It wouldn't be completely out of bounds if the societies would be okay with a bribe or two.
"You always have to be a know-it-all. And you don't. Know. It. All." - GERSTEINJ2
Re: Making money the oblivious way on 08/04/2012 12:48 PM CDT
Re: Making money the oblivious way on 08/05/2012 07:01 AM CDT
I would totally like being able to buy titles from guilds other than my own.
Joe:I'd like the Warrior Mage Title, please!
Gauthus: But, you're a Necromancer...
Joe: here's 100 plat.
Gauthus: Thanks mate. You're now Warrior Mage Joe.
Joe: yay!...
Joe rambles out singing... "I feel good..... you know that i should now....!"
/---
Oh and last one, DR at any given time has a population of weenies that will criticize at the drop of a hat, don't take things personally it happens to everyone.
Leucius
Joe:I'd like the Warrior Mage Title, please!
Gauthus: But, you're a Necromancer...
Joe: here's 100 plat.
Gauthus: Thanks mate. You're now Warrior Mage Joe.
Joe: yay!...
Joe rambles out singing... "I feel good..... you know that i should now....!"
/---
Oh and last one, DR at any given time has a population of weenies that will criticize at the drop of a hat, don't take things personally it happens to everyone.
Leucius
Re: Making money the oblivious way on 08/16/2012 04:02 PM CDT
Magical bags that can be attuned to a specific critter, once attuned you "pull box from bag" and get an appropriate skilled level box from the bag to work lockpicking and disarming. Maybe good for 100 boxes.
Once it's charges are done you have to get it refilled for X price at a magic store somewhere.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/17/2012 09:17 PM CDT
>> magic box bag idea
Price fixing would be weird on this since boxes give loot, scaled to whichever critter it's attuned to, and with enough boxes, you'd get a few superboxes, and then inflation and blah blah blah. Or the recharge price would be so expensive that you'd have to spend so much time hunting to get boxes to pop to get enough money to recharge it that it becomes a moot point. How about this instead (keep in mind that disarm and lockpicking are about to combine, negating the need for traps to disarm to move the skill)
A neck-worn magic locket/padlock on a chain that relocks itself every time it is closed (if it has charges), and is flexed to whoever last wore it.
I could (feasibly) see it as either an item with a ridiculous number of charges that can't be recharged (like 500 and then it's fluff), or an item with no charges and a short cooldown (pick it, close it, and fifteen minutes later it is locked again - enough so that it can supplement training and not be a perma-skill-locker), or an item with maybe a dozen charges that, when emptied, starts a riot-quest-length timer, at the end of which it gets fully recharged (i.e. you CAN use it to lock the skill, but only once every few days).
I feel like asking for a skill training item is acceptable (re: the magic humming/climbing rope, jugglies, etc.), but asking for one that gives out loot AND could feasibly last forever is asking a little much.
All that being said: magic locksmithing trainer idea for the win. I asked Patrick Stewart about it. He said to make it so.
Price fixing would be weird on this since boxes give loot, scaled to whichever critter it's attuned to, and with enough boxes, you'd get a few superboxes, and then inflation and blah blah blah. Or the recharge price would be so expensive that you'd have to spend so much time hunting to get boxes to pop to get enough money to recharge it that it becomes a moot point. How about this instead (keep in mind that disarm and lockpicking are about to combine, negating the need for traps to disarm to move the skill)
A neck-worn magic locket/padlock on a chain that relocks itself every time it is closed (if it has charges), and is flexed to whoever last wore it.
I could (feasibly) see it as either an item with a ridiculous number of charges that can't be recharged (like 500 and then it's fluff), or an item with no charges and a short cooldown (pick it, close it, and fifteen minutes later it is locked again - enough so that it can supplement training and not be a perma-skill-locker), or an item with maybe a dozen charges that, when emptied, starts a riot-quest-length timer, at the end of which it gets fully recharged (i.e. you CAN use it to lock the skill, but only once every few days).
