Poll

What should be done for the economy in the short term?

Remove Platinum.
Increase Platinum.
Reduce Platinum.
It is good as it is.
Reduce the cost of training.
Other. I will post idea that does not involve changing the code right now below.
Smurfs can heal the economy.
Snorks are by far the best economists.

Author Topic: Economy Poll  (Read 7347 times)

Cebot

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Re: Economy Poll
« Reply #30 on: May 14, 2008, 07:06:11 pm »
I voted for "Reduce Platinum", because platinum is a rare metal, much more rare than it currently is, ingame. Also platinum is not used for much in reallife and it wouldn't make sense to do much with it in yliakum. It's main use is for onarments and decoration. for weapons and shields it is not useable, because it is too soft (perhaps for decoration weapons and shields for guild halls :P)

More sense would make a Titanium mine tho, but it must give very little platinum to be worth much for player crafters.

my 2 tria :P
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When does it end, when is my work done?
Why do I fight and why do I feel that
I carry a sword, that I carry a sword through a battlefield?

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Xillix Queen of Fools

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Re: Economy Poll
« Reply #31 on: May 14, 2008, 07:39:36 pm »
Some good impressions so far and some adjustments will be made once the poll closes.

Arerano

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Re: Economy Poll
« Reply #32 on: May 14, 2008, 07:57:05 pm »
I think that reducing platinum actually makes "the current economy" worse.

You will wonder "why that?".

Reducing the "income" only raises the value of the existing Trias. If platinum gets halved, 1 Million will be worth about 2 Millions. Of course, it doesn't mean that you can train more with the same amount of Tria, but the money already exists. Those who "followed" the mining-trend will get "rich" over night because it's getting twice as hard to earn as much as they already possess.

LigH

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Re: Economy Poll
« Reply #33 on: May 14, 2008, 08:04:06 pm »
"Increase loot" - I second that, because:

I feel it at least illogical to see NPCs like rogues fighting with weapons, but never dropping any weapons. Not sure if there are still any Rogues giving only experience but never any loot, but they did exist.

Furthermore, after you forced weapon crafting by removing weapon sales, basic weapons are now hardly worth anything since most people have a superior one (at least those who can afford any).

Third: I play several chars. So I feel the difference between fresh and experienced chars. I often feel that progressing is the harder the less experienced one is. One factor are unpredictable animals (too randomly randomized stats, especially Tefusang near Ojaveda). I would rather fight an arena animal which looks "stronger", than a wilderness animal that looks "weaker", because I am afraid that the weak looking animal kills my char in 2-3 hits, while the "stronger" looking in the arena will be defeated with good weapons. Less mistrust in unpredictable opponents, combined with a better loot chance, may spread the interest again, away from the mines, back to the NPC fights.
« Last Edit: May 14, 2008, 08:11:16 pm by LigH »

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Lelerey

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Re: Economy Poll
« Reply #34 on: May 14, 2008, 08:26:26 pm »
I think the level in mining could be usefull to deal with that.

Reorganize the level of mining with the different ressources, platinum possible to mine at mining level 50 + monsters, far from a forge like in bdoors. That's an example :)

Price of levels in consequence, more you got level, more expensive it could be to train.

Joombiel

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Re: Economy Poll
« Reply #35 on: May 14, 2008, 08:34:52 pm »
"Today you can explore the virtual world, interact with other players or with server controlled creatures, fight monsters, cast spells, solve quests and puzzles, improve your character, gain magical items and more."

Did i miss something or aren't we, as players encouraged to grow our charactor to his/her fullest potential.  Arerano miisses my point, and apparrently the point of the poll.  In my mind we were supposed to express our opinion on how to 'fix' the economy.  Lowering training cost immediately allows our charactors to grow.  It also allows us to become multi-faceted in respect to what we have to offer, not ouly to each other, but to the game intself.  A diversified economy, whether IG or RL is vibrant and grows.  When prices drop, demand goes up, be it for Training or for widgets.  Instead of picking apart somebodies post, why not offer an opinion on the topic. It's what I think would be expected from someone of your stature.


P.S. The quote above is off the front page of the site in case you didn't recognize it.
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Arerano

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Re: Economy Poll
« Reply #36 on: May 14, 2008, 09:20:57 pm »
Arerano miisses my point, and apparrently the point of the poll.  In my mind we were supposed to express our opinion on how to 'fix' the economy.

It can't really be fixed without changing code. The question was rather "what can be done for it", aka how can it be improved at least. Lowering the training cost (everyone who spends some time at the mines can quickly earn several 10K-Tria) will not help in the least since crafters and warriors are still left out (economy-wise).

There are guilds which have mined more than 10 million Tria.(or even have more than 10 Millions left after buying a house) Lowering the training will only enable them to MAX even more chars. The question isn't "How to make leveling easier" but how to balance the ways of possible income (including what already has been earned).

