Relaunching an Old debate: economy
Posted: Sat Jul 22, 2006 8:46 am
All,
With the influx of new players, and the imho clear differences between rich people and not-so-rich people (some players can easily hand out hundreds of milions without a blink) and he good-intentions-but-yet-questionable high level players that can give a couple of milions to a new refugee, I still wonder about atys economy and possible solutions. This has been treated in the past, so I'm not going to rehash the same arguments and a lot of good ideas have been given:
http://www.ryzom.com/forum/showthread.php?t=16798
http://www.ryzom.com/forum/showthread.p ... ht=economy
but personally, being the recent NPE something like a second relaunch of the game (take if with a grain of salt) with the influx of new players maybe something could be done and this could be a good moment for it
* Do you think that economy should be reviewed / revamped and it has somewhat a medium to high priority?
* Now that are more players, thus more mats available on the merchants, that the herbivores drop has been increased, does this mean that the mat merchant will be a satisfactory money sink? I used to say that dappers were pretty much useless but lately I am finding myself spending more and more dappers -- although my craft habits are wide, the usual suspects as resin, clothes, seeds and amber supplies are well below crafter needs and I have reduced my harvesting a lot--
questions like "would you agree to a dapper reset/some similar action in order to balance this aspect of the game" are never welcome, but, without other measures it will only mean that, in a few months
things could be similar, but on the other hand, I fear that any action made to balance econumy can have a limited effect with the already exisiting mass of dappers in game.
A pet peeve o'mine. Comments?
With the influx of new players, and the imho clear differences between rich people and not-so-rich people (some players can easily hand out hundreds of milions without a blink) and he good-intentions-but-yet-questionable high level players that can give a couple of milions to a new refugee, I still wonder about atys economy and possible solutions. This has been treated in the past, so I'm not going to rehash the same arguments and a lot of good ideas have been given:
http://www.ryzom.com/forum/showthread.php?t=16798
http://www.ryzom.com/forum/showthread.p ... ht=economy
but personally, being the recent NPE something like a second relaunch of the game (take if with a grain of salt) with the influx of new players maybe something could be done and this could be a good moment for it
* Do you think that economy should be reviewed / revamped and it has somewhat a medium to high priority?
* Now that are more players, thus more mats available on the merchants, that the herbivores drop has been increased, does this mean that the mat merchant will be a satisfactory money sink? I used to say that dappers were pretty much useless but lately I am finding myself spending more and more dappers -- although my craft habits are wide, the usual suspects as resin, clothes, seeds and amber supplies are well below crafter needs and I have reduced my harvesting a lot--
questions like "would you agree to a dapper reset/some similar action in order to balance this aspect of the game" are never welcome, but, without other measures it will only mean that, in a few months
things could be similar, but on the other hand, I fear that any action made to balance econumy can have a limited effect with the already exisiting mass of dappers in game.
A pet peeve o'mine. Comments?