I feel like asking for a skill training item is acceptable (re: the magic humming/climbing rope, jugglies, etc.), but asking for one that gives out loot AND could feasibly last forever is asking a little much.
All that being said: magic locksmithing trainer idea for the win. I asked Patrick Stewart about it. He said to make it so.
Re: Making money the oblivious way on 08/17/2012 09:23 PM CDT
Re: Making money the oblivious way on 08/17/2012 10:51 PM CDT
>>Price fixing would be weird on this since boxes give loot, scaled to whichever critter it's attuned to, and with enough boxes, you'd get a few superboxes, and then inflation and blah blah blah.
Yeah i had thought of that as well - price point would have to be more than the boxes themselves would add up to - it's a convienence item. Could extend your idea of a flexed lock to the boxes the bag produces.
But I like your "skills are combining so why not just make a lock" idea as well - there is no death involved with lockpicking.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Yeah i had thought of that as well - price point would have to be more than the boxes themselves would add up to - it's a convienence item. Could extend your idea of a flexed lock to the boxes the bag produces.
But I like your "skills are combining so why not just make a lock" idea as well - there is no death involved with lockpicking.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/18/2012 12:25 AM CDT
I know it's rather silly, but I severely dislike the idea of items that have no other purpose than training.
You should learn you by doing, in the process of being productive.
I know the boat's long sailed on that, but that's how I feel.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
You should learn you by doing, in the process of being productive.
I know the boat's long sailed on that, but that's how I feel.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
Re: Making money the oblivious way on 08/18/2012 03:41 AM CDT
>>I know it's rather silly, but I severely dislike the idea of items that have no other purpose than training.
I totally agree with you here.
>>the boat's long sailed on that,
and locks/disarm is one of the few non-combat skills that carries a risk of death if you want to train it at all. The skill should be able to feasibly train in conjunction with a non-combat-aligned stealth system. Which seems reasonable, since most stealth techniques have developed to avoid confrontation, historically. But that's another oyster entirely, and I digress.
Training items happen; I was just suggesting a way to fit one for this skill into something that might be balanced with the rest of the game.
Should it happen? Probably not. Will I quest for / buy one if it does? Yup!
I totally agree with you here.
>>the boat's long sailed on that,
and locks/disarm is one of the few non-combat skills that carries a risk of death if you want to train it at all. The skill should be able to feasibly train in conjunction with a non-combat-aligned stealth system. Which seems reasonable, since most stealth techniques have developed to avoid confrontation, historically. But that's another oyster entirely, and I digress.
Training items happen; I was just suggesting a way to fit one for this skill into something that might be balanced with the rest of the game.
Should it happen? Probably not. Will I quest for / buy one if it does? Yup!
Re: Making money the oblivious way on 08/18/2012 12:33 PM CDT
The point of the discussion was items people would pay a lot for. They wouldn't be common probably - it was just an idea.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/18/2012 01:13 PM CDT
I always thought homes were nothing but a decent plat sink. Since premie can own homes, how about if non-premie could rent them? Still have to buy furniture at regular prices, but pay for ownership and upkeep every month. Even Homeowner Association fees or something. A continuous plat sink, kind of like the upkeep on ships. Of course, its not the huge amount of several thousand plats continuously, but its a good start. Make home rentals something like 300 plat per month, or vary rental fees by 'market values' based on location, home type, etc.
Re: Making money the oblivious way on 08/18/2012 01:40 PM CDT
If homes ever got rewritten. I'd like to see houses able to be upgraded to have various features. You could go to the housing office and purchase an extra room for x amount of plats, an additional storage unit for x amount of plats, a home forge/tailoring wheel and loom/etc for x plats and so on so forth. Also, owning a house could increase citizenship fee's to simulate somethin like property taxes or neighborhood upkeep or what have you, and with each upgrade the amount you have to pay each month increases.
