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Author Topic: Economy fix time!  (Read 1059 times)
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Jon_Deciple
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« on: May 10, 2008, 08:25:08 PM »

In the last month those of you who have been paying attention will have seen the ecenomy go right back to where it was pre wipe. This change only took a month! Obviously some things must be done to fix the ecenomy.

As far as i can tell, the main problem is there is little or no demand. Items keep being found, yet there are few new players who are buying these items. the shop doesnt buy them, so people are left to store them in clan banks. Gold stockpiles at an alarming rate...

In my opinion there are three things that need to be done to fix the quest ecenomy... Firstly we need to reduce the number of rares being found, find ways of getting rares in game to be removed from the game creating demand, and find ways to get rid of excess gold.

Ways to reduce excess gold:

player bought sprites / custom tags
self explanitory. perhaps 1 bill each? dont say its unattainable, i nearly have 1 bill a month into the new version starting... if i didnt keep buying things (accessories, supers, etc) i would have more than enough...

weekly / monthly tax?
there was a *one time* 15% tax to reduce the amount of gold in the game. it hurt the rich more than it hurt the poor. Could be a monthly thing at a reduced rate (say 5%?)

Clan tax
yes, we have a clan tax, every week it costs 500k to keep your clan working. i say that value should be increased. it takes me like, 20 seconds to make 500k. This price is a joke. IMO it should be increased... maybe decrease the cost of a clan down to, say, 25 million and have a 5 million / week tax.

repair costs
they should be based on level and effectiveness of the item, higher level items should cost exponentially more to repair than lower level items. Considering with a lvl 8 weapon you could be fighting in noslin making many million every level, it makes sense these items should cost more to repair. This would help as a gold sink if rares could be sold to the shop. These prices should be increased by a lot (for the record it costs less than a mill to repair my thor bow)

NPC to start / enter tournies
Charge a nominal fee to enter a tournie, or a larger fee to start a tournie. The winner will get a percentage of all the proceedes (say 50%) the rest of it goes back into the game (maintance of the cave, clean the blood off the walls, etc)

reduce gold dropped by higher level mobs
Dlorak i think you mentioned this happens already, the formula used would be nice so i could mess with it a bit, but it needs to be higher gold returns for lower levels and lower gold returns for higher levels.

Tolls to higher lands
Gaining enterance to noslin or thor to cost 1-2 mills. Promotes teleporting, reduces gold for those who are going to be gaining higher amounts of gold anyways.



ways to reduce excess items:

Rares break and cant be repaired
This would go along with my new item list so when you cant find a rare there are still items worth using. Supers would be repairable, but should be a lot more expensive to repair (50k to repair a super is a laugh, make it at least several million... if your gonna use a super you need to be able to pay to keep it in good repair)

sell items to the shop for gold
THIS THREAD talked about selling items to the shop for gold. There was a poll there where 11 people voted in favor, 4 against, and 2 that im a numpty.
The basic concept is simple. The price will pay set prices for different level rares. If a player wont pay what you want, sell it to the shop.
The good: less items in game
the bad: more gold, artificial price floor.

a good point was brought up tho...
Quote
selling lvl 8s to the shop would make less lvl 8s making them worth more than what shop will pay for them and bring the prices back to where they were a year ago to about 25 to 40 mil


Unfortunately, this is the exact opposite of what would happen, at least in a typical price floor example.

When you have a price floor, it leads to an excess amount of goods supplied. If you force a higher price then what market forces would normally dictate, what that will do is cause more people to enter into the market and produce the good (since they can now get a higher price for the good). In our case, if the powers that be decide to set the price on level 8's higher then what we see now, that will cause more people to go out and try get more level 8's, since they can now get a lot more money for them. More 8's will be found, causing more gold to enter the economy.

The problem is really mudflation. Now, at first, you might not think it would apply to Quest, a game with not much expansion, at least not anywhere near other mmorpg's. However, after all this time, and many old players, level 8's just aren't worth much anymore. So many items have been introduced into the economy, that it lowers the value of the lesser items, or common items. Unfortunately, there is no real way to combat it. If you try the price floor, it will lead to overvalued gold. So, if you pay 10 mil now for a level 8, then try to introduce a floor of say 30 mil, then in let's say a year from now, sure, the market price might place a level 8 at 30 mil, but factoring in inflation, you are right back where you started from.

Put simply in another way, you can't change people's behavior, you can force certain actions to possibly alter an outcome, but when it comes down to it, in general, market forces will prevail. In our case, that means lower prices. It's not really a bad thing, it happens in EVERY game, it's part of the growth process.

Basically hes saying adding a price floor would completely reduce the value of gold. At the time everyone had stalkpiles of rares that if were all suddenly dumped into the shop for gold players would have all been billionares.

