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Re: economy
Posted: Sat Jan 14, 2012 9:16 pm
by Nelapsi
Danilo Thann wrote: Gold sink? Gold sinks are simple... think of things people want and don't have; that don't break the current system, and whalla you have a gold-sink everyone will throw there gold into for you.
That is what I suggested and it doesn't break the current system because the current problem is those with the most gold have nothing to spend it on except grand auctions. It would also give the entire shard an addition long term goal.
Danilo Thann wrote:
I like the idea of gold sinking, but first we should increase the way gold is not easily gotten... so the new things that come of all this talk, are of some value after a week... Area's are already clogged as it is through out the day due to weapon smiths leveling on the fly and afk.. most of the time, remember.
I used to think that extra XP's should be awarded when in Fel but I have since changed my opinion because I think the shard is suffering almost like they were with GoC items being hunted down for selling that younger players could not get a chance to get them. Spawns have become much the same due to weapon leveling, easily solution though.. only allow weapon xp gain inside Fel. This will slow down the leveling process to where it was originally intended and not the current express check out lane of 5 or so day days. Over all I think the shard would be better off in the long run by adopting this change but that is just my personal opinion.
In addition, if you mess with the gold to much you will actually cripple younger players more then reduce the amount more experienced players are hoarding. That is why I focused on something hoarders would spend gold on and not hurt younger players.
Re: economy
Posted: Sat Jan 14, 2012 11:04 pm
by Gwendolyn
anecdotal evidence about the economy.
suggestion about the economy.
counter argument to other peoples suggestions about the economy
complaint about colibri's handling of the current economy
complaint about how the price of ED controls the economy
complaint about how donars own the economy
complaint about kittens and their lack of effect on the economy.
restatement of original suggestion for the economy.
more anecdotal evidence about the economy.
another Restatement of original suggestion for the economy.
comment referring to 99%/1% current real life situation.
joke about occupy brit bank
roll on snare
everybody claps

Re: economy
Posted: Sun Jan 15, 2012 9:36 am
by Nelapsi
Speaking of Gwen...
Probably want to add this to the system I suggested, any item that has a URC bonus applied becomes account bound. Otherwise we will have players selling home made titan hammers.
Re: economy
Posted: Fri Jan 20, 2012 8:24 am
by Lagos
Nelapsi wrote:Speaking of Gwen...
Probably want to add this to the system I suggested, any item that has a URC bonus applied becomes account bound. Otherwise we will have players selling home made titan hammers.
Agreed.
Re: economy
Posted: Fri Jan 20, 2012 3:46 pm
by Melkor
Ideas:
1) How about for 25-50 mil, A player can buy a canine pack instinct pet of their choosing. Maybe someone likes rabbits or snakes or something. So the player picks the appearance of the animal they want, and the pick instinct. Stats can be similar to fresh imprisoneds.
2) How about a personal statue, Not the junky bust one. I'm talking about a life size (or near life size) statue. You get all dressed up in your favourite gear, staff takes an image of that it it become a statue.
Re: economy
Posted: Tue Jan 31, 2012 10:51 pm
by Shotta
Lagos wrote:
Assuming I was in the URC, I would most likely pay for things like wep props, but I would NOT pay to get into a dungeon.
You never go into The Guantlet? Essentially, it is a pay to slay dungeon. Same for some of the peerless bosses. One must pay (spend time gathering the items to spawn them, or buy them from a player) before you can get to where they are located. Another pay to slay dungeon of this type wouldn't be a bad thing, imo. It detracts from people generating more gold by having them attempt to get the items to get inside, or to get to the end. If there were a dungeon, say, with an item we'd have to get from every facet, and spawning off a mob that randomly spawns and rarely drops, could be great at consuming time in the game without generating a lot of gold, such as the almost-over Hunting quest. (Awesome fun BTW) I don't think folks are generating a lot of gold trying to find those things, but are participating for fun, and bragging rights to the largest trophy. Events/dungeons that don't create a lot of gold, and also take away from people generating gold in other areas, yet are still great fun, could do nothing but help the economy over the long haul.