I know people have been clamoring for additional rooms or home forges (lookin at you Caraamon :P) and I know the GM's have said repeatedly that it's just not possible currently. But if they ever did rewrite houses to allow for that sort of thing, it'd be a great way to get plats out of the system on a regular basis.
Blackguard Danoryiel
"Sogan udazama umbunor fau arrazoi inishatu seiremisai. (Only the fallen have nothing to despair)"
I know people have been clamoring for additional rooms or home forges (lookin at you Caraamon :P) and I know the GM's have said repeatedly that it's just not possible currently. But if they ever did rewrite houses to allow for that sort of thing, it'd be a great way to get plats out of the system on a regular basis.
Blackguard Danoryiel
"Sogan udazama umbunor fau arrazoi inishatu seiremisai. (Only the fallen have nothing to despair)"
Re: Making money the oblivious way on 08/18/2012 06:22 PM CDT
>I know people have been clamoring for additional rooms or home forges (lookin at you Caraamon :P)
Damn the code, full speed ahead!
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
Damn the code, full speed ahead!
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
Re: Making money the oblivious way on 08/19/2012 12:52 AM CDT
Next Idea.
A real insurance policy - have a tyrium\altered\fest\auction weapon that you paid a ton for? Well you can buy a real insurance policy that garuntees its replacement that is good for x time frame and cost x coin. Not talking about registration where you may or may not be granted a replacement. This would be a solid, "if you lose it in any way" you get it back.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
A real insurance policy - have a tyrium\altered\fest\auction weapon that you paid a ton for? Well you can buy a real insurance policy that garuntees its replacement that is good for x time frame and cost x coin. Not talking about registration where you may or may not be granted a replacement. This would be a solid, "if you lose it in any way" you get it back.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/19/2012 11:40 AM CDT
>"if you lose it in any way" you get it back
Because investigating insurance fraud is how we want our GMs to spend their time? What would prevent you from handing it to a character on another account and then cashing in your policy?
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Because investigating insurance fraud is how we want our GMs to spend their time? What would prevent you from handing it to a character on another account and then cashing in your policy?
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Re: Making money the oblivious way on 08/19/2012 03:24 PM CDT
>>Because investigating insurance fraud is how we want our GMs to spend their time? What would prevent you from handing it to a character on another account and then cashing in your policy?
Tracking the item I would assume wouldn't be a problem if each item has a unique Id which I believe they do. However good point about the "lose it in any way". The system would have to know if the item still exists or not, not sure how it would work with player theft or graverobbing but I think that would have to be NOT covered.
The suggestion could be modified to - if the item is destroyed by the janitor or the system somehow. That's how most items get lost anyways.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Tracking the item I would assume wouldn't be a problem if each item has a unique Id which I believe they do. However good point about the "lose it in any way". The system would have to know if the item still exists or not, not sure how it would work with player theft or graverobbing but I think that would have to be NOT covered.
The suggestion could be modified to - if the item is destroyed by the janitor or the system somehow. That's how most items get lost anyways.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/19/2012 04:21 PM CDT
>The suggestion could be modified to - if the item is destroyed by the janitor or the system somehow. That's how most items get lost anyways.
That's probably a lot simpler, and more likely to happen.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
That's probably a lot simpler, and more likely to happen.
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
Re: Making money the oblivious way on 08/31/2012 01:17 AM CDT
Personaly the issue as I see it is this. My little barb I had a few months back was getting 3+ gold and even 5+ plat goblin boxes every 5 to 10 boxes and selling bundles worth 1 plat at circle 5..... That is just wrong by circle 25 he was in Sand Sprites and had made over 500 plat that was in span of about 4 weeks.
