Idea for game money sink

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jamela
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Re: Idea for game money sink

Post by jamela »

Increase the prices of teleports pacts, sure, but better to increase mekkie use by letting the tribes rent or sell mektoub mounts from their stables. Or like exchanging your tired one for a fresh mount, a la Pony Express. Hmm, and not just your mounts, come to think of it :) . Allow a quick baggage swap onto fresh exchange packers too. I have no problem with riding being an expensive way to travel, it is simply First Class :) .

Basic apartment and guildhall should be rent free, in my opinion, but upgraded sizes could be available and expensive. How about adding new and improved spaces in the upmarket areas away from the noisy trade markets and in the higher level towns? With improved features like portals to the guildhall to make use of those undeveloped rooms we have? If the rent gets missed then well, their stuff just gets locked up until they can settle the bill. Up to some kind of limit, like a cycle; i.e. not prohibitive, but encouraging people to downsize if they're not really using the extra space.
jamela
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Re: Idea for game money sink

Post by jamela »

The reason that traders are used so little for the sale of quality items is that the traders will only keep any item in the shop window for one week, then they throw it away, which is not what a crafter wants to see happen to something made from rare, hard won materials, and which didn't degrade when crafted. Get the traders to charge the crafters to keep their items up for sale and in good condition beyond that one week. Then we might see the trader market return to something like it's former state. It may still be abused for storage of items, as it was before, but that will be an expense.

Edited, thank you Sehraci ;) .
Last edited by jamela on Mon Jan 29, 2007 6:22 pm, edited 1 time in total.
jamela
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Re: Idea for game money sink

Post by jamela »

riveit wrote:...I don't like the idea of mats degrading. Many people like to keep all sorts of nice mats for testing recipes. People also collect mats for months to make the very best crafted item. If my supreme boss or dug mats degraded away, I would be extremely annoyed. ...
I do like the idea of materials and items perishing, and yes, I would be annoyed to lose anything I cannot replace. How about 'cold' storage, which requires energy (dappers) in order to run and keep items in stasis?
jamela
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Re: Idea for game money sink

Post by jamela »

danolt wrote:...There is nothing wrong with the economy, players are dependent on friends and allies. Considering there are only a few thousand Homins left on the planet, that makes pretty good sense to me.
You're right, Pero :) . The current economy is essentially based on barter of materials and goods, and the dapper currency has little worth until we have more things to spend it on that we cannot source for ourselves.

A problem I see with materials not being perishable, and storage being expandable, is that this threatens to devalue the barter system too. I think it is already in trouble.
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sehracii
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Re: Idea for game money sink

Post by sehracii »

jamela wrote:The reason that traders are used so little for the sale of quality items is that the traders will only keep any item in the shop window for two weeks, then they throw it away, which is not what a crafter wants to see happen to something made from rare, hard won materials, and which didn't degrade when crafted.
It's only one week. And a big reason the merchants aren't used more often, correct.
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mithur
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Re: Idea for game money sink

Post by mithur »

sehracii wrote:It's only one week. And a big reason the merchants aren't used more often, correct.
True. That's a good point. Let the merchants being used for more than a week (Two, or three, even a month), and cap the mats percentaje in something like 500% (I don't know the exact sume). So, if someone put her pile of mats for stock in a trader, he risk to it be buy for someone with dappers.

In the other hand, Items percent don't need be capped, because they are not stored as much as the mats.

And, with the item of materials degrading, I think that supremes (The only real hard to get) must be permanent. But, the rest, must be degraded in time. That could be enough for move the trading, and then will be easier for all fin that choice or exc mats they need.
Why would the economy be on the same level as other established and secure worlds? To many players expect life on Atys to be easy, friendly, safe and comfortable which in truth it is certainly becoming just that.

There is nothing wrong with the economy, players are dependent on friends and allies. Considering there are only a few thousand Homins left on the planet, that makes pretty good sense to me..
Then, again, change the system. But has no sense everyone having millions of dappers that doesn't worth nothing at all. There are enough dappers in circulaton to paviment all four countrys.
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danolt
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Re: Idea for game money sink

Post by danolt »

1 Million dollars is not the same amount of buying power as 1 million pesos.

I guess the point I am trying to make is that Homins really produce nothing of value to base a currency on. Everyone has the ability to make goods of fairly equal value, an LA q250 boot is about the same as a q250 ring.

I have no idea what the 'dapp' is supposed to be based on, my guess is that it is related to the ability to reform and transform organic materials and that is why our organic weapons and armor respawn with us on death. (which is one of the reasons the whole Karavan are destroying the environment argument is so stupid, everything can respawn)

Perhaps the best way to get equipment to those who are struggling to find upgrades is some sort of bulletin board system where players could post their need and crafters could respond. You know, like hiring people to do something.
Last edited by danolt on Mon Jan 29, 2007 7:23 pm, edited 1 time in total.
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riveit
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Re: Idea for game money sink

Post by riveit »

mithur wrote:And, with the item of materials degrading, I think that supremes (The only real hard to get) must be permanent. But, the rest, must be degraded in time. That could be enough for move the trading, and then will be easier for all find that choice or exc mats they need.
Excellent and choice quarters can be difficult to obtain also. Ever try to find choice q260 gubani or ploderos skin when you need it? :D Some or all of choice quarters only appear after a server reboot and never pop otherwise. Or you need Dolak skin right now but someone kills him almost as quick as he pops up? Or suppose all your excellent lake glue resin degraded and now you have to wait 9 real-life days for the season to be right to dig it to craft that armor you want to make?

I say add new and fun dapper sinks but don't make the game irritating by degrading everyone's mats. However, I am all for some items wearing out faster to spur more crafting. For instance, focus armor and jewels seem to last nearly forever.
Last edited by riveit on Mon Jan 29, 2007 7:47 pm, edited 1 time in total.
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rushin
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Re: Idea for game money sink

Post by rushin »

mithur wrote:True. That's a good point. Let the merchants being used for more than a week (Two, or three, even a month), and cap the mats percentaje in something like 500% (I don't know the exact sume)
you mean the markup?

i think you need to experience the high end market a little before making such sweeping statements. i regularly put weapons up with 6000% markup and they sell, because they are worth the dapper :)

(if you didnt mean the markup then please ignore me, or explain :p )
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mrshad
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Re: Idea for game money sink

Post by mrshad »

The mat degrade idea is intruiguing. But I am not sure it would really work out. Kinda like the idea of perma-death; it opens up some opportunities, but on the whole is pretty aggravating.

I think what we really need (and it has been stated before) is to have dapper buy us something that we can not get for ourselves. Maybe some nifty Karavan Lasers, or letting the Kamists buy thier souls back from Ma-Duk :) .

If the OPs had a maintenece fee, that might help. Increasing the costs to declair war would help as well. I am not sure what else would really work, and would be feasible to implement.
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