In a post wipe situation, however, it would reduce this effect. It increases the need for gold sinks, but would make things like stat transfers pheesable.

Astareus... I think you mean devalueate gold instead of overvaluate...

And i dont agree with you. Providing a floor value for rares would set a standard of what the price should be, or at least a suggested price. Now if we do that i think we all can agree that more people would sell their rares to the shop to get more gold. People that want to buy the rares would need to pay the minimum to get the item.

And jack new items wont help the fact that the old items are devalued... it would be a bandaid fix...

jack wanted to just add new items to fix the problem of people having all the items they want and not buying more items.... This would start people buying these new items (like accessories) but that wouldnt last because sooner or later everyone would have these items and we would be back where we were...
Quote
AJ, It would create gold, but the number of rares would decrease. Less supply = incrsed prices for those who want to buy.

And astraeus, you cant "produce" rares, they will still drop at the same rate weather or not they are worth 5 mills or 500 mills... so saying that they will be supplied more doesnt pan out... And all this inflation stuff... ya i agree this wont totally solve the problem but is a start.

And like i said, this would provide a sink for items, making them less popular. have a clan full of lvl 8's that i have found and not sold because they are pretty much worthless. And i know a bunch of others have the same thing. You cant deny that if there are less items kicking around they will be worth more.

ok once again. cant yall people understand were not suggesting one thing to make the econmy better. we know it wont work with jsut the selling supers to a store. if u will pay attention and read for once u will see that were talking about making gold sinks aswell taking gold out keeping the worth of gold about the same and bringing the economy back up item wise. and people try to find lvl 8s anyways. its not that more people will try to go find lvl 8s b/c everyone that can already does. To me that theory was the dumbest thing ive ever heard, no offence.

there was something like 4 or 5 pages of this... basically people kept saying that it wouldnt work because gold was worthless, etc. circular arguments.

Basically ares has the main point for this tho, it wont work on its own, it needs gold sinks to reduce the gold in game from the people who sell the items they find. If you want to talk more about this, that thread is linked, go there.



stat boosting
other games, such as Lineage 2, have this thing where you can combine materials and gold and have a chance at increasing the power of your weapon. The cost of this adventure is it may destroy your item never to be repaired again. plan goes like this... you have an item. you bring it to the witch with maybe some ores and gold. you pay the witch, she does her thing, theres a 5% chance your item breaks. if it doesnt break, it gets a boost, say +5% to one stat that you chose. the item now has a +1 in its name.
you figure hey this is cool! lets try it again. So you bring more ores, gold, and the item to the witch who does her thing, now its got a 10% chance of breaking. and supposing it works, another stat gets boosted 5%... and the name gets a +2. next stat transfer has a 15% chance breakikng, etc. capped at 80% chance of the item breaking. there is no limit to how far you can boost items stats, but every time you do it theres an increasing chance the item will be destroyed. its a gamble.

This serves many purposes. Firstly everyone has been asking to be able to mod stats for items. Wooot here it is. This also serves as a purpose for ores, a sink for gold, and increasing chances of items breaking means increasing demand for items. And if you have an item thats been boosted say 8 times there will be higher demand for that item. It will help stimulate the economy. You want my +12 zerkers with 718 str mod? well your gonna have to give me that nice shiny super you go there, etc. (chances of getting +12 are 1:several millions, either 1 million or many billions... not sure how to calculate it)


If you have more ideas, or want to further explore other ideas (other than the selling items to the shop) please do so, lets get some conversation going.
For selling items to the store please use the specified thread for that subject. thanks.
« Last Edit: May 15, 2008, 03:41:35 PM by Jon_Deciple » Logged

Bear05
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« Reply #1 on: May 10, 2008, 11:03:17 PM »

i agree with everything you posted
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« Reply #2 on: May 11, 2008, 07:56:23 AM »

i like the stat boosting the most
* Acdc will have a +12
zerkers!!!
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TenaciousD
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« Reply #3 on: May 11, 2008, 09:30:00 AM »

I still agree with making the rares sellable, but only as part of a fix. It won't work on it's own.

The clan part I don't agree with. 500k is fair I think and still allows some players to maintain clans without having to grind out 5 mil a week. Just remember everyone with a clan isn't about getting to level 1k+ and having billions. If the clan tax is raised, I think 1 mil should be the ceiling.