I have played back from 1999 you could NOT make a plat inside of a month let alone a few hours. I remember being a ass broke 30th ranger in 2001 having just made my first 5 gold so I can afford some "UBAR" Wolf calan store bought leathers being SOO hapy having finaly "made it". A week later another memorable moment a kind 50ish cleric handed me a PLAT. It was a OMG moment A PLAT FOR FREE OMG I LOVE YOU YOUR MY HERO!!! TY and she said "no worries I got 15 plat in my account" and I fell over thinking how long does that take to make having struggled for several months to scournge up 5 gold.
What needs ot happen is all drops including skinnables/boxables/coins/gems and all other game mechanics "profit making" has to be slashed by 75 or even 90%. Thats what needs to happen. Back to grindign dem coppers. It would not change a damn thing. Rich would be rich poor would be poor etc. The numbers would change instead of dealing with THOUSANDS UPON THENS AND EVEN HUNDREDS of thousands of plats we be back to dealing in silvers, golds and few plats. Much easier not having to count the ridiculous nuber of zeros when giving people plats or selling stuff or checking bank accounts.
Forget sink hols to drain all that water(aka plat) turn the tap off to stop the water.
I have played back from 1999 you could NOT make a plat inside of a month let alone a few hours. I remember being a ass broke 30th ranger in 2001 having just made my first 5 gold so I can afford some "UBAR" Wolf calan store bought leathers being SOO hapy having finaly "made it". A week later another memorable moment a kind 50ish cleric handed me a PLAT. It was a OMG moment A PLAT FOR FREE OMG I LOVE YOU YOUR MY HERO!!! TY and she said "no worries I got 15 plat in my account" and I fell over thinking how long does that take to make having struggled for several months to scournge up 5 gold.
What needs ot happen is all drops including skinnables/boxables/coins/gems and all other game mechanics "profit making" has to be slashed by 75 or even 90%. Thats what needs to happen. Back to grindign dem coppers. It would not change a damn thing. Rich would be rich poor would be poor etc. The numbers would change instead of dealing with THOUSANDS UPON THENS AND EVEN HUNDREDS of thousands of plats we be back to dealing in silvers, golds and few plats. Much easier not having to count the ridiculous nuber of zeros when giving people plats or selling stuff or checking bank accounts.
Forget sink hols to drain all that water(aka plat) turn the tap off to stop the water.
Re: Making money the oblivious way on 08/31/2012 03:05 AM CDT
Re: Making money the oblivious way on 08/31/2012 08:15 AM CDT
>> Tiger's post
I think you're hyperbolizing nostalgia. Money was not that hard to get in 1995 *if you knew what you were doing*, which most of us didn't. You're also discounting inflation. That uber awesome fest shield at the fest outside of the northwest gate? 7 gold compared to what today? 7000 plat or a quest ticket?
What is each sprite worth now a days? Average of about a silver each if you aren't picking up bronze and coppers? And the spawn rate? 4 a minute or so if you're hewing them down as soon as they show up? You're still looking at ~2.5 plat / hour, or 200 hours of solid scripting to make the 500 plat. That's 8.3 days straight (or 25 straight days at 8 hours each). Doing nothing but kill, kill, kill. No empath trips. No working tertiary skills. No bank runs. Just killing. I don't think that's reasonable for most guilds, or most people outside of the fallen.
I don't claim to be an expert on economic theory, but if slashing the profit making wouldn't change a thing... then why do it? Snark aside, it's a good thing for low level characters to make money. It's good for new or returning accounts to have a way of buying the essentials and saving for the special fest items (that can run several hundred plat on the high end). It's not reasonable to expect everyone to spend all of their game time in hunting areas.
I think you may be on to something with lowering the money count. Let's get rid of two zeroes on every cost in the game. All coppers and bronzes are thrown out. Then all silvers become coppers, all golds become bronzes and all platinums become silvers. This will slightly increase the drops on the low end of the game (ie goblins/early bundles), increase the cost of some very cheap items (ie: water), and let you deal with the currency that makes you happy.
