+C economy

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Charon
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Re: +C economy

Post by Charon »

Melkor wrote:Bring back some of the deco that was removed from the deco room. Bring back the snowy fences that used to sell at Christmas time. Start using some of the insanely cool items you have already coded in. Maybe make them cost resources.
You can't fairly fix resources by making resource sinks to give deco. What about the players who don't have crafting skills?
Everyone kills monsters and gains tokens and gold. There a players here who have never wielded a pickaxe or hatchet, they will be forced to gather themselves or buy from ExEx/players to get the deco? (Not a bad thing) … unless they choose to gather on their own, then we really haven't fixed anything.

Resources are a portion of the overall economy not the be all and end all.
The real question is what are we trying to fix that someone has deemed broken?
- Massive surplus of resources/no real use for them?
- Cheap power scrolls?
- High/low cost for player made equipment and crafted products?
- Levelled weapons too pricey/too cheap?
- Ointed pets?
- Are we comparing Economy here to OSI Shards?

The sheers ease of levelling and the massive power levelled weapons give you, gaining skills, acquiring resources, champs running all the time, overpowered pets etc have all contributed to an economy that is geared to those who don't craft their own items and results in a gross surplus of everything.

There is basically no real way to fix that unless we get rid of the things that makes Excelsior what it is.
Lose ExEx all together, want anything that's available on Exex? Buy / sell them on player run vendors.
Increase time between champs, decrease the stats on Mules/Nobles/Imps across the board, no grandfathering, your pet gets
nerfed.
Pretty sure no one will vote for the above.
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Melkor
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Re: +C economy

Post by Melkor »

I just want the deco back. If I had to buy resources off exex to get them that would be fine by me. I wouldn't even consider actually collecting the resources.
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Charon
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Re: +C economy

Post by Charon »

Melkor wrote:Bring back some of the deco that was removed from the deco room. Bring back the snowy fences that used to sell at Christmas time. Start using some of the insanely cool items you have already coded in. Maybe make them cost resources.
This would work IF...
- All items in deco room had option of being purchased with resources
- All deco room items were account bound, with no grandfathering. Any deco already on vendors are either bound and thus returned to the player selling it or its bound to the purchaser. You bought it, you own it.

This would help in eliminating some excess resources.
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Wil
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Re: +C economy

Post by Wil »

Charon wrote:- All deco room items were account bound, with no grandfathering. Any deco already on vendors are either bound and thus returned to the player selling it or its bound to the purchaser. You bought it, you own it.
Wondering if you've heard of an economy being improved by restricting what can be sold within it.

The account bound deco that was given out a couple years ago is basically junk because it's account bound. It serves only to lock the stronger wooden boxes to the ground during an IDOC.
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Charon
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Re: +C economy

Post by Charon »

Wil wrote:
Charon wrote:- All deco room items were account bound, with no grandfathering. Any deco already on vendors are either bound and thus returned to the player selling it or its bound to the purchaser. You bought it, you own it.
Wondering if you've heard of an economy being improved by restricting what can be sold within it.

The account bound deco that was given out a couple years ago is basically junk because it's account bound. It serves only to lock the stronger wooden boxes to the ground during an IDOC.


If ALL deco room items are account bound and can be bought using resources exactly how does that make them junk.
Using resources as a currency doesn't relegate them to junk status nor does binding them. Not many people buy items from the deco room and turn around and resell them.

In order to fix the the surplus of resources you need a sink for them to be dumped in. This is a suggestion to do just that.
Nothing short of a massive overhaul will fix it the supply and demand for them.
And really how many people here actually expect to make there fame and fortune selling regs, lumber and ore.

As I said before the resources are a small portion of the overall economy.

Thanks for your comments.
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Muolke
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Re: +C economy

Post by Muolke »

Charon wrote:
Wil wrote:
Charon wrote:- All deco room items were account bound, with no grandfathering. Any deco already on vendors are either bound and thus returned to the player selling it or its bound to the purchaser. You bought it, you own it.
Wondering if you've heard of an economy being improved by restricting what can be sold within it.

The account bound deco that was given out a couple years ago is basically junk because it's account bound. It serves only to lock the stronger wooden boxes to the ground during an IDOC.


If ALL deco room items are account bound and can be bought using resources exactly how does that make them junk.
Using resources as a currency doesn't relegate them to junk status nor does binding them. Not many people buy items from the deco room and turn around and resell them.

I remember when I was new all I did was mine...that was easily 90% of my income in game.

In order to fix the the surplus of resources you need a sink for them to be dumped in. This is a suggestion to do just that.
Nothing short of a massive overhaul will fix it the supply and demand for them.
And really how many people here actually expect to make there fame and fortune selling regs, lumber and ore.

As I said before the resources are a small portion of the overall economy.

Thanks for your comments.
Believe it or not I still mine and gather lumber from time to time and do ok. The problem as it's been said is that's there no demand.

