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6/26/06 8:31:11 PM#21
Well the only good way to rid the economy of an excess of PHAT LOOTZ that I have ever seen work is simply what wow did. Soulbinding the item so that once you use the item it's only valuable to you and cannot ever be used by another player. However maybe you can do it in a slightly more RP related way and simple look at it as fitting your armor or balancing your weapon for that player (this will increase the gains of the armor or weapon to 100% of what it says rather than 60 or 70%) and then it cannot be undone. That solves the item problems but as far as currency goes i don't believe logicly there is a possible way to rid the world of that problem. As long as monsters and vendors are printing money like you said it's just not possible. The only way to combat this problem is to figure out a way to feed the monsters/vendors money from the economy somehow creating and economic circle. Even if you took money away from the mobs entirely and they just drop furs and whatnot, where does the vendor get the money to buy it from the player... from the "void" ofcourse. The only way I can think of is that vendors give quests to players to retrieve resources in exchange for experience or perhapse a weapon or item made with the resources they just retrieved. The vendor then has a dynamic inventory like any player that it functions on ...to make the weapons they sell... to make money to buy items from players.. Then this system will be self sustaining in a loop that was began by the players giving the resources to the vendors in exchange for XP instead of money. Also, beasts should drop no money... trolls and humanoid creatures can drop money but some way needs to be developed to put the money on them in the first place. Maybe when a player is defeated in combat the money they didn't have banked is taken and devided among the faction of mobs that defeated them. And to top it all off.... avoid a long grinding leveling process in which 10's of thousands of mobs are slain. As far as not having too many money sinks... make upkeep very low on low levels and high on higher levels (that much is obvious). Leave the gameplay simple and easy to achieve goals to begin with, but then the learning curve needs to start to be forced at a certain point. Give the player a good chunk of time to learn and develope and then force them to learn to play at higher levels. It's fantasy not communism... the exceptional people will rise to greatness and the casual players will be as great as they can be. I understand the desire simu has to make the perfect world where everyone can be great.... but the perfect world isn't possible, that's why it doesn't exsist in a game yet. Basicly, you shouldn't deploy game mechanics in an effort to make the game balanced for the weak gamer... Focus on the majority. (which are people that CAN infact adapt to a bit of a harsh envoirnment) Mindless gaming/farming/grinding... is not fun gaming.. Yes I know the IQ needed to play the average mmo lately has been falling rapidly, but i don't believe simu should continue the trend. I do however see the need to make the game run for the masses but have to also remember that the masses aren't stupid, They adjust to their own lives (as is proven with the fact that they can afford to pay for the game) and they can adapt to what few problems a game will present them. I really wish i was smart enough to solve this age old problem but I do beleive that is a nice start.
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6/27/06 11:03:57 AM#22
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6/27/06 1:26:09 PM#23
Nice job Trolling... I never said anything about time. The Gm's were talking about not making the game too difficult. And by exceptional i meant playing skill. You were the one that introduced time into what was said not me. So everytime you meantioned time being any kind of a factor you were totally and completely wrong. If anything I advocated a quicker leveling process so everyone could be on equal terms doing end game content faster. So i don't know where you pulled any of your ideas from. All you just did was quote me, and then say something that had almost nothing to do with anything i just said. And as far as you calling the masses stupid... you're obviously one of those people that believes themselves to be a 133t gamer who's better than the average person... which makes you not worth comment. |
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6/27/06 10:46:55 PM#24
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6/28/06 12:32:05 AM#25
No harm done. You're obviously not what i thought you to be at first. Don't believe i've ever seen someone apologize on a forum aside from me LOL. Honestly I'm all about pvp, So as far as i'm concerned the faster I can get done with the leveling process and get on to competitions of skill with other players the happier I am. Also, long grinding pve may be fun on release, but it will always end up in the same place.... PL services, exploiting, macroing/botting... I just don't want to see that happen in HJ
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7/03/06 9:10:13 PM#26
I agree with you on all points. Although I'm not as big of a PvPer as you seem to be (I really did enjoy RvR in DaoC though), I'd like the game to be less like work, where you end up spending huge amounts of time "grinding' to get to something worthwhile doing. Thing is, I see alot of people wanting HJ to be something different, and they they start suggesting the exact same things from other games that would just make HJ another EQ/WoW clone. It's been driving me nuts, hence my short fuse and idiocy. I like to think I'm a big enough person to be able to own up to it when I do something or in this case say something stupid, hehe. It doesnt happen very often, but I'll be the first to say it if I act like a idiot, heh.
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7/03/06 10:16:30 PM#27
I really wish a GM would post about my vendor idea. Maybe too hard to impliment? maybe the vendors would run out of money? If nothing else when it was out of money it could go ahead and pull from the void but atleast it would greatly slow the inflation process. Being outlvled isn't that bad IMO as long as a lvl 60 isn't immune to a lvl 50 in all forms because they have more levels. If they have better damage and better life or whatever sure... they should win... but i hate games where level is the deciding factor
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7/25/06 3:36:20 AM#28
okay.... back to topic.
Economy. Dont make banks... ...make moneylanders (it sounds better ^^(are they called moneylanders? I am no native english speaker (or writer))) they take your money, keep it save, but you loose a small percentage of it (thus as faster you spend it on equipment the better for you. If you die in combat (enemy teritory) you loose most of your cash. Let us spend some money for the care of our equipment (whetstones, oils etc) that cancels decay of equipment - the better the wyr on the euipment, the more expansive are the oils, whetstones etc... taxes for houses owned by players (in games I like taxes ^^ )... the saver the house the higher the taxes... taxes for guilds costs for our steeds (mounts) - they run slower if not fed properly... Costs for pets - if you want a bada$$ wild weasel that clings to and eats your foes face, better keep it well fed and healthy... more to come... |
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7/26/06 1:52:37 AM#29
I never do well in games. I generally have about 1/4 as much cash as other people my own level, and am half as well equipt. I think maybe I just suck... |
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8/15/06 2:58:33 PM#30
This is an interesting thread and I'm sorry it seems to have died off. One thought that I had though.
Informants. Develop a relationship with certain NPCs that can supply you with leads on items, adventures, dungeons, incursions, or anything you can think of. Sometimes they'll have something for you, many times they won't. The more you deal with a particular NPC (or that NPC's faction), the better the leads will be (and costlier). The informant might even offer multiple leads, fair for a small "donation" up to really juicy for a hefty fee (pool a group or guild's resources). This could enhance RP and flavor as well as siphon off some coin from the more well-to-do adventurers. Just make them not so easy to find and move around a bit too. I'm really looking forward to seeing what finally comes out, and even more, how it evolves afterwards. I haven't played a Simu game in.... quite a few years (since GEnie)... but they were lots of fun. NR |
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8/16/06 4:29:37 AM#31
I have a few simple ideas. Alot of tradeskills.Mining, lumberjacking etc. Breakable weapons armor. Need of raw resources to repair. Very few equipment drops, so you have to get involved in the player based economy by trading ex. raw resources for a finished product from a player smith for example. In order to rapir the so called uber items you would need higher quality raw materials like gold silver etc. in addition to iron or steel.
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