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Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 11:54 am
by zanthar
katriell wrote:These sound good to me. The second there is one that kills two yubos with one dagger: apartment decoration has been desired for a long time.

"NPC's sell higher grade armor (choice MQ)" sounds like a minor danger to crafting.

I wouldn't be opposed to the NPC's selling higher Q armor as long as there are no Boosts applied to the armor, but then again I personally won't buy NPC built armor.

I would have voted for higher priced TP tickets but I feel those should be scaled to the Difficulty of the zone the tp is in! (I.E.) I think a ticket to Yrkanis should be cheaper than a ticket to the Upper Bog and Upper Bog should be cheaper than a ticket to Grove of Confusion.

I wouldn't mint upkeep on my packers and appartment so long as it's not over done.

Hey Josh, add in the poll more storage as well! More gh / appt. storage

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 11:57 am
by flat75
pavmelas wrote:Increase Price of TP's -> not agree at all
Increase Price of Tools -> not agree at all
Decrease dapper's given by NPC for sale of item. -> not agree at all
Upkeep for Room // GH -> not agree at all
Upkeep for packers -> not agree at all
NPC's sell higher quality mats (up to Q250) -> agree
NPC's sell higher grade armor (choice MQ) -> agree
Increase cost of making sap crystals -> not agree at all
Buyable 'pretty' things for Room // GH -> useless stuff
Bribes for TP's you're not supposed to be able to get -> not agree at all

don't increase prices, decrease them -> totally agree
>>I am not an economist, (IANAE) but you have to have some broader view to understand the problem.
Imagine all the dappers owned by all players as one pool. Examine how this pool gains, and looses.
Main gains:
- Mats from loot/dig sold to NPCs
- Crafted items sold to NPCs
Main continual losses:
- Teleport tickets
- Mektoub food
- tools (at 1k this is negligible)
- mats bought from NPC
- other equipment bought from NPC
Main one-time losses:
- Houses / GH
- mektoubs (sometimes recurring)

Most of the other money movements are from player-to-players therefore do not change overall sum.
I think it's not hard to see, this pool is getting bigger. With more and more money players have, they are willing to pay more and more to each other for the services/things they need.
Rapid accumulation of overall money in circulation decreases it's percieved value, causes rising of p-t-p prices, which in effect decreases the real value of the currency.
Gold is valuable because it's rare. Air has nearly no value, even if we can't live without it.
So in order to fix economy, I think two main steps should be done: first sudden decrease of currently owned dappers, second raising recurring cost to match or nearly match in-flowing dappers, or introduce new ways of spending dappers.
Alternatives:
- decrease incoming dappers (it would not solver existing dapper in economy, and all those with huge wealth would have terrible adventage compared to new players)
- just increasing costs (again, those with huge wealth would barely feel the difference)
Result would be dropping p-t-p prices, more value of a dapper, better working economy.
I would have some ideas, but do not wish to derail the thread, so I don't post them.

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 12:55 pm
by pavmelas
flat75 wrote:>>

Most of the other money movements are from player-to-players therefore do not change overall sum.
I think it's not hard to see, this pool is getting bigger. With more and more money players have, they are willing to pay more and more to each other for the services/things they need.
Rapid accumulation of overall money in circulation decreases it's percieved value, causes rising of p-t-p prices, which in effect decreases the real value of the currency.
yea currency (dappers) not much worth , p-t-p prices high but appropriate just not payed in currency (dappers).
flat75 wrote:
So in order to fix economy, I think two main steps should be done: first sudden decrease of currently owned dappers, second raising recurring cost to match or nearly match in-flowing dappers, or introduce new ways of spending dappers.
less dappers = dappers more worth = p-t-p exchange with currency(dappers)

1.crafter type skill set - hunter type skill set disparity in to get dappers = crafter get best armor/weapon and enjoy showing his aen in events, hunter hunts in fine.

2. Rich people = not in hunting teams, not in digging teams , not in NPC hunting teams -> they buy instead.
(this is evil designed, indeed :P )

new ways of spending dappers = fine, if its not change current economy to bad.
flat75 wrote:
Alternatives:
- decrease incoming dappers (it would not solver existing dapper in economy, and all those with huge wealth would have terrible adventage compared to new players)
- just increasing costs (again, those with huge wealth would barely feel the difference)
Result would be dropping p-t-p prices, more value of a dapper, better working economy.
I would have some ideas, but do not wish to derail the thread, so I don't post them.
increase costs and decrease incoming dappers would hit the people who don't have much of them and do most of "work" to get raw mats.