I'm not opposed to your idea, as a matter of fact i'm not opposed to any idea that incorporates resources back into the economy and adds uses for them.
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Re: +C economy

Post by Yuki »

I doubt anyone is going to get rich collecting resources but it is a large part of this game that I think some people actually enjoy. That being said, the near automated scripting and garg tools make it so fast that it's always going to be very easy for the market to get flooded with resources.

I'm generally opposed to just being able to buy rare deco directly. I think the randomness from BODs or quest rewards encourage more playtime and it's awesome when a newer player gets lucky and scores a rare deco item that nets them some real gold.
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Charon
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Re: +C economy

Post by Charon »

Yuki wrote:I doubt anyone is going to get rich collecting resources but it is a large part of this game that I think some people actually enjoy. That being said, the near automated scripting and garg tools make it so fast that it's always going to be very easy for the market to get flooded with resources.

I'm generally opposed to just being able to buy rare deco directly. I think the randomness from BODs or quest rewards encourage more playtime and it's awesome when a newer player gets lucky and scores a rare deco item that nets them some real gold.
Exactly my point, rare somebody is using resources as a get rich quick program.
Also I said the DECO ROOM stuff could also be purchased with resources, for those have excessive stockpiles and don't want to spend gold or tokens.
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fixxer1963
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Re: +C economy

Post by fixxer1963 »

What is going to happen with this thread:
Staff will make it harder to gather resources. Probably by making the spawns less.
Y'all just keep whining about stuff that don't need fixing. And all that happens is they make the "GAME" more and more like a "JOB"!!!
If you want to get rich.. get off your butts and get a/another job in real life. Leave the game to be played and not worked.
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Charon
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Re: +C economy

Post by Charon »

fixxer1963 wrote:What is going to happen with this thread:
Staff will make it harder to gather resources. Probably by making the spawns less.
Y'all just keep whining about stuff that don't need fixing. And all that happens is they make the "GAME" more and more like a "JOB"!!!
If you want to get rich.. get off your butts and get a/another job in real life. Leave the game to be played and not worked.
Struck a nerve Hawke? LOL
I don't feel its as broken as some think.... but what the hell do I know.

To fix the perceived poor economy will require as I said before, a massive overhaul to make it work properly, which will not and should not happen. Some small tweaks might be good to bleed out the excess though.
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Re: +C economy

Post by Yuki »

fixxer1963 wrote:What is going to happen with this thread:
Staff will make it harder to gather resources. Probably by making the spawns less.
Y'all just keep whining about stuff that don't need fixing. And all that happens is they make the "GAME" more and more like a "JOB"!!!
If you want to get rich.. get off your butts and get a/another job in real life. Leave the game to be played and not worked.
I don't think you're giving the staff enough credit. I can't think of an instance where they nurfed something to make the game more like a job. While I don't agree with everyone's ideas on this thread, I think it's unfair to write it all off as "whining". It's been said before, but these sort of discussions let the staff see player opinions on topics that concern us.
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Re: +C economy

Post by NakkasuFR »

Yuki wrote:
fixxer1963 wrote:What is going to happen with this thread:
Staff will make it harder to gather resources. Probably by making the spawns less.
Y'all just keep whining about stuff that don't need fixing. And all that happens is they make the "GAME" more and more like a "JOB"!!!
If you want to get rich.. get off your butts and get a/another job in real life. Leave the game to be played and not worked.
I don't think you're giving the staff enough credit. I can't think of an instance where they nurfed something to make the game more like a job. While I don't agree with everyone's ideas on this thread, I think it's unfair to write it all off as "whining". It's been said before, but these sort of discussions let the staff see player opinions on topics that concern us.
100%

To the others, small changes make a huge difference. It’s simply getting a base value for materials through the game.

@charon, your comment about forcing hunters to gather resources, that’s how players feel who have no interest in hunting. To touch further on this topic I don’t think crafters should make as much as hunters because there’s less risk in gathering resources however to be fair it’s really hard to lose anything with everything insured or blessed and other while hunting.
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Re: +C economy

Post by Nick »

I don't enjoy gathering resources. I do enjoy perfecting macros (im a Razor user). I this is very much a property building PvM shard, clicking buttons to craft things is fun for some but, its not supposed to be the primary wealth builder.

I have a plat runic tool mining/hunting script (actually 17 macros that point to each other in a circle) that I use to gather plat ingots and runic hammers/tinker kits. I can easy whip up 30k plat ingots for no effort (other then time spent watching Netflex and typing in AFK checks if they pop up).
I wrote this script because plat was like 95 a ingot and I thought that was just way to high.

Did the same for arrows when they were like 8 gold per but, haven't been using it as arrows are down to like 4/3.8 per now and a few million arrows is enough for personal use.