Otherwise everything else you said in the post makes sense, bring it on. Smiley
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warpath
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« Reply #4 on: May 11, 2008, 01:37:45 PM »

I proposed an upgrade thiny a while back but no one really noticed lol..I can put up figures of percentages of what I have in mind..but I'm not into number crunching so I guess someone will have to think of how much damage will be added to the weapon or in jons case a stat boost.
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Hrothgar
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« Reply #5 on: May 11, 2008, 03:14:10 PM »

why not base clan tax on the number of members and a ratio with their levels....
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Jon_Deciple
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« Reply #6 on: May 11, 2008, 05:56:15 PM »

why not base clan tax on the number of members and a ratio with their levels....

Good freaking idea!!!

maybe every 100 lvls the char is add an extra 100k to the price... base cost 500k / week

so 1 lvl 1 char in the clan would be 500k
two lvl 1 chars would be 500k
1 lvl 1 char and 1 lvl 500 char would be 500k + 500k = 1 mill
three lvl 200 chars would be 500k + 200k + 200k + 200k = 1.1 mill

its genious! more players or higher level players will have enough gold to pay higher rates, lower lvl chars who dont lvl much will pay lower rates. i like it

perhaps have the leader in slot 1 exempt because its his clan... but i like it!


And yes warpath not all these ideas are mine, and on their own they might not work, but together it would be awesome
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« Reply #7 on: May 11, 2008, 11:32:14 PM »

I think clan tax should remain where it is.  HOWEVER like the bank, instead of having unlimited storage you start off with 10 slots.  Each additional slot cost 5m (not to much not to little).  Now, for every 5m additional slot you have in your clan the tax is raised by 50k (the price per slot can of course be higher just starting with a low base number).
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« Reply #8 on: May 12, 2008, 01:52:27 AM »

I think clan tax should remain where it is.  HOWEVER like the bank, instead of having unlimited storage you start off with 10 slots.  Each additional slot cost 5m (not to much not to little).  Now, for every 5m additional slot you have in your clan the tax is raised by 50k (the price per slot can of course be higher just starting with a low base number).

I'd just buy chest slots and transfer slowly via the clan if that were the case. It's cheaper. :p
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warpath
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« Reply #9 on: May 12, 2008, 09:02:51 AM »

Ok for the item upgrader we can go three ways..first of is to have a definite % of success each time an item is upgraded hence the number of upgrades only has a limit as to how many times that person wants the item upgraded which is what Lineage2 is using (already tried and got bored with the game). Another is to use a maximum number of upgrades let's say up to +10 with weapons that have corresponding lvls depending on power which ragnarok online implements. And the third is the one Jon proposed with the % of success rising with increments of 5% starting at 5%. If we choose to go with the constant % the only problem to think about is the bonus (+atk or +stat) the weapon will give per upgrade since the % is already constant (If i remember correctly Lineage2 uses a 70% success rate per upgrade). The second choice will have something like this:

Equipment      +1      +2       +3      +4       +5      +6       +7      +8      +9      +10
Weapon lvl1  100%   100%  100%  100%  100%  100%  100%   60%    40%  20%
Weapon lvl2  100%   100%  100%  100%  100%  100%   60%    40%    20%  20%
Weapon lvl3  100%   100%  100%  100%  100%   60%    40%    40%    20%  10%
Weapon lvl4  100%   100%  100%  100%   60%    40%    40%    20%    20%  10%

This can be tweaked a little but this is the general idea. We'd have to correspond the weapon lvl with the lvls of rares like weapon lvl1 will consist of lvl 3 and 4 rares, weapon lvl2 will consist of lvl 5 and 6 rares weapon lvl 3 would be for lvl 7 rares and the 4th can be for supers. Or something like that..like i said needs tweaking or something. And will also need to think about how much boost each lvl will give as it will only go up 'till +10. And the third one doesn't really need explaining as it's already clear in Jon's first post.

Personally i prefer the second choice because lower lvl weapons has a higher safety zone when upgrading thus making low lvl rares more valuable and useful. And most likely you will choose to upgrade the best weapons from the other two choices. Just my thought  Smiley
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« Reply #10 on: May 12, 2008, 10:48:52 PM »

I like more clan tax... makes sense. A flat member cost could do the trick, non? Keep it simple.

Selling rares.. I've stated my opinion on it in the past... A way to liquefy the rares into other tradable commodities may be preferable. Something along the lines of WoW's disenchanting-->dusts system. I like the idea to break apart rares into magical metals as the basis of a crafting system.

The +'s is a really cool system.

In a general sense: this post addresses the item oversupply very well and offers viable solutions and the gold section isn't up to the same standard...
About gold: Inflation is the issue... Repairs and taxes are viable. So are things like consumables and tolls. Optional costs aren't in a general sense sufficient. Fiddling with the gold/distance curve may approximate monetary policy (will it?)... I dunno for sure -- any economics majors wanna chime in?  Grin
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Jon_Deciple
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« Reply #11 on: May 12, 2008, 11:41:46 PM »

Im taking valuable time from my lvling time to write this...