@Joombiel: Did you see my previous post also?

piprees

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Re: Economy Poll
« Reply #37 on: May 14, 2008, 09:28:15 pm »
Smurf's Rool! BLAAAAH


Serious note - an object only has as much value as the individual is willing to pay for it.

You say plat for example is ruining the economy - so lower the price of who ever is buying it- supply and demand people

SUPPLY AND DEMAND
« Last Edit: May 14, 2008, 09:31:09 pm by piprees »
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eldoth_terevan

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Re: Economy Poll
« Reply #38 on: May 14, 2008, 09:49:05 pm »
My answer is that I need more data. How many trias are in circulation? How many ores of different types are being sold to NPCs, and what are the average amounts per day, per month, et cetera? How much money is being pored into what trainers? How do we take into account hoarded items such as glyphs or silver falchions, et cetera?

Until we know how much is out there, how much is moving around, and how much is hoarded it is very hard to answer this question. I say we add the ability to track these different values, do the wipe, get everybody back to 0 money and 0 items, run the system for 6 months and re-evaluate what we learned before we make any changes.

Xillix Queen of Fools

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Re: Economy Poll
« Reply #39 on: May 14, 2008, 09:57:46 pm »
the various monster strengths will be fixed when someone writes code to determined experience rewards based on the hp and skills of the mob in question that is CODE.

I already drastically upped all loots 3 months ago.  If we have to do it again so be it.

I am not putting more basic weapons into circulation via mobs.

I liked Arerano and serghet(sp)'s suggestions so far.


I should add, I have no intent whatsoever to concern myself at all with the people who have already mined a lot. It is in no way an argument that will figure into what adjustments we make as a result of this thread. I ask that anyone participating in this argument drop that line of suggestion from the argument. The money will dry up, I am not concerned with it, the game is in alpha, stuff happens.
« Last Edit: May 14, 2008, 10:04:50 pm by Xillix Queen of Fools »

MustangMR

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Re: Economy Poll
« Reply #40 on: May 14, 2008, 10:22:52 pm »
*sighs* Multi-purpose-I-can-do-everything-myself characters are not really a.) realistic. b.) helping a multi-player-environment to be experienced as such.

A: "Greetings Sire, would you like to have a look at my fine collection of crafted weaponry? I am buying those from the smiths to sell them for really good prices."
B: "No thanks, I craft weapons on my own."
A: "Oh, you might be interested in some raw materials maybe? Miners deliver ores and coal and such, those I sell to the crafters. I'm a merchant, you know?"
B: "Thanks for the offer, but I'm mining my materials by myself when needed."
A: "Then you might be interested in some foods or drinks offered by the Ladies over yonder? Must be quite straining to do so many things yourself."
B shakes his head "I'm hunting my food when I'm hungry. That's what I craft the weapons for... I am also selling my weapons."
A: "Seems like you don't need anything, hmm?"
B ponders "Oh.. yes, there is something I'd like to buy. Maybe you can tell me .. who's selling some magic stuffs? I'm greatly interested in bringing my magic skills to perfection....."


That's all well and good, but consider that people do need to eat, so therefor every person should really be able to cook, even warriors and miners.  And really, how hard is it to dig?  Since it's just a matter of finding the right spot.  Those don't really seem like very challenging skills to believe that any person couldn't learn them all.  I'm an engineer/programmer, but I can also woodwork, play guitar/piano, play sports competitively, and dabble in all sorts of other tradeskill type projects in real life.  Would I take them all to master level?  No, but it's not unrealistic to think a warrior might be able to do a few things other than fight.  Now, a warrior/sorcerer, that may be asking a bit much.

This issue is best dealt with by classes, which PS has decided against.  I don't see how you can restrict people from being jack-of-all tradesmen without some game mechanics.  Sooner or later, people will just work on everything because there is only so much you can program for them to do.  Classes would restrict the warrior-sorcerer potential.  If classes are a no-no, then you might consider restricting the number of statistics that a person put their points into.  Maybe allow only 15 statistics to increase (just an arbitrary number as an example), and after that, all the others become untrainable.  Not saying that's a good idea; it does seem to be out of PS's goals, but it would help the economy by forcing a dependency on others for certain items.

I think as PS grows and has more tradeskills and more things to drive the economy, this will take care of itself.  You will have power levelers who do everything no matter what you do, because the other answers to all your questions in your little dialog could just as easily be, "No, sorry, I have another character who does all that" and still be within the bounds of role playing.
« Last Edit: May 14, 2008, 10:25:03 pm by MustangMR »

Under the moon

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Re: Economy Poll
« Reply #41 on: May 14, 2008, 11:11:53 pm »
Make mining harder (reducing the price or dig success rate)? I can't stand it as it is. Remember, this thread is about fixing the economy, not making the game less fun. If you are nerfing fun to try to force people into other trades or reduce the amount of money coming into the economy, you are thinking the wrong way. Making things less fun reduces the number of players as well as money flow, so is counter productive short and long term.