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 1:09 pm
by apziro
pavmelas wrote:1.crafter type skill set - hunter type skill set disparity in to get dappers = crafter get best armor/weapon and enjoy showing his aen in events, hunter hunts in fine.
How many hunters do you see hunting in fine now? How will their access to anything from choice to aen get worse from being able to buy it with dappers? Sure, wealthy crafters will have easier access to bought gear, but if we give them access to NPC-bought QL250 mats, dappers will be drained out of the economy that way.
pavmelas wrote:2. Rich people = not in hunting teams, not in digging teams , not in NPC hunting teams -> they buy instead.
(this is evil designed, indeed :P )
For now, we have an issue with economy having been broken for so long - as flat75 says, changing dapper flow will harm someone during the transition period. But if you from this day forth buy all your gear, and crafters sets their prices appropirately, their cash will run out, and they'll find themselves hunting and crafting again eventually.

Besides, I don't think this issue will ever truly exist. If you buy your gear, but you don't plan to either grind hunt, boss hunt or dig... well, whatcha gonna do with it then? Look cool? Just use it for PvP events? Well, if that's your preference, who'd really take offense?

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 1:18 pm
by pavmelas
apziro wrote:No, dappers don't make a difference when you get freebies from your guild. It's almost a paradox that this argument is raised by the same person highlighting the richer experience as being earning something on your own.

A level 50 newb can't survive in PR, so he can't come across sup. mats on his own. As it is now, his only means of getting a supreme axe at that level is as a gift. A valuable currency would have allowed him to spend his entire stay on Silan saving up money for that axe, and actually earning it on his own. I used to insist on paying for stuff when I was a newb, but it quickly turned out to be a waste of breath, since noone cares.
Well i am hunting,digging,chatting hanging around and take part of guild life. Don't expect the gifts as to be normal but on the other side i am not surprised much about them :P so it has not to contradict.

As for the newb, right , he could buy the axe , but be realistic , don't think the price would ever get in his spending capacity so nearly same as to him dig in PR.

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 3:00 pm
by ffxjosh
Can i ask that if you want to continue the debate that you take it either IG or into PM's.

As both of you dont have your PM's turned on may i suggest you click here to turn them on.

Of course, you dont have to do what ive asked, but it would be nice before this thread gets too derailed on economincs and politics.

Thanks guys,

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 3:06 pm
by ffxjosh
Back on track:
WHICH ONES WOULD WORK?


Increase Price of TP's

[CENTER]Differewnt for each zone?


Increase Price of Tools
not by much, just like to 60K ?


Decrease dapper's given by NPC for sale of item.
would it help balnce the rich?


Upkeep for Room // GH
would it help make poeple think about the amout they spend?


Upkeep for packers
we feed them, what about maintaing them?


NPC's sell higher quality mats (up to Q250)
Do we need to buy Q250?


NPC's sell higher grade armor (choice MQ)
is choice MQ to high, what about only up to Q200?


Increase cost of making sap crystals
Sap crystals already cost, what about making them a bit more expensive?


Buyable 'pretty' things for Room // GH
everyones GH could do with some more 'visual aids'


Bribes for TP's you're not supposed to be able to get
Would this help neturals? or just exploits and not a dapper sink?


[/CENTER]

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 3:53 pm
by sebron
ffxjosh wrote:
Back on track:
WHICH ONES WOULD WORK?


Increase Price of TP's

Differewnt for each zone?


Increase Price of Tools
not by much, just like to 60K ?


Decrease dapper's given by NPC for sale of item.
would it help balnce the rich?


Upkeep for Room // GH
would it help make poeple think about the amout they spend?


Upkeep for packers
we feed them, what about maintaing them?


NPC's sell higher quality mats (up to Q250)
Do we need to buy Q250?


NPC's sell higher grade armor (choice MQ)
is choice MQ to high, what about only up to Q200?


Increase cost of making sap crystals
Sap crystals already cost, what about making them a bit more expensive?


Buyable 'pretty' things for Room // GH
everyones GH could do with some more 'visual aids'


Bribes for TP's you're not supposed to be able to get
Would this help neturals? or just exploits and not a dapper sink?


the only one i think that makes sence is npc's selling q 250 mats ;)

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 4:39 pm
by ajsuk
Not got too much to add at the moment except that I think as a general rule whatever changes we suggest on current content shouldn't heavily effect new players. Since it's pretty hard to get going as a noob without alot of digging which isn't the most fun thing for the average noob to start off with that is.

The teleports idea is a good example so far of the way we should be thinking. ie: things costing more as we level up and earn more.

This could be applied to the storage suggestions too as has been brought up previosly elsewhere. Perhaps keep the 3 packers and mount a one off fee basic package but a maintenance/rent charge could be added any extra animals (if that were to happen) and apartments/GHs.

Re: Lets Sink that Dapper

Posted: Fri Apr 27, 2007 5:50 pm
by katriell
ffxjosh wrote:
NPC's sell higher grade armor (choice MQ)
is choice MQ to high, what about only up to Q200?
It should be no better than fine MQ, IMO. Should not be in any way a viable alternative to crafted armor, just an easy access to "clothing."