I know your standpoint on setting price floors, Dlorak, but in an ecenomy such as Quests where there is minimal new players, a way to remove rares from the game is a must. I really dont see why you think this is such a bad idea...

Breaking down items is a good possability, i know in Lineage the broken item bits are required to attempt an upgrade. This sometimes causes people to break more worthless items as to upgrade better items. But usually there are many many extra of these ores, so breaking items is not usually a good way to remove items from the game...

And yes, more gold sinks are needed... i know theres been several people intersted in playing poker... Other such gambling games where the odds are in the houses favor are possible gold sinks.
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« Reply #12 on: May 13, 2008, 08:34:29 AM »

Smiley you can finnally find another use for piggys
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« Reply #13 on: May 13, 2008, 09:13:59 AM »

And yes, more gold sinks are needed... i know theres been several people intersted in playing poker... Other such gambling games where the odds are in the houses favor are possible gold sinks.

Gambling, imo, is the biggest gold sink that could be added. Anyone bored would go there with anywhere from 100k-100mil+. Poker (Hold Em) would be a great option (1-7 players against the house/each other). Hi-lo/in-between, some form of roulette, slots, maybe even some 3 card monty would be some other good options. Smiley
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« Reply #14 on: May 15, 2008, 03:10:41 PM »

Im all for the gambling idea but how exactly does one play texas holdem against the house? It would have to be against other players, the house makes its money by taking a rake.
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« Reply #15 on: May 15, 2008, 03:48:58 PM »

added a few more ideas from Bear in the first post...

one idea didnt make it, it needs some refining...

Quote
5. a 'boss' per land that each char can only fight once regardless of win lose or draw.
   -an mob looking npc you duel
   -a lvl7 in lilrem 8s in the rest, all maybe 1.5-3 times as strong as the strongest mob in that land
   -1mil to fight lilrem boss 10mill rothar 50mil velgrad 100 mil noslin 250 mil thorold
   -gaurnteed drop (1:90k super 1:5k rare if not those then a regular that might motivate people to try)
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« Reply #16 on: May 15, 2008, 05:24:39 PM »

theoretically the way the game is setup now with item drops ect is perfect, theres just no demand because of no new players needing them

if you gave all items a flat rate of sale to a shop, higher levels would sell em to the shop always, due to no need for them in the player market

then due to that, that would actually increase the amount of gold ingame even further, since selling rares is better than not selling rares at all

the one and only thing that would fix this, is to advertise and gain as many new players as possible to get the demand for items back up..
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« Reply #17 on: May 15, 2008, 07:58:24 PM »

Another option for rares, along Dlorak's suggestion of something similar to WoW disenchanting.

After thinking about it some, breaking down rares into other elements would just seem to slow down the economy going down the crapper. It wouldn't take long with all the rares in the game already for everyone to have their gear enchanted as high as possible. So instead I'm thinking of something like combining rares. It would have to be a NPC to start, but would open the door for a tradeskill in the future. You would give the NPC the rares required to try it, and there would be a chance of success. Something like:

Level 3's:

Materials: 2 level 3 rares of the same type and some gold. Chance of success (COS): 80%. Result on success(ROS) : one level 3 +1 of the same type turned in.
Materials: 3 level 3 " ". COS: 70%. ROS: one level 3 +2 of the same type.


Each + would increase the rares base stats and mods something like 3-5%. The higher level rares would have a lower rate of success of course and if the NPC failed the rares would be destroyed. A cap of +5 would probably work to test the system, but could go all the way to +10 if needed, making a rare up to 50% stronger if your able to combine the 11 rares needed to make it.

This would stimulate the market a bit for buying and selling rares again as well I think. People wanting to make a +4 would need to get 5 of the same rare type to even attempt it and with different builds there would be a good variety of rares in demand. I think it would definately eat up all the extra rares in the game tho. It would take a LONG time before everyone had a max enchanted rare, if that ever did happen.

You could add supers to the mix, but that is a huge risk if it fails... Smiley
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« Reply #18 on: May 16, 2008, 12:28:46 AM »

that seems right inline. and really i think its the key. we need to address gold AND items.
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« Reply #19 on: May 16, 2008, 07:31:41 AM »

well gold isnt as bad of an issue, i mean soon as i get my WoT im dumping all my gold into int stat transfers. One thing that would help is regulated RNG...

drops can be random, but decrease the chance of finding rares the more rares you have found above what you "should" have found...

for instance, if rare 8's drop at a 1:8000 chance and you found 5 of them in 30k fights your chances of finding another are lower than if you have 80k fights and found no rares. i have a formula for this somewhere... its still bloody early i cant think of it now.... will post it later
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