The economy IS broken: Suggestions / Reasons?

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morgan73
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Re: The economy IS broken: Suggestions / Reasons?

Post by morgan73 »

ozric wrote:Hmm, a miscalculation in my original statement, high qual helm uses 40 mats in fact :) .
Am i mistaken that med qual helm uses 6 clip, 6 stuffing, 9 shell, 9 lining ? (30 mats)

*edit* srry to drag this thread off-topic

You know, I think you're right. I remember 9/9 for sure.. my bad, bad math. Looks like it is 300xp per mat. :o

Bad me for bein off topic too.. but wow did this thread wander everywhere.
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kaetemi
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Re: The economy IS broken: Suggestions / Reasons?

Post by kaetemi »

malkor wrote:The reason that dappers arn't worth much
is because i can only buy 1 appartment, 3 packers and 1 mount :(
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bcharles
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Re: The economy IS broken: Suggestions / Reasons?

Post by bcharles »

kaetemi wrote:is because i can only buy 1 appartment, 3 packers and 1 mount :(
That's the essence of it, really. Once you've got your basic equipment, apartment, and 4 animals, that's it. All there is to spend dapper on at that point is teleport tickets, and that's not enough to float an economy. Maybe if they introduce consumables that'll boost the value of the dapper.
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ozric
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Re: The economy IS broken: Suggestions / Reasons?

Post by ozric »

bcharles wrote:....Maybe if they introduce consumables that'll boost the value of the dapper.
Im sure dapper will start having more "value" once outposts are introduced. I dont see them as being cheap to maintain.
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iphdrunk
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Re: The economy IS broken: Suggestions / Reasons?

Post by iphdrunk »

ozric wrote:Im sure dapper will start having more "value" once outposts are introduced. I dont see them as being cheap to maintain.
I'm worried about the economy anyway. Would a guild of "hunters" strive to keep and mantain an outpost vs a guild of "diggers" dapper-wise ? (I know, this is extreme, just trying to make a point). This is why I asked in this round of questions about the economy in general. I'm afraid I don't think that adding outposts as "money sinks" will solve this issue. I see more a targetted money sink (give harvesters something to spend the dappers on) rather than relying on outposts
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zumwalt
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Re: The economy IS broken: Suggestions / Reasons?

Post by zumwalt »

very valid point!

Rich = diggers / crafters
Poor = fighters / mages

So it will be up to the rich to feed the outpost all day long, while the poor go play.
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rmillard
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Re: The economy IS broken: Suggestions / Reasons?

Post by rmillard »

zumwalt wrote:very valid point!

Rich = diggers / crafters
Poor = fighters / mages

So it will be up to the rich to feed the outpost all day long, while the poor go play.
Very much resembles a certain form of government prevalent in the country of origin (think redistribution of wealth)... ;o)
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kaetemi
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Re: The economy IS broken: Suggestions / Reasons?

Post by kaetemi »

i want 30 packers..
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dc77066
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Re: The economy IS broken: Suggestions / Reasons?

Post by dc77066 »

The player economy has been saved!! We are all moving over to the EE servers and set up a World Bank. The World Bank will give loans to fighters and mages and charge them a small interest. When they need to re-equipt after they level or their armor falls off we'll let them refinance. Anyway soon enough they will have a debt of a third world country and we'll have to subsidize them with all the money we made off them. Meanwhile we'll pay harvesters to forage less in the Prime Roots (call it "conservation") and artifically keep the prices for mats high. Fine mats would be the norm to keep the durability low (can't have durable goods lasting a whole year!).

Baawaahhhaaa!! Brilliant!!

P.S. I want to know why Nevy is saying the merger will increase the player population? 1+1=3 all the sudden??

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Last edited by dc77066 on Wed Mar 30, 2005 2:03 am, edited 1 time in total.
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grimjim
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Re: The economy IS broken: Suggestions / Reasons?

Post by grimjim »

>P.S. I want to know why Nevy is saying the merger will increase the player >population? 1+1=3 all the sudden??

Well, on that server it certainly will.

I imagine it'll also alleviate some of the 'Nobody's around!' problems complained about occasionally on the US forum, meaning greater retention of new players and less bleed off of established players.
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