>> Forget sink hols to drain all that water(aka plat) turn the tap off to stop the water.
Best said by someone who has already filled up his bucket?
Re: Making money the oblivious way on 08/31/2012 11:00 AM CDT
>> Tiger's post
Agree with most of it - still could use some plat sinks though, they are good whether the economy is over-inflated or not.
>>I think you may be on to something with lowering the money count. Let's get rid of two zeroes on every cost in the game. All coppers and bronzes are thrown out. Then all silvers become coppers, all golds become bronzes and all platinums become silvers.
That's an interesting idea - if done across the board is that fair? I guess it is right? You would have to slow down the coin intake before something like this would be carried out, otherwise it would just fill up very quickly again.
>>Snark aside, it's a good thing for low level characters to make money.
Of course. But I always liked when there were economic\purchase goals. I don't really have many purchasing goals now because I normally can just buy whatever I want with some super priced exceptions of course. I think I am sitting at like 12-13k plats right now which can buy almost anything I want except the super priced items. However that amount isn't that much considering I know a few people with over 100,000 plat, even one with over 600,000 plat. And I know several people that are hovering in the 40-60k plat range. I only know a small subsection of the population IG too.
>>It's not reasonable to expect everyone to spend all of their game time in hunting areas.
Eh the richest players are those that buy and sell products smartly IMO, coupled with other incomes. And they get super rich because other players have 1000's of plats to spend.
I know people will say it's all relative to the current economy (ie if we cut down plat in-flow it will still be the same dynamic) Not really. An example would be You can buy pretty much anything in any store in elanthia after a couple days of hunting gobs. You probably can get all forged gear after graduating from gobs which is pretty insane. Even if Tiger is over exaggerating, he is completely right, when I was a new character I started out with scrap leathers that didn't even cover my entire body because I couldn't afford anymore pieces. I remember having to save up for the crossing two-handed sword and being ecstatic when I finally got it heh.
One good thing underway is 3.0 which is slowing down hunting (hopefully I like it heh) but I am sure they won't even consider changing anything until after 3.0 and the dust settles. Which makes sense.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Agree with most of it - still could use some plat sinks though, they are good whether the economy is over-inflated or not.
>>I think you may be on to something with lowering the money count. Let's get rid of two zeroes on every cost in the game. All coppers and bronzes are thrown out. Then all silvers become coppers, all golds become bronzes and all platinums become silvers.
That's an interesting idea - if done across the board is that fair? I guess it is right? You would have to slow down the coin intake before something like this would be carried out, otherwise it would just fill up very quickly again.
>>Snark aside, it's a good thing for low level characters to make money.
Of course. But I always liked when there were economic\purchase goals. I don't really have many purchasing goals now because I normally can just buy whatever I want with some super priced exceptions of course. I think I am sitting at like 12-13k plats right now which can buy almost anything I want except the super priced items. However that amount isn't that much considering I know a few people with over 100,000 plat, even one with over 600,000 plat. And I know several people that are hovering in the 40-60k plat range. I only know a small subsection of the population IG too.
>>It's not reasonable to expect everyone to spend all of their game time in hunting areas.
Eh the richest players are those that buy and sell products smartly IMO, coupled with other incomes. And they get super rich because other players have 1000's of plats to spend.
I know people will say it's all relative to the current economy (ie if we cut down plat in-flow it will still be the same dynamic) Not really. An example would be You can buy pretty much anything in any store in elanthia after a couple days of hunting gobs. You probably can get all forged gear after graduating from gobs which is pretty insane. Even if Tiger is over exaggerating, he is completely right, when I was a new character I started out with scrap leathers that didn't even cover my entire body because I couldn't afford anymore pieces. I remember having to save up for the crossing two-handed sword and being ecstatic when I finally got it heh.
One good thing underway is 3.0 which is slowing down hunting (hopefully I like it heh) but I am sure they won't even consider changing anything until after 3.0 and the dust settles. Which makes sense.
