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View Full Version : I think I may have a few ways you can gradually lower the money in-game, GMs :]



Now_In_Lush_Color
10-21-2009, 05:27 PM
I'm gonna suggest this idea first, because I really think it's the more possible and effective way to do it. It would only be temporary until things were a bit more under control.

Steps:
1.) Create godly/semi-godly greens, blues, purples, oranges in game with an alt character of one of the GMs.
2.) Enhance them to +9 or leave them unenhanced.
3.) Price the drops somewhat reasonably and set up shops in Uruga, Elderine, Roumen in central areas; I'm thinking you could do this during breaks, or afk overnight when you're not working.
4.) Assuming people buy them, you can now take that 12, 15, 25g and completely erase it from the game.
5.) As a bonus for OS employees, if you sold it unenhanced, chances are they will soon be enhancing their newly acquired drop or paying someone else to buy SC to enhance their weapon ;D.
Everyone wins :].


Idea 2: A bit simpler, and fairly effective.
Remove the T3 drops from the level 40, 50 mobs >.> the drop they'd be getting if it hadn't been changed would be worth 50c, as opposed to the 300c that's now been brought into the game.


Tell me your thoughts, people? And if you have a good, plausible alternate idea don't hesitate to post :] this thread is about helping everyone. Just try to keep it on-topic please, because I'd like this thread to be legitimately considered as a source for ideas to make this game's economy better.

wolfy5079
10-21-2009, 05:40 PM
idea 1 isn't bad. but they already do that (kinda) with the guild tournament. everyone pays 1g to join the tournament. then 1st place get i think 50% of that gold, 2nd place gets 20% (i think) and the two 3rd places get 5% each. then the rest of the gold that is left over goes back into the system (erased).

idea 2 i kinda disagree with
the only reason the economy is bad when it comes to drops is because of the towe of iyzel. when that was dropping loads of t4(i think) drops. people would get batches after batches and sell them to the npc's.

truegamer1000
10-21-2009, 07:26 PM
I would like to see a town portal in Uruga that requires you to pay to get to Elderine or AR. 10s to Elderine and 50s to AR. This way we don't have to look through vendors for return scrolls unless we wanted a cheaper price. You could put an NPC next to that blimp in Uruga and pretend you're actually using that blimp. Air travel anyone.

fa1nt6
10-21-2009, 07:35 PM
What if GM doesn't know price?

+9 helgait axe on Legel for 40g? xD

salman.pisces
10-21-2009, 07:36 PM
well i like truegamer1000's idea.

drigr_x
10-21-2009, 07:37 PM
I would like to see a town portal in Uruga that requires you to pay to get to Elderine or AR. 10s to Elderine and 50s to AR. This way we don't have to look through vendors for return scrolls unless we wanted a cheaper price. You could put an NPC next to that blimp in Uruga and pretend you're actually using that blimp. Air travel anyone.
this works both ways right? But maybe 45s to GET to Uruga from AR/Eld

maxent
10-21-2009, 10:55 PM
I suggest:

(1) Removing Licenses as drops/rewards and having NPCs that sell them instead.
(2) Removing Return Scrolls as drops/rewards and having NPCs that sell Return Scrolls.
(3) Removing Strength/Protection/Quickness Potions as rewards and having NPCs that sell them.
(4) Removing Concentration Scrolls as rewards and having NPCs that sell them.
(5) Implementing an NPC that sells stat re-roll or +stat "enhancement runes". So that you can use the runes to re-roll the stats on an item, or use a particular rune to enhance the stat on an item by say +1. I can imagine a T4 +1 END rune costing like 10g on a vendor ... that would cause players to spend A LOT of gold.

These are just some ideas ...

drigr_x
10-21-2009, 10:59 PM
All but your 5th one sounds okay to me. Our godlies need to stay godly. Our fails need to stay fail so our godlies are godly.

Fre_ak
10-21-2009, 11:09 PM
I suggest:

(1) Removing Licenses as drops/rewards and having NPCs that sell them instead.
(2) Removing Return Scrolls as drops/rewards and having NPCs that sell Return Scrolls.
(3) Removing Strength/Protection/Quickness Potions as rewards and having NPCs that sell them.
(4) Removing Concentration Scrolls as rewards and having NPCs that sell them.
(5) Implementing an NPC that sells stat re-roll or +stat "enhancement runes". So that you can use the runes to re-roll the stats on an item, or use a particular rune to enhance the stat on an item by say +1. I can imagine a T4 +1 END rune costing like 10g on a vendor ... that would cause players to spend A LOT of gold.

These are just some ideas ...
1. we already have npc that sell licenses. but only sell the common ones which is fine (maybe a bit more?). leave the rare one for the drops.

2,3,4 : why remove them? why not both? :)

5. no.

aciddaemon
10-21-2009, 11:26 PM
I suggest:

(1) Removing Licenses as drops/rewards and having NPCs that sell them instead.
(2) Removing Return Scrolls as drops/rewards and having NPCs that sell Return Scrolls.
(3) Removing Strength/Protection/Quickness Potions as rewards and having NPCs that sell them.
(4) Removing Concentration Scrolls as rewards and having NPCs that sell them.
(5) Implementing an NPC that sells stat re-roll or +stat "enhancement runes". So that you can use the runes to re-roll the stats on an item, or use a particular rune to enhance the stat on an item by say +1. I can imagine a T4 +1 END rune costing like 10g on a vendor ... that would cause players to spend A LOT of gold.

These are just some ideas ...

Some serious tweaking would be needed here @-o;

There are two main problems with this, you may or may not have thought of this, but did not add it.

Obvious problem 1. This would cause people to make greens/blues with three or four max stats.
Obvious solution(s): Put a cap on it. Make a limit as to how many can be put on the item like +25%, 25% of the stats it had from the beginning. This would make it so a item with 40 end could get up to 50 end.

Obvious problem 2. This doesn't really make that big a difference money wise or reducing gear.
Obvious solution(s): 1. Make it BREAK. Allow the item to be breakable. You want it to be a low breakage rate so people will still do it, but still high enough to get rid of some of the hordes of items. 2. DO NOT ALLOW 100% SC ITEMS. I can not put emphesis on this enough. If there are 100% SC items allowed, it would just be another enhancement. 3. Make it upgrade a random stat, forcing them to retry and retry upgrading the item. 4. Make these items untradable, only transferable through the account. This one will virtually remove all godly items from the recycling pool.

3 and 4 aren't bad ideas, but they would need to be very expensive. I would like to add putting anti poisons in the npcs and adding poisons to more mobs.

ahtai
10-22-2009, 01:53 AM
There is one patch can drain the money from game the is yet to be implemented - Cooking

You got the meat and receipe drop from mob, but the sult, suger etc you can only buy from NPC to cook it.

Now_In_Lush_Color
10-22-2009, 06:30 AM
Rofl maxent, I like ideas 1, 2, 3, and 4, a lot but I don't think stat reassigning abilities would be a good implement :/.

But seriously, the NPCs are still selling the same stuff they were selling when OB started xD... it would be nice to see those items for sale.

matt_eg
10-22-2009, 08:08 AM
i think its good how it is now maybe the teleport from uru to eld and ar is a good idea but aobut other onec then im not sure