The final [not the second] level of income would be a high and steady income, but what would you use it on?
PvP and decoration of course!
The final aspect that I think everyone should keep in mind [and this applies to real life as well as the game], is that [SIZE="4"]People_Love_Crap[/SIZE].
People love it! They love to crap out their crap [pimp their crap], and buy more and more crap. If you have crap for the rich to buy, that the rich like, you have the rich stimulating the less wealthy [the ones who make all the crap]. So you have the rich throwing money at the 'less wealthly', who, in time, will become the rich, and everyone that specializes in different things can make crap that relates to that specialty for other people that in turn make crap for them, so people aren't bored, and the economy is stimulated.
I cover one of the main crap-related-economy-stimulating aspects of shards further down, which is not PvP, and PvP is a big one, because you have Steeds [which are lost often, and thus bought often, and thus money and items are circulated for them], and you have weapons and armor, potions, scrolls, ammo, etc. which are lost and thus created and bought often and etc. etc.
Anyway, I'll stop blabbing and let you get to the main part:
Galens Wrote: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. IN1 did NOT have afk macroing, and thus the market stayed continuously fresh and stable.
By comparing yourself running a company with constantly running robots to that of endless AFK macroing [a good analogy on the surface], you would then be saying that everyone has robots working endlessly, not just you, because in the world of a game, if you can have it, everyone else can have it pretty easily, especially when it's something as simple as AFK resource gathering. I AFK macroed all the time on IN1, but not when it came to resource gathering [simply because I didn't know how to then because I was 12].
If everyone was bringing in more resources because of AFK Resource Gathering, you would have people creating, selling and owning more and more weapons and armor [funny how the only thing that resource gathering actually provides on the surface is simply armor and weapons, because the only types of resource gathering there are are mining, lumberjacking, fishing, and wool/cotton gathering, and fishing and wool/cotton gathering aren't effective at all because fishing doesn't give anything [as far as i know], and cotton/wool gathering is too slow to be a huge source of income], which only stimulates the use of weapons and armor because it is more available, and thus more PvP and hunting which causes a greater demand for scrolls, potions, reagents, bandages, etc.
Galens Wrote: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.
I agree with this, my suggestion it to make armor magic resistant, and make it parallel armor rating. Your armor rating should be a percentage of reduced spell damage, for example:
If you have 1-4 AR, none is reduced.
5-14 AR should take away 1 point of damage
15-24 should take two
etc.
Basically you just round to the 10s [5-9 rounds up, 11-14 rounds down, etc.] and make that proportional to 1 point of damage reduction for every 10 armor. So if you have full sapphire with a heater of invul [gives about 13 AR I think, I know a kite gives 12], you get 7 points damage reduced from damaging spells because sapphire is 53, plus the heater [66].
This example would hardly effect PVP [not many people would be willing to wear armor still], so I suggest making it in 2s [every 10 points gives two damage reduced, therefore sapph w/heater would give 14 reduced].
OR possibly even 3s, but we should test both of course in actualy battle to see how they effect PvP at every angle [with healing and weapon usage, and of course spells].
This type of armor protection would greatly increase the need for armor and weapons.
Galens Wrote:Tailoring
Tailoring should be a little bit harder than it currently is, with a small profit during the skillgain with vendors. This rewards the tailorer further than just a dye tub. A dye tub is nice, but tailoring does not fuel the economy hardly at all, so the tailorer should receive some profit other than his once in a while gm tub sale.
My suggestion for tailoring isn't to make it harder or to jack vendor buy prices up so that people will but from people. Like some people [including myself] have said before, implement higher sell prices at higher skill [maybe 1 or 2 GP above the no gain/no loss line for GM people, meaning, the "no gain/no loss" line is where everyone sits right now: if you buy something, you can re-sell it or craft something and re-sell it for exactly the same amount, so there is no gain/no loss, and GM skilled people should gain maybe 1 or 2 GP over so that they can get some money from it, but should somehow not be able to farm from vendors and then re-sell it right there for profit] so that people with the GM skill can get some type of useful income from that skill.
My second suggestion for tailoring is, like others have said, items with recipes, only mine are a little different. I say add clothing items [and leather armor of course, but others have said this [elven and daemon-skin armors]] that add a small amount of combat skills to your current skill amount, like accurate weapons and the elven bow. Make this effective on maybe robes, cloaks, hats, and shoes or something where you can craft a certain piece of clothing [with the right recipe, whatever that may be] that adds maybe 2-5 to a certain combatant. However, I say do NOT add clothing that adds to other skills, unless its MResist or Meditation because I have played on servers where you can get clothing that adds to crafting skills, and that just gets way too complicated. Just a simple add that would make tailoring more useful. A good recipe might be Cloth, a certain amount of jewels, and the cloak from a dread lord captain to make a cloak that adds like 5 to swords and tactics or something. And maybe the bow from an Eithka Ulesra, some Arrows, Jewels, and Cloth of course to make some article that gives an add to archery. The same could be applied to leather armor.
(Continued down)
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