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Author Topic: My random ideas for gold sinks and improvements.  (Read 290 times)
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Keseka
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« on: June 09, 2007, 03:38:23 AM »

My suggestions on how to... improve? The economy:
(+ other improvement suggestions)

New item system.
Shops have better items, but cost a lot more. (Maybe up to 500 damage, +200 mp and cost up to 3m or so) Shop items (and normal rares) lose a small amount of maximum durability until broken, while rares have much higher durability but being all around the same.

A new type of item that can't be repaired but has higher stats than normal rares and has slightly larger durability than shop items.

Normal supers being left as is.

A new type of super that can't be repaired, but has much higher durability than a rare, and have a higher drop rate than normal supers.

New classes of improvable items sold in shops (weak ones) and dropped by enemies to be improved with ore, these having at best higher stats than rares and are rarer drops than normal rares.

New classes of items:
Jewelry slots (and types of them)
Shields
(I don't much care for the other addable classes of items)

Improvements to the mines:
Less gold gained/hit
More ore gained based on the hit type
Ore refinement cost (gold)
Very high mp cost for fire magic refinement (Maybe... 100 or so MP per ore?)

Magic Improvements:
Magic to be bought from the a shop with level and INT requirements.
Magic having effects in PVP (such as fire causing burns, earth slowing, lightning getting slight double turns, darkness lowering accuracy, light increasing accuracy and water having a slight poison effect.)

Misc gold sinks:
Gambling (expensive and in multiple forms)
Tolls (one time toll)
Drinking in the chat (heh, might as well suggest that)
Mini-games with high score boards for winning (a bit of a cost, not too much)
More expensive repairing
A monthly tax of 5% or something
Clans having upkeep (lowered by having more members)
Danae taking 50% for insurance
Gold wiring tax 5%
Enemies being able to steal chunks of gold and run (certain ones... not all of em)
Alternate shops with stronger potions for a large gold cost
Alternate chests out in the wild and away from towns with a deposit tax 10%
Unidentified monster item drops that have to be identified for a cost.
Buyable stat reallocation points (stats cant go beyond 3*level + base) with huge costs.
Buyable item slots (max 10 total) for a very large cost.
Buyable titles (maybe... 1m per letter?)
Re-namable characters (maybe... 10m per re-name?)

Other improvements:
Open-able doors
Stairs that go places besides new lands
Fishing to be re-added
More NPCs
10 monster levels
Dex in PvP
Built-in chat logging

more ideas will come... hah, well that's what I've thought of so far.
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SirJ00
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« Reply #1 on: June 27, 2007, 06:43:50 PM »

10 monster levels
     
      AND                                                THUMBS UP
 
   Dex in PvP
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Jon_Deciple
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« Reply #2 on: June 27, 2007, 11:31:33 PM »

i had a similar idea.... but it would require a wipe...

shops would sell items comparitive to rares, for example

lvl 8 rares better than lvl 8 shop items
lvl 7 rares worse than lvl 8 shop items, better than lvl 7 shop items
lvl 6 rares worse than lvl 7 shop items, better than lvl 6 shop items... and so fourth

Perhaps you could sell a rare to the shop for the price of half its equilivent shop item value, * percent durability left

you can not buy rares from the shop. If you cant find a rare, you can still buy a decent shop item.

lvl 8 shop items would cost in the neighborhood of 80 mills
lvl 7 shop items somewhere around 70m mills
lvl 6 around 50 mills
lvl 5 around 30 mills
lvl 3 around 10 mills
lvl 2 around 1 mill
lvl 1 around 500k


With the ecenomy of Quest as it is, that would make people have to work for higher lvl rares. It would provide some stability to the ecenomy, and a base price for rares. People looking to repair an item at 0% durability would most likely be looking at a cost of the equilivent level shop item price. If its a shop item being repaired, then the price of the next lower lvl shop item. (Non rares are easier to repair)



Its sort of the same thing.... Makes the shop somewhat useful...

as far as the other stuff.... dont know. Tolls, yes, after the disconnect problem has been fixed (more [url http://www.questrpg.org/forum/index.php?topic=1627.0] here[/url]

Mines.... meh i never mine, dont know, dont care... Perhaps ores could be used to repair on your own? Like a use ore command (near the use potion button) and it lets you repair the weapon and/or armor

Jewlery, hells YA! More at this thread: [url http://www.questrpg.org/forum/index.php?topic=1523.0] here[/url]

Magic? not soo much... would take a LOT of effort and time to make functional, i just dont see it happening...

stat reacolation!! OH YEAH BABY!!! what kind of cost / point were you considering? 50 mills / point? thats my suggestion.

Clan upkeep! yes! lowered by members? naw, keep it level. But then add bonuses for being tagged, say, +5 to each stat. and if your clan is in the top 10 its + 10 to every stat. makes the clans worth somthing, as opposed to just storage. Say, 5 mills / month?


As for chat logging, i have a prog that does a reasonable job logging the chat... i need to do some work, the /clear command messes with it, but other than that its golden.

The other stuff i think is neither good nor bad... i just have no opinion... NPC's from what i heard are player controlled, so if you want a NPC, write up what it says, what you can say back, the sprite it uses, and where it should be, and hand it to Jouser.

And for the rest of your suggestions, may i suggest you add numbers to it? Its a far cry from saying ya there should be a tax on clans, to ya clans should suck up 200 mills a second... Like when Noslin got moved, it wasnt "Should noslin be moved" it was "how far should it be moved". Just a thought.

Good work!
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SirJ00
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« Reply #3 on: June 28, 2007, 06:39:58 PM »

about the equipment... i think we should add another land and have up to level 10 monsters and we should add new supers... for the real hardcore players... jewelry / charms sounds good and a shield would be nice and we could add the "block" skill
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