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Re: Dappers!
Posted: Wed Jul 27, 2005 3:19 pm
by vinnyq
About the unlimited supply causing the economy to go bork thing ... I am not quite sure about that one.
In this other space-flight game (start with E and rhyme with ... um .. VE), which I think has the best economic and market system I have seen, there's still unlimited resources (mining asteroids, killing pirates for bounties, etc), but the economy works, simply, because there's a need for the money, to buy the skills to train, to buy for implants to up your attributes, to buy better ship that can get blown up in a heart beat.
As long as you provide a need to have money (even from buying from NPC items, such as NPC crafting mats), then you will get a working economy.
The need of money is the underlining thing that put the rest in motion =)
Re: Dappers!
Posted: Wed Jul 27, 2005 3:25 pm
by mmatto
Ahhh, lots of small costs:
tell - 1 dapper
region tell - 10 dappers
region tell, all caps - 10000 dappers
ingame email - 10 dappers
server announcement - 10000000 dappers
Re: Dappers!
Posted: Wed Jul 27, 2005 3:30 pm
by vinnyq
lol.
Ok wait a minute here. If they just start slapping cost to everything willy nilly, that probably won't be good and a lot of pple will just think it's silly, arbitrary, and will actually be angry about it ("cost me money to send a chat, what kind of retardedness is that?!??!").
But cost to buy the skill bricks makes sense. Even though you leveled up, you still need to be trained to learn new skills. Let the higher level bricks cost both skill points and dappers (and lots of it!). Especially the really high one. This not only cause a need for people to have money (there by driving everything else in motion), but also hold in check the end result where everybody have lvl 250 skills in all the main skill branches.
Re: Dappers!
Posted: Wed Jul 27, 2005 3:32 pm
by grimjim
Its a matter of supply and demand really.
I also resent it because when I do need money I have to dig, something I find really, really dull.
There is too much money coming in too quickly and not enough ways for it to come out.
We have a couple of one time purchase things that are quite expensive - Apartment, and Guildhall.
We have Mektoubs which cost a reasonable amount and CAN die but are rarely used (mounts) or rarely put into danger (Packers).
Not enough materials get sold to make crafting with bought mats a really viable prospect and the NPC craft mats peter out at a relatively low level.
equipment and armour don't wear out quickly enough to put a break on wealth acquisition. (Nor would we want them to).
The only reason I ever run out of money is because I don't like digging.
Perhaps the upkeep cost of outposts eill help.
Re: Dappers!
Posted: Wed Jul 27, 2005 3:38 pm
by rushin
Is there a (good) reason why we cant buy upto q250 basic npc mats? have to say i cant think of one.. nice use for my dappers :_)
Re: Dappers!
Posted: Wed Jul 27, 2005 3:40 pm
by grimjim
rushin wrote:Is there a (good) reason why we cant buy upto q250 basic npc mats? have to say i cant think of one.. nice use for my dappers :_)
It would make it quick and easy (but expensive) to level crafter skills.
Re: Dappers!
Posted: Wed Jul 27, 2005 3:55 pm
by iwojimmy
Personally, not enjoying digging as much as the rest of the game, I only dig what i need to cover any crafting craving i experience. As a consequence, Im not a very good crafter, and also feel guilty if Im using quartered mats far above my crafting needs - which is where Im hunting these days. The end result of all this is that I sell most of the stuff I kill, and cheaply, so others get some benefit from my work too.
This altruism means that most of what i put up for resale actually sells quickly, except the stuff above q250. Makes me wonder if people have their filters set too low

but anyway, whatevr kind of moneysink you put in, remember that not all players are high level diggers/crafters, or members of wealthy powerful guilds.
Be careful that when reining in the Uber-Players, you dont strangle the smaller ones.
'cause who could you gank then?
Re: Dappers!
Posted: Wed Jul 27, 2005 3:58 pm
by rushin
grimjim wrote:It would make it quick and easy (but expensive) to level crafter skills.
hmm. 99 q100 basic mats cost ~170k
lets say i want to get one level in all 5 branches of light armor at lv200. that would require round about 3000 mats. I'm at work so dont have the figures for what q200 basic sell for but i really dont think its going to make everyone uber crafters overnight. You would need many hundred million dapper to powerlevel a craft tree to the top.
What it would do is help me top up on mats i might be missing/low on when i have a big crafting session. Or maybe more importantly would shortern the poverty gap between those who craft/dig and those who dont (although there will always be some who want a billion dapper sitting in aprartment i guess

)
Re: Dappers!
Posted: Wed Jul 27, 2005 4:32 pm
by dazman76
mmatto wrote:region tell, all caps - 10000 dappers
Priceless, and pure genius mate
+ extra 1000 dappers per "! or 1 or one" after the first occurence

Re: Dappers!
Posted: Wed Jul 27, 2005 5:14 pm
by iphdrunk
iwojimmy wrote:
This altruism means that most of what i put up for resale actually sells quickly, except the stuff above q250. Makes me wonder if people have their filters set too low
it's a bug. No mats higher than q250 appear in merchants. Sell them via tells (I wondered why there are no jugula or cuttler mats sold ever q251 and q255, tested and it didn't work). So nevrax didn't fix this one, just added a higher filter value.
So hunters: if you have q251 or q255 mats to sell /tell Aniss.. err your best crafter
