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Re: Suggestion
Posted: Fri Jul 10, 2009 7:59 pm
by michielb
richky wrote:Yes, as Acridiel pointed out, I am very definitely against cats. I consider them to be a major contributing factor in the decline of Ryzom, but that is another discussion
.
To try to be more constructive here with the issue of dapper and the quality of supplies on the vendors... I think the simplest solution (or partial solution) would be to reduce the dapper received from the vendors for stuff.
If you want to make dapper from selling crafts they should be sold on to players, not just dumped on the vendor.
Sounds reasonable untill you take into consideration the sheer number of crafters and the enormous amount of items they produce in order to master their craft. What you're suggesting would amount to a lottery unless you'd be able to make stuff that is so far beyond the rest it would stand out.
as for cats contributing the decline of Ryzom, I don't think so. Vocal PvPers throwing their weight around maybe, Jessica Mulligan probably, Game Forge definately. Cats, as much as I hate them, not in any noticable way...
Re: Suggestion
Posted: Fri Jul 10, 2009 9:02 pm
by odofitzg
michielb wrote:I would love to see these items as I've never even suspected such items even existed.
But what I suggest is similar; Choice items on vendors but not items that magically apear but items crafted by players, players who did this because of an NPC mission asking for supplies...
Hrmmm... I rather think that one could get the same effect (without the requirement for missions) if items put up for sale did not disappear after 7 RL days. I would gladly make good low and med. lvl jewels and put them on the market if I didn't know they would disappear before they might be bought. As it is, I have a few sets on a packer, and a hoard of mats to make more on demand.
When the server was full, a timed wipe of items for sale made sense. As it is now, not so much.
Just my 3 dappers
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Current main = Bitttymacod (Tryker Jeweler)
Re: Suggestion
Posted: Fri Jul 10, 2009 11:42 pm
by richky
michielb wrote:Sounds reasonable untill you take into consideration the sheer number of crafters and the enormous amount of items they produce in order to master their craft. What you're suggesting would amount to a lottery unless you'd be able to make stuff that is so far beyond the rest it would stand out.
That is possible, so maybe their should be a little more profit from vendor sale than my original suggestion (at least for choice+ goods), but the amount the vendor gives now for junk is ridiculous.
michielb wrote:as for cats contributing the decline of Ryzom, I don't think so. Vocal PvPers throwing their weight around maybe, Jessica Mulligan probably, Game Forge definately. Cats, as much as I hate them, not in any noticable way...
I noticed people leaving hunt groups because they ran out of cats. I noticed waiting while half the hunt party left to get resupplied with cats. I noticed beggars on the chat channels who didn't seem to realize that if they were working on their skills for the time they spent begging for cats they'd be farther ahead. I noticed people logging out if they couldn't find someone to give them some cats because they felt they were wasting their time doing anything without cats. I noticed an increased focus on leveling/capping skills and a decreased focus on the world and its events. Admittedly, many of these things are less of a problem now that the population is so low that cat demand is more easily met but
in my opinion they were as much a part of the problem as the other things you mention.
Re: Suggestion
Posted: Sat Jul 11, 2009 8:59 am
by michielb
j3kyll wrote:Wow this thread started as one thing and evolved into something else. Lol.
My Fault I'm Afraid. All I can say is: it seemed a good idea at the time. In hind-sight I probably should have started a new thread..
In my defense keep in mind that for a bank to work there needs to be a handy currency that is actually used for trade. In the current (hehe) situation the defacto currency (mats) would take up too much space to effectively run a bank...
Re: Suggestion
Posted: Sat Jul 11, 2009 9:08 am
by michielb
richky wrote:That is possible, so maybe their should be a little more profit from vendor sale than my original suggestion (at least for choice+ goods), but the amount the vendor gives now for junk is ridiculous.
I noticed people leaving hunt groups because they ran out of cats. I noticed waiting while half the hunt party left to get resupplied with cats. I noticed beggars on the chat channels who didn't seem to realize that if they were working on their skills for the time they spent begging for cats they'd be farther ahead. I noticed people logging out if they couldn't find someone to give them some cats because they felt they were wasting their time doing anything without cats. I noticed an increased focus on leveling/capping skills and a decreased focus on the world and its events. Admittedly, many of these things are less of a problem now that the population is so low that cat demand is more easily met but in my opinion they were as much a part of the problem as the other things you mention.
Sorry, I was blissfully unaware of these problems but if this is really the case and the problem is a wide spread as you suggest then I'd say: sod the cats and remove them from the game! (Either that or put them up for sale at vendors....)
Mind you racing to the cap is a problem in most MMO's and tends to come as a by product of the dreaded "end game" , in most cases PvP...
As for the price issues at vendors I fear it would take a lot of tweaking to get the price just right especially since you'll always need them to get dapper into circulation...
Edit, added the part about vendor sold cats
Re: Suggestion
Posted: Sat Jul 11, 2009 11:31 am
by seawe
I think the suggestion to implement crafting missions that supply the market is an good idea. It would kinda gaurante a certain level of quality was always available, instead of just letting crafters make and sell stuff endlessly into the dark hole of an npc buyer.
I do think all basic and some fine mats should have their stats boosted. In the end we're all concerned about an extra 5% protection, so the basic mats could easily be boosted closer to choice, becoming more desireable/useful, and still remain enough below a fine and choice ql to be less desireable. It would increase thier market worth and thereby the whole market's worth.
Giving dappers bulk with all those other ideas including a bank would be awesome
Though so would having the cost of an apartment or such be in materials or crafts instead of dappers. and those same materials and crafts could go into the market.