Codiax.
Forged Weapons:
http://www.elanthipedia.org/wiki/User:Codiax#Codiax-Forged-Weapons
Re: Making money the oblivious way on 08/31/2012 11:41 AM CDT
>> Of course. But I always liked when there were economic\purchase goals.
That's fair. It's a carrot on the stick, which is the bread and butter of progression games. Frankly, this game could use more of them. However, low level characters still have purchase goals. Whether it be low-mid grade forged weapons, festival items, or even the basic gear. I start a new character every few months or so and, for the most part, I'll have them earn their own gold and gear. It still takes quite a few ATK hours to get your basic cambrinth, moderately decent armor, and
>> I think I am sitting at like 12-13k plats right now which can buy almost anything I want except the super priced items.
This is the problem with permanent gear and caps. It's so dang hard to lose your gear (not that that's a bad thing!), and there's so little you need at upper levels. Furthermore, the tier system is kind of wonky. Higher levels can reach the cap... and they're done. Nothing's destroyed. Repairs are cheap or free (techs). No more carrots, except to see the number go higher and higher until... you're at the gold cap. Now what?
>> However that amount isn't that much considering I know a few people with over 100,000 plat, even one with over 600,000 plat. And I know several people that are hovering in the 40-60k plat range. I only know a small subsection of the population IG too.
The need for upper level gold sinks is a different argument than lower levels making too many plats.
>> Eh the richest players are those that buy and sell products smartly IMO, coupled with other incomes.
PS: You're never, ever, going to stop this. The skilled traders who buy low and sell high will always maximize profits. Now add that to lack of commissions, no real taxes, no need for food, minimal to no maintenance costs, an unlimited source of funds, and nothing to buy. That's the problem high level characters are in now.
>> One good thing underway is 3.0 which is slowing down hunting (hopefully I like it heh) but I am sure they won't even consider changing anything until after 3.0 and the dust settles. Which makes sense.
Eh, it would be nice to have a few very rare auctions every so often in all instances (Even TF). Custom titles. Maybe some scrolls with (introductory) signature spells on them. Armor or weapons that can't be repaired but are above cap (while in good condition). Temporary buffs. One-use teleport jewelry. You know, things that are worth very large sums of money, have planned obsolescence, and provide a temporary (and very valuable) boost. RPAs. etc.. Barring that, a grab bag of sorts would be nice. You pay a dozen plat, have a 1/1000 chance of winning one of the above or a lesser chance to win something of lesser value.
That's fair. It's a carrot on the stick, which is the bread and butter of progression games. Frankly, this game could use more of them. However, low level characters still have purchase goals. Whether it be low-mid grade forged weapons, festival items, or even the basic gear. I start a new character every few months or so and, for the most part, I'll have them earn their own gold and gear. It still takes quite a few ATK hours to get your basic cambrinth, moderately decent armor, and
>> I think I am sitting at like 12-13k plats right now which can buy almost anything I want except the super priced items.
This is the problem with permanent gear and caps. It's so dang hard to lose your gear (not that that's a bad thing!), and there's so little you need at upper levels. Furthermore, the tier system is kind of wonky. Higher levels can reach the cap... and they're done. Nothing's destroyed. Repairs are cheap or free (techs). No more carrots, except to see the number go higher and higher until... you're at the gold cap. Now what?
>> However that amount isn't that much considering I know a few people with over 100,000 plat, even one with over 600,000 plat. And I know several people that are hovering in the 40-60k plat range. I only know a small subsection of the population IG too.
The need for upper level gold sinks is a different argument than lower levels making too many plats.
>> Eh the richest players are those that buy and sell products smartly IMO, coupled with other incomes.
PS: You're never, ever, going to stop this. The skilled traders who buy low and sell high will always maximize profits. Now add that to lack of commissions, no real taxes, no need for food, minimal to no maintenance costs, an unlimited source of funds, and nothing to buy. That's the problem high level characters are in now.