'Fun' is giving people a feeling of accomplishment. Not a false sense, though. You do not want people to walk away from something saying "I -finally- was able to do that. God that sucked. I never want to have to do something like that again." You want this reaction instead: "That was hard and took a long time, but was interesting. I might do it again if I find the time."

If something is more fun, you -can- make it worth less, as part of the payment is the fun of doing the activity.

I advise everyone voting to keep these things in mind.

SerqFeht

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Re: Economy Poll
« Reply #42 on: May 14, 2008, 11:26:12 pm »
I liked Arerano and serghet(sp)'s suggestions so far.
Recognized! Yes! \\o//  :offtopic:

Anyways, here is my comprehensive list of fixes, in paragraph format. I think this would almost absolutely fix it. Arerano has some really nice ideas, especially about the loot. I also borrowed from Prolix and a few others.  ;)

Move the mine farther from Gurgontid, maybe nearer to the fortress, where it takes longer to mine. Most platinum player buyers pay 1000 trias per platinum. If it was reduced by 300-400, and the store keepers also had a reduction, there would be less inflation. Next, add some monsters around the mine, maybe cutthroats or something similar. Increase their loot, and give them a script that programs them to only attack those that attack the cutthroats directly or players that try to mine the platinum. They could be blockading the platinum for their own plots. Meanwhile, the cost of training is slightly lowered, discouraging hoarding and spending vast amounts of time mining.

I think this is the recipe for a very complete success, although again, just a few of these will probably balance out the economy. The most dire issues are, in my opinion: too much platinum, too close to the city, and not enough loot dropped from monsters.
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MrGadget

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Re: Economy Poll
« Reply #43 on: May 14, 2008, 11:37:59 pm »
Can't prove it, but I suspect a significant percentage of platinum miners are alts digging mindlessly for their mains as effectively slave workers.  They just dig and dig and hand it all over when they get a full load, given just enough tria to train the next mining level or relevant stats needed to increase production of the machine.  The mains are out doing their fun things like hunting, crafting, even RP, burning through the cash from the platinum mine to support their other activities.  I'm confident the server logs all transactions and I would think a review of all transactions involving platinum would bear this theory out.  I've also sold a bit of platinum to a few collector drones, so I know they are out there.  These are parked someplace, overburdened, loaded with tria, and buy from anyone who walks up to it without a word.  It's like pouring aluminum cans into an automated recycler that spits out money by weight of what is fed into it.  Whoever is running them is off someplace with their main and just answering trades and firing off auctions to buy in the other window.

I think there should be a minimum skill to do the higher ores like silver/gold/platinum but once attained, productivity should be on par across the board.  What I mean is that an L5 miner should have about the same success rate with iron and coal as an L25 miner has with platinum, but the L5 miner should have near zero success at silver or gold or platinum.  Once a miner has invested the time and training and practice to be able to get these higher value ores, they should be rewarded better (they've earned it because it should take weeks to get there instead of days IMHO).  Should miners have to deal with rogues and creatures crawling out of the rocks and ground where they dig?  Personally I think that would be fun to have them randomly occur, adding a bit of surprise and risk to the job.  Would warriors be interested in protecting the miners from these random spawnings.  I think so, because spawn camping gets boring, but reacting to these can be a bit more exciting in running after them to catch and kill them.  Would miners have to pay them?  Not if the "take" is sufficient in loot and experience I wouldn't think.  Imagine having your dig interrupted because you disturb a creature in the ground that is quite angry over it.  Miner backs off and warrior steps in for the engagement, kills, loots, waves, and the miner resumes.  Such could keep warriors quite busy and I just think that would be fun.  Mine Games...how many crawly creatures can you bag in an hour:  for this you need miners to dig and trigger the creatures and a team of warriors to get after them.  Winner buys the beer because he gets the most loot.  Band of rogues spawns in some random place behind a building and executes a little raid...Warriors dash to defend the place out of loyalty, and for the loot.  Since we already have player grouping, warriors in a mine area could form an ad-hoc defense squad that works together and they all share in the take.  Low-end ores like Iron and Coal might have little creatures that most miners could dispatch themselves with less frequent raids or occurrence of harder mobs, while higher value mines like silver/gold/platinum would toss out progressively harder creatures.  My point is that with a bit of help from random spawns and some cooperation the whole mining thing could be made fun and interesting instead of the mindless grind that it is today.

