Gold
#1
Posted 12 December 2006 - 06:59 AM
Take the gold drops off of most of the MONSTERS I.E: Large Snake,Small Snake etc,etc.
why would a Monster be carrying around a bag of gold? I can see Bandits/Human enemies carrying gold,but i don't see monsters doing so.
Heres my suggestion on it:
Instead of gold,have the monsters drop something that can be sold. I.E: A Large Snake dropped a Snake Skin.
the snake skin could,in turn,be sold for the price that the large snake drops now. but make the drop something like 55-75%.
Just my suggestion. take it for what you will.
#2
Posted 12 December 2006 - 07:57 AM
Especially when you look at things like the museum and desert.
How do you have those monsters drop items rather than gold? People couldn't carry all of the monster drops and we'd just have garbage all over the place.
If it wasn't done for most non-human like monsters, it would simply mean new players had an EVEN larger gap...nearly making it so there would be no way for them to break into the chance of working into NM.
-Proverbs 4:7
#3
Posted 12 December 2006 - 06:18 PM
-Gaddy
Edited by Gaddy, 14 December 2006 - 10:29 AM.
#4
Posted 12 December 2006 - 07:21 PM
The primary reason why only a handful of people hold so much of the Nightmist gold is down to them dominating the market on boss drops like Spider Gauntlets and Crystal Rings and selling them in bulk - for weaker players, the cheap prices they are being sold for make it not worthwhile to get into the market themselves, and of course, everyone buys the low-priced items and the gold is transferred to a small handful of suppliers. Because of the heavy alt usage in the game, the concept of 'specialising' in a certain part of the game is removed because they have the ability to handle many of the game's areas - for example, you don't hear about one player who is an expert with just the Crystal Giant and specialises in Crystal Rings while another is an expert with just the Spider King and specialises in Spider Gauntlets - most players who deal in such items deal with the lot.
There is some specialising in crafting, but generally profits are more readily available from simply killing monsters or selling boss drops.
Main crits:
Crane
Europa
Don't kill the
#5
Posted 12 December 2006 - 09:26 PM
bill got 50m out of the game by being banned
yeh i got banned for something i didnt do, the ppl involved didnt get banned, but since i changed the pass for them, staff have banned me for what the other ppl involved shoulda been banned for so yeh your right my 50m gold will be outta the game along with everything thing else expensive i owned since the staff handling the case wont "investigate" the truth, but they go by what the kids that are tryin to save thier own ass so they can continue playin, i dont care to play tbh, i moved on in life, but i dont want lil homos goin round with my names
so yes, thank you mike/alex/gaz... what great friends u were, cant even man up to the truth and take the fall for your own mistakes
#6
Posted 13 December 2006 - 04:07 PM
and of ALL the people in NM, surely you're one to know not to trust people?
As for the suggested idea, been suggested more times than Gaddy's had women.
Ok, bad example. but you get the point!
#7
Posted 14 December 2006 - 01:33 AM
How would that save my own ass? I don't think who else was involved would affect what I did. I got dealt a punishment after I told them what I did, I didn't mention what other people did that didn't involve me. Don't blame me for the staffs mistake.
Anyway, I the problem with gold is that it builds, not much is done to take gold out of game, as said in other threads, it just circulates through others, most of the best stuff is dropped for all levels. Halberds for lvl 20s, ss for fighters/paladins, blade of time/mclaws for zerks, too many things that everyone wants is controlled completely by players and not the game.
For an example, Cr's used to be 200kish, once 4ac rings came into existance, they costed about 450k, in a few years, they've only dropped 30-50k cause they're at a set price. At first this would seem to be a good thing, but since 4ac rings are more sought after by richer people, they're willing to sell items such as cr's for less.
Even though the game is expanding, there's no need to make crits even more powerful year after year. Make the best items store bought for an extremely high price, like cobalt (although it's no longer the best). They used to sell (by players) for around 9m, but since Sceptar of Balance came, although it is the same, it was more sought after, so people sold they're cobalts for slightly less (around 8.5m now) because they're was an alternative that people liked. Since cobalts sell in shop for 8m, they will never be sold by players below that (unless gold is not the reason they're selling)
So possibly, if you start making 31bd weapons for paladins or wis mod weapons for clerics, make them sell in shop for alot so they'll have a fixed price, and they're never go below the sell to shop price when players sell to each other, like the cobalts.
Edited by Ryuku, 14 December 2006 - 01:37 AM.
#8
Posted 14 December 2006 - 09:01 PM
WoW keeps players in a constant earn gold/spend gold mode by using decay on items to have to repair, and using consumable resources for everything you do. how many people would train with vampire blood potions all the time if they didnt have to worry about needing healing, temporary potion buffs that would increase your str or dex, buyable at shops, or craftable from alchemy requiring you to buy reagents from a vendor. This would help recirculate gold in and out of the game, while also giving players a little more fun through the training grind.
However, you run into the problem of inventory space. But there can be a solution. Code was added to stack items that were dropped on the ground in an attempt to keep nightmist clean from crap all over the place. Use the same logic to stack consumable resources in groups of 5. Now, what you are thinking is this makes it possible to carry 70 potions in your inventory. And if you left it at that you would be correct, however you could also add some minor coding to prevent a player from having more than 20 of a specific item in their inventory at the same time. Now if you limit the bag space to 10 slots, you could carry 20 potions in stacks of 5 for 4 slots, and still have 6 slots left for cycling gear for training.
Now this needs some tweaking, and is really a stretch of a topic, but i have to work so i will write more later.
Julius 1 alt
#9
Posted 17 December 2006 - 12:43 AM
Also, if you had the potions stackable with cleric skills, the potions would be overpowered.
Also, 20 Glowing Mushrooms, 20 Lodestones, 20 Adv. Mana, 20 Nightshades......just too much inventory space, what if a player with all of it full were killed? Flood of drops would be ridiculous.
-Proverbs 4:7
#10
Posted 17 December 2006 - 03:27 AM
Julius 1 alt
#11
Posted 28 January 2007 - 05:00 AM
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