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 tagsself 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 taxyes, 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 coststhey 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 tourniesCharge 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 mobsDlorak 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 landsGaining 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 goldTHIS 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...
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...
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 boostingother 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.