And why don't rock picks wear down or the handles occasionally break?  Why is there no risk of injury to hands and feet while mining?  How is it that we can acquire a better rock pick but we cannot make one?  Such might have no bearing on mining success, but should last longer than a regular one.  Tool sharpening kits anyone?  Quality Degradation?  Condition repairs by crafters?

I fully agree with Donari...take the NPC's out of the buying side of the equation, allowing a player-based economy to settle itself out.  NPC's should still buy things, but at such a low price as to be a desperation choice for the seller.  For this, there needs to be a correlation between goods and needs.  We can cook, but no one is hungry.  We can dig silver, gold, platinum, and lumium, but these are cash crops...nothing is made from any of them except a golden shield that has no defensive value. In case some of you haven't noticed, NPC's pay very little for iron and coal, yet because it is valuable in crafting that market segment has settled prices very well and the players in the trade have done that.  There is sufficient reward for miners of those ores to be worthwhile, while allowing smelters and crafters to enjoy a reasonably predictable supply and cost of materials.  There are plenty of crafters, but with weapons that last forever the demand is just not there.  If weapons degraded and broke, crafters could turn up production and actually make a living at it.  As a merchant, I've lost count of how many times I've had to tell young crafters to go and mine silver or gold or platinum for cash and/or to just go find something else to do until their weapons sell...the market just will not support the production they are capable of.  Some may fear that suddenly having to buy a new set of weapons every week would drastically increase the cost of living for a warrior...before you go all extreme, that wasn't the suggestion, and 'every week' would be way off target in degrade rate even if one were to swing on mobs non-stop 24/7...relax.  Would the increased demand for replacement weapons drive up weapons prices from crafters?  Doubtful, because such demand doesn't change the cost basis of the weapons (materials, labor, training, etc.), combined with the fact that crafters are currently producing well under their collective capacity due to lack of demand.  Prices may go up if the at some point demand exceeds the ramped up capacity, but at the moment we are very far from that point, and degrade rate can be adjusted to moderate that over time.

Perhaps use of a weapon would reduce the slash value (dulling), field repairs with kits would recover that slash value (sharpening), and from use the weapon would be damaged and require a craftsman to work on it in the forge with a hammer and the anvil to recover the condition of the weapon.  We already have condition and quality represented as "nnn / nnn" respectively.  Condition already reduces with use, but quality should reduce also (but at a slower rate).  That quality reduction rate would need some trial and error to find the right target, but should be feasible.  Repairs by crafters of condition would be limited to the weapons current quality, and eventually the weapon degrades to the point that there just isn't any value in working on it anymore and it is replaced, as the quality can not be increased by any means (even destroying the weapon by disassembly to make a new one from the parts should not render a better weapon because the parts would now be of a lesser quality).  This would give crafters something else to do for income besides new weapon production, while allowing them to stay within their line of work.  In keeping balance with this, a low-level crafter should not be able to improve the condition of high-grade weapons...to recover condition on a 290-quality weapon should require someone of sufficient skill to make such a weapon.

I think much of the concepts in the preceding paragraph could and should apply to armor too, as crafted armor is implemented in the future.  I think these concepts would reduce the incidence of new players getting themselves into the nearest fighter guild and being handed a set of Q300 weapons on their third day in game because in addition to lacking the skill to wield them effectively, they would lack the financial means to maintain such weapons, making such acts of philanthropy to be costly and wasteful.

And for those of you who say the prices of high-end weapons are too high, I submit that you have no idea the real-time months of dedicated investment in time, training, and tria that high-level crafters have put forth to reach that point of mastering their craft.  They have seriously paid their dues.  Does that mean that I think the cost of training is too high?  No, it does not.  Too-cheap training only furthers the "do-everything" mentality.  Low level training is fast and cheap already, with it getting progressively harder and more expensive at each next level, and I think that's how it should be, allowing dabblers to dabble and requiring dedication from those who wish to pursue the higher calling of excellence.  Such dedication will have progressively better rewards in compensation for the things they produce and/or the services they are able to perform.  Could the reward of experience be adjusted up in certain areas to make it a little easier for a character to grow and have success in their chosen pursuits?  Perhaps, but I've wandered far enough from the question as it is.

Finally, I realize that some of these involve code work, some may already be available and just not quite ready to be implemented yet, and could come along in good time, but I think a lot can be done without, and some can be done by the community, if it is so inclined.

MrG

MustangMR

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Re: Economy Poll
« Reply #44 on: May 15, 2008, 12:07:59 am »
Wow, lot of ideas in there, MrG, but a common question seemed to show up in there... What is the point of crafting?  To enjoy the satisfaction of having achieved the ability to craft that ultimate weapon oneself?  Or to drive an economy?  If it's the former, then yeah, everything MrG stated really needs to happen long term.  Things need to break permanently.