I am working on building a gargoyl pickax/knife one but, the payoff is so low its hard to be motivated.

what Im saying is resource gathering should not be a primary wealth generator because it is VERY easy to do for vets and would just give them/us a even larger advantage. I this is very much a property building PvM shard, clicking buttons to craft things is fun for some but, its not supposed to be the primary wealth builder. I do wish there was a way to make crafted weapons viable for end game.

That being said their isn't anything wrong with the economy. On an actual shard getting money can be very hard when new. I can remember runing places because the cost of a horse was to high to risk losing. Killing rats giant rats was worth my time... spent ages killing and skinning lizerdemen and gators for leather my dad would turn into luck leather armor suits to be sold. New players here can easy have everything insured and be skinning dragons in a day. Yes, it does seem to be a very hard road to get to end game levels when your new but, when someone has been on the shard for 6-7-8-9 years you shouldn't expect to catch up with them in comparison (probably every) in a few months and certainty not by resource gathering.
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Re: +C economy

Post by NakkasuFR »

Nick wrote:I don't enjoy gathering resources. I do enjoy perfecting macros (im a Razor user). I this is very much a property building PvM shard, clicking buttons to craft things is fun for some but, its not supposed to be the primary wealth builder.

I have a plat runic tool mining/hunting script (actually 17 macros that point to each other in a circle) that I use to gather plat ingots and runic hammers/tinker kits. I can easy whip up 30k plat ingots for no effort (other then time spent watching Netflex and typing in AFK checks if they pop up).
I wrote this script because plat was like 95 a ingot and I thought that was just way to high.

Did the same for arrows when they were like 8 gold per but, haven't been using it as arrows are down to like 4/3.8 per now and a few million arrows is enough for personal use.

I am working on building a gargoyl pickax/knife one but, the payoff is so low its hard to be motivated.

what Im saying is resource gathering should not be a primary wealth generator because it is VERY easy to do for vets and would just give them/us a even larger advantage. I this is very much a property building PvM shard, clicking buttons to craft things is fun for some but, its not supposed to be the primary wealth builder. I do wish there was a way to make crafted weapons viable for end game.

That being said their isn't anything wrong with the economy. On an actual shard getting money can be very hard when new. I can remember runing places because the cost of a horse was to high to risk losing. Killing rats giant rats was worth my time... spent ages killing and skinning lizerdemen and gators for leather my dad would turn into luck leather armor suits to be sold. New players here can easy have everything insured and be skinning dragons in a day. Yes, it does seem to be a very hard road to get to end game levels when your new but, when someone has been on the shard for 6-7-8-9 years you shouldn't expect to catch up with them in comparison (probably every) in a few months and certainty not by resource gathering.
Offering a base value to resources wouldn’t ruin your hunting or your pocket. The suggestion I put forward wouldn’t make resource gathering and bods more rewarding than hunting either.

Other suggestions mentioned are great comments. You think the economy is fine, that’s interesting because the majority of people see area for improvement.

I am guessing you think new players should be forced into hunting? I’ve been gone a while and heard bods are currently great. I filled a bod and earned less than 100 gold and the reward wasn’t good either.

For a new player that would be demoralizing even as a player not new to uo in general.

Once again I earn great gold amounts, currently earning 500k per hr on casual play.

I’m not a new player and I also have no clue what is available to a new player. I guess to be fair, what are the options for a new player other than hunting? I would be happy to explore with a new character.


I’m asking people to look outside of themselves and consider the community, not what lines their bank account...
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Re: +C economy

Post by Nick »

I'm not saying enhancing resources value would ruin my revenue streams I'm saying it would make them unfairly better. I've played with a new Char here and its fun. Level up refuse all the free items offered by vets and wage war on dire wolves and get to where you can kill dragons and have your own little world.

Resources have so little value because, nothing (or very few items) crafted is actually useful for a vet other then deco. I do wish there was and item (like the yard wand) that gave access to more columns, bricks and other such building items for resources (id pay 10k plat ingots per brick to have the columns I want at my house). I might have 50mil in yard items but I cant build my house the way I want it to look because, My yard wand, deco kit and house interface is limited.

Another resource sink would be yard expansion, if instead of 6 tiles to the front I could pay to expand that there really isn't a limit I would pay in resources to make that happen. Same goes to sculpting terrain If I could carve out a 4x8 section of a mountain id certainly pay 1 mil ingots a tile. or if I could add in a sail able water front, tunnel under the mountain to my house on the other side

Or a increase max levelable weapon dead by 1 deed (100 to 101, 101 to 102 ect) for 10 million iron, 10 million would and 1 million rock. and make each level over 100 take 500k exp, this would not be game breaking (the little advantage your already uber weapon would gain would lever actually pay for its self) but, it would give people something to compete on (first to 110 weapon would be very impressive) and it would create value for resources.

IMO its not that the economy here is broken (other then vets have no need to buy resources from new players which is a traditional role new players fill) its that the new players want to get to god status in a few weeks instead of enjoying the game for what it is. Having the potential ceiling so much higher here doesn't mean you should try and hit it and skip the fun that comes along the way.
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