>> One good thing underway is 3.0 which is slowing down hunting (hopefully I like it heh) but I am sure they won't even consider changing anything until after 3.0 and the dust settles. Which makes sense.
Eh, it would be nice to have a few very rare auctions every so often in all instances (Even TF). Custom titles. Maybe some scrolls with (introductory) signature spells on them. Armor or weapons that can't be repaired but are above cap (while in good condition). Temporary buffs. One-use teleport jewelry. You know, things that are worth very large sums of money, have planned obsolescence, and provide a temporary (and very valuable) boost. RPAs. etc.. Barring that, a grab bag of sorts would be nice. You pay a dozen plat, have a 1/1000 chance of winning one of the above or a lesser chance to win something of lesser value.
Re: Making money the oblivious way on 09/01/2012 03:18 PM CDT
Things I'd spend coin on:
Vacations--Just pick the destination and pay according to time of stay and destination. Give a choice of destination such as Taisdon just for the memories, a desert island with wonderful swimming and rowboat fun, mountain village with climbing and caves to explore, a bustling city with shops that allow you to customize basic clothing (color, fabric, materials, patterns, etc..) Of course the materials have to be bought from the shops and selections could randomly change. All creating more coin sinks. I could pick a destination based on what I wanted to do, what I wanted to see, or what I wanted to buy.
Additional vault space.
Boats to the islands and barges to Muspari--The boats to the island I'd pay coin to have boats that actually ran on schedule even if the riding time was still long. I'd pay if there were NPC's on the boats or barges that would teach selected subjects during the ride. Ask NPC for teach, list of subjects and prices he's able to teach for duration of the voyage/ride, pay 5 or 10 plat for whatever I wanted from what he was offering.
Give me a reason not to use travel scripts--Make carriages available between the cities that will take me from Crossing to Haven then Haven to Theren and then on the next city. It shouldn't be dreadfully slow but should disembark automatically when you arrive. Let me buy a season pass for travel for a reduced amount or just one trip at standard rate.
Token auctions...would pay a good bit to attend an auction where I had an equal chance of obtaining something nice even with the chance of not getting anything at all. Would want to know upfront that for this token auction there are 500 tokens being sold for 1k plat each with a pool of 25 auction items or 100 tickets sold for 5k each with a pool of 50 auction items...one per account purchase each auction. Just random numbers used for this example:)
Game mail system-- charge postage, charge user fee, charge what ever you like because the ability to communicate within the game is worth a lot. To be able to send off a message to a friend asking if he'll be around the next day to go to a lecture at the Academy just before I retire for the evening and upon logging in the next time having the answer available?...take my coins and sign me up!
Traders-Would love to see a game wide Trader listing where traders could post their shop contents or other items for sell that could be delivered via mail or hireling when purchased.
Traders shops-ability to accept orders from shoppers when the trader was not available...shopper could write a note asking if that particular shirt was available in green, when Trader reads note could respond with answer and could shopper reserve item for customer or customer could pay fee and have item delivered by hireling. (not sure of all the mechanics but thats the gist)
More lottery/raffle type money sinks. The gem box at the festival was outstanding. Different versions of the Maze random prize piles...if your raffle ticket is one of the 5 pulled you get one pick from the pile. Make different raffles price points with sample listings of what type prizes might be in each pile. Even on the cheapest give a really long shot at something great to keep folk buying tickets.
Vacations--Just pick the destination and pay according to time of stay and destination. Give a choice of destination such as Taisdon just for the memories, a desert island with wonderful swimming and rowboat fun, mountain village with climbing and caves to explore, a bustling city with shops that allow you to customize basic clothing (color, fabric, materials, patterns, etc..) Of course the materials have to be bought from the shops and selections could randomly change. All creating more coin sinks. I could pick a destination based on what I wanted to do, what I wanted to see, or what I wanted to buy.
