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An idea to help the economy!

Posted: Thu Dec 01, 2005 5:28 pm
by alibasil
As we all know it is difficult (to say the least) to find exactly what you need at the merchants! Homins have expressed that a reason why they dont use merchants to sell their items is because they dont want their items to fall into the hands of the enemy!

I was just looking under the FAQ section and suddenly i had a brainwave! (I apologise if this has already been suggested!)

There was a question saying "what is the currency on atys" and of course the answer was "dappers for all atys"...

My thought which i think could turn around our dying merchant system is if we split our currency into 2 separate currencies. one for matis and trykers, the other for fyros and zorai.

With two different currencies a zorai couldnt buy anything in matisian/tryker lands etc etc. This would have the effect of allowing crafters to sell to only their factioned players.

Of course it would be possible for a homin to buy some of the opposite factions currency at an exchange npc, thus allowing them to purchase from the other faction. There would need to be a commission charge (which i would imagine being quite high) in order to give crafters the comfort that their wares will be more likely to go to their own faction.


-EDIT- The money might be better off being split between factions rather than races to accommodate for the kami trykers/matis and karavan fyros/zorai

Let me know what you think and feel free to expand on this idea

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 5:53 pm
by roninpvp
A better idea would be to enable crafters to chose "faction only" requirement when they craft. Let the enemy buy but they cant wear it. Seriously I dont know why they haven't th ought of these simple ideas when they've envisioned global FvF.

Other games have faction use requirements, faction auction houses, and other safeguards to enable faction vs faction. They need to do their research. If I could chose faction only (i.e. karavan for me) I would happily supply the NPCs with affordable crafted items.

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 5:56 pm
by jarko
yea i would like this system but just an option when you buy Sell the factions, sell to players and sell to npc. go devs :D some new brainfood

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 5:58 pm
by iphdrunk
alibasil wrote:Homins have expressed that a reason why they dont use merchants to sell their items is because they dont want their items to fall into the hands of the enemy!

One of the reasons, yes... but what is "enemy"? it can be related to faction, but with the incoming outposts, the term 'enemy' should be expanded. Also, you don't necessarily need to be enemy, just someone that, in context, you character does not wish to do business with.

My thought which i think could turn around our dying merchant system is if we split our currency into 2 separate currencies. one for matis and trykers, the other for fyros and zorai.

it can be a step to improve economy yes, but it can also lead to the same situation, but even divided in (two small broken economy Atyses). Also why the race? did you mean faction? in that case, it seems to me that faction based sellers is less effort.

Of course it would be possible for a homin to buy some of the opposite factions currency at an exchange npc, thus allowing them to purchase from the other faction.

yes, same as there will be players willing to buy their own faction and to trade with opposite faction.

-EDIT- The money might be better off being split between factions rather

I saw the edit just after I typed my reply :)

It's a good idea, but imho, it adds up to adding faction based merchants, without the complexity of having two currencies (and the code upgrades, NPC mats, tickets, etc)

Although faction based sellers seems to adhere with the Faction vs faction storyline, personally, I consider the economy broken in more fundamental ways, like lack of important money sinks for harvesters, unavailability of high quality mats, and other related aspects that have been discussed several times. Apparently, the outposts will help in this sense

Keep them coming Ali :)

Regards,

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 6:09 pm
by roninpvp
iphdrunk wrote:I consider the economy broken in more fundamental ways, like

lack of important money sinks for harvesters,
unavailability of high quality mats,

"lack of important money sinks for harvesters" I've noticed lots of NPCs just with nothing to do in Yrk. I sure would like to be able to hire a few of them for when I venture into dangerous diggign areas. Why cant I buy tps for my animals I would surely take them around.

I agree the reasons I stated for not selling via npcs was an easy answer to the immediate issue brought on by the author. However in addition to the above there are other concerns too.

What is a master crafter to do about the requirements? Nothing else to do but sell 250 via npc and take the occasional sub 250 requests?

Why is it that Focus LA and Jewelry wear out at like a fraction of the pace other gear wears out?

What about Weapons and Heavy Armour; they last way more than for the levels before you can get a higher quality one. So there are more issues affecting the economy then just the way we are allowed to sell things buy things.

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 6:22 pm
by iphdrunk
roninpvp wrote: I sure would like to be able to hire a few of them for when I venture into dangerous diggign areas. Why cant I buy tps for my animals I would surely take them around.

That's a pretty interesting idea :) , hire NPCs: guards for your harvesting, exclusive player sellers, etc. Guards could be very useful, allowing the harvester to go for more hard to get mats, rent a careplanner, etc. Although I already see the syndicate of Mercenaries going on strike :) Of course, care should be taken to avoid situations where a player hires a team to level a branch rather than teaming up with real players -- although sometimes I wish I could -- but those kind of money sinks, without adding excessively too much imbalance gameplay-wise is what should be required imho to balance economy. In simple terms, give crafters something to spend their dappers on and they will sell for dappers.

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 6:22 pm
by forever
I think it would be nice if when we put things on the merchants to sell to others we had a choice of who could buy the item.
We could pick sell to Kami only, Karavan only or all Homins.

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 6:46 pm
by sprite
What about neutrals?

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 7:03 pm
by archerke
my problem is: i cant make stuff fast enough :x

Re: An idea to help the economy!

Posted: Thu Dec 01, 2005 7:16 pm
by rushin
splitting currency carries the danger of marginalising the market to an unworkable level. i think ali stated race not faction to avoid the changing sides/neutral issue.

seller or better yet crafter setting a flag to dictate sell to kami/kara/race/all/etc would be nice - and it doesn't force anyone to do anything, which is important having such a broad range of attitudes to the whole FvF concept. while ur at it want to add another checkbox for crafter name ;)