Additional vault space.
Boats to the islands and barges to Muspari--The boats to the island I'd pay coin to have boats that actually ran on schedule even if the riding time was still long. I'd pay if there were NPC's on the boats or barges that would teach selected subjects during the ride. Ask NPC for teach, list of subjects and prices he's able to teach for duration of the voyage/ride, pay 5 or 10 plat for whatever I wanted from what he was offering.
Give me a reason not to use travel scripts--Make carriages available between the cities that will take me from Crossing to Haven then Haven to Theren and then on the next city. It shouldn't be dreadfully slow but should disembark automatically when you arrive. Let me buy a season pass for travel for a reduced amount or just one trip at standard rate.
Token auctions...would pay a good bit to attend an auction where I had an equal chance of obtaining something nice even with the chance of not getting anything at all. Would want to know upfront that for this token auction there are 500 tokens being sold for 1k plat each with a pool of 25 auction items or 100 tickets sold for 5k each with a pool of 50 auction items...one per account purchase each auction. Just random numbers used for this example:)
Game mail system-- charge postage, charge user fee, charge what ever you like because the ability to communicate within the game is worth a lot. To be able to send off a message to a friend asking if he'll be around the next day to go to a lecture at the Academy just before I retire for the evening and upon logging in the next time having the answer available?...take my coins and sign me up!
Traders-Would love to see a game wide Trader listing where traders could post their shop contents or other items for sell that could be delivered via mail or hireling when purchased.
Traders shops-ability to accept orders from shoppers when the trader was not available...shopper could write a note asking if that particular shirt was available in green, when Trader reads note could respond with answer and could shopper reserve item for customer or customer could pay fee and have item delivered by hireling. (not sure of all the mechanics but thats the gist)
More lottery/raffle type money sinks. The gem box at the festival was outstanding. Different versions of the Maze random prize piles...if your raffle ticket is one of the 5 pulled you get one pick from the pile. Make different raffles price points with sample listings of what type prizes might be in each pile. Even on the cheapest give a really long shot at something great to keep folk buying tickets.
Re: Making money the oblivious way on 02/08/2013 06:13 AM CST
People with money in real life tend to invest it into things they enjoy. What if crafters with lots of money (Hey Caraamon) could invest in festival shops. You could spend some huge amount of plat and as an investor get a table in one of the festival shops full of gear that you've designed (with GM approval of course). So in one of the weapon shops there would be a table with a placard that read "All weapons on this table designed by Caraamon" with an assortment of 5 or 10 items that he's fully designed the tap and look description for. Plus they'd have all the stats of an actual weapon crafted by Caraamon.
There would be a limited amount of stores that could be invested in to not completely bog down the GMs time and depending on how popular it was the price to rent some space could rise for each festival. This could also become an auction prize.
If non crafters want the privilege they can pay the same price but their wares have store bought statistics.
There would be a limited amount of stores that could be invested in to not completely bog down the GMs time and depending on how popular it was the price to rent some space could rise for each festival. This could also become an auction prize.
If non crafters want the privilege they can pay the same price but their wares have store bought statistics.
Re: Making money the oblivious way on 02/08/2013 08:11 AM CST
>What if crafters with lots of money (Hey Caraamon)
I have a lot of money? When did that happen?
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
I have a lot of money? When did that happen?
Weapons for Sale:
http://www.elanthipedia.org/wiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Combat Balance List:
http://tinyurl.com/DRBalance
Re: Making money the oblivious way on 02/08/2013 09:14 AM CST
The problem is that a bit of the posters are absolutely aware of just how much the heavy scriptors and the big gun coin holders can really throw around, but there are a lot of players that don't do that (I'm actually happy they don't, I think they'd take something out of the game with pushing that way, sure they'll never be a Capital Big pusher in an auction, but they game hopefully will be more story-driven to them?)
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.