Drop In Items Value
#1
Posted 11 January 2006 - 06:43 PM
#2
Posted 11 January 2006 - 06:50 PM
#3
Posted 11 January 2006 - 07:51 PM
Edited by Final Universe, 11 January 2006 - 07:53 PM.
copywright ggthxbai co.
11-28-2005 00:31:20 Paralyze Pages You from (Hidden): young yosha in da makin
#4
Posted 11 January 2006 - 08:20 PM
I don't think that a circle of commerce would be effective. All it takes is one person willing to break it to make a quick buck, which will always happen on NM.
I've given this a lot of thought, and the only solution that I see is to allow certain drops to be sold back to stores for a fixed price. You would not be able to purchase these items at the store, only sell them. This would have two main effects:
1) People would never sell for less than the store price, so this would provide a minimum value for these items.
2) The number of those items in game would drop, which would prevent the glut of equipment that currently exists. Who knows... this might even cause the demand to actually push the price back above the set price.
#5
Posted 11 January 2006 - 08:40 PM
Suggestion: You can either place the price you get form a shop the same as the lowwest price on site when added into the game and gradually raise the price until its fair. Or set the price at one rate and then have a staff buy all the items off the site that are lower then that price. This is because the first wave of people to be logged on when this would take place could make MILLIONS if they just bought items off site and sold them to shops.
However if this would work out id suggest
Crystal rings:150k
Boots of Time:150k
Spider Gauntlets:150k
Blade of time:1,000K
Emerald Dagger:750k
Gloves of Vigor:250k
Gauntlets of Virtue:1,000k
Mithril Claws:1,000k
Halberd:50k
Rose Blade:100k
Dragon's Skin:100k
Sand Wurm Hide:100k
Concealing Petal Armor:100k
Dagger of Spirits:25k
all i can think of....
this would make things simple...it wouldnt lower the price of gauntlets of virtue or mithril claws because they are selling now based on their rareness.
A example of this is cobalts reselling for 9.2 when shops pay 8.5
Edited by Final Universe, 11 January 2006 - 08:42 PM.
copywright ggthxbai co.
11-28-2005 00:31:20 Paralyze Pages You from (Hidden): young yosha in da makin
#6
Posted 11 January 2006 - 08:49 PM
I think the prices that you have listed are reasonable. I think there are a number of ways that this could be implemented:
1) Staff buy all the items on site for the lower price.
2) Staff modify the selling price of any items on site below the store price to be the minimum store price.
3) For a period of a few days, only the owner of an item can remove (purchase) an item from the site. (Insert a check into the database code that asserts that the seller and the purchaser are the same.) This would allow people a few days to pull items from the site and get sell them at the store.
#7
Posted 11 January 2006 - 09:39 PM
#8
Posted 11 January 2006 - 09:49 PM
#9
Posted 11 January 2006 - 09:53 PM
Edited by EvilDognapot, 11 January 2006 - 09:53 PM.
#10
Posted 11 January 2006 - 10:29 PM
It will. There's no doubt that there is a cost to this, but I think it's a worthwhile one.problem is, that will get more gold into the game
Look at it this way... in the long run, who does this benefit? The people who go out to kill bosses and get drops for themselves. Those people can be certain that they can get a minimum amount for those items... enough to make the effort/mana/risk worthwhile. I'm more than happy seeing them with a little bit of extra gold.
Who does this hurt? Mostly the people who sit on their heels and make gold by buying cheaply from someone (who usually doesn't know better) and reselling at a higher price. (Don't worry... these folks can still do it, they will just have to do it with rarer items and from the more experienced players.)
#11
Posted 12 January 2006 - 12:28 AM
Calculate gold then remove the ammount the top 6 ranked people have and you will have something closer to a figure of gold that accualy moves around nm.problem is, that will get more gold into the game
I don't believe there is to much gold, i do believe there is to many items
If items could be sold back to shops it should be at a flat minimum rate (suggests 1/3 of Final Universe prices)
#12
Posted 12 January 2006 - 02:31 AM
If staff had a functiion to know how many items are in game, and could monitor the amount of crits that would be in demand of the item (ie lvl requirements/amount in game already) perhaps they could better deal with the economy a bit better... for instance Spider Gauntlets have been around for a very long time and I am sure its safe to say the demand for this item is quite low..but maybe staff could adjust the drop % of certian items like SG's to try to keep the item in demand or perhaps introduce alternative drops in place of the SG's when demand is low or to help the demand increase for the item. If they see a trend of prcing of an item drop (ie website price contuines to go down) staff could purchase the item and resell it at an approtiate price.
But it really comes down to supply and demand ..by manipulating the drop % of an item you effectivly could manipulate the demand on the item or the sell cost of it....I am sure when staff sat down and created this game there wasnt a huge amount of time devoted to how to run an effective ecomony, probley more time spent on cool stuff like shiney items ect. and chacter stats/abillites ....but some blame could be related to the impatient players that cant sit on an item for a day or two in order to get a decent price they want to sell it in 5 seconds..and of coruse if jimmy just bought it for 100k then why would I pay 200k for the real value of the item.
And then there is always the discusstion of there is to much gold in the game ect ....add variety, players simpley need something cool to spend all this gold on and I am sure they would be willing..especially since everyone uses alts pretty much now days....give people a wide range of things to buy even if they are very simular to other equip at least its a bit different and thats always a good thing, you could simply keep most stats the same or at least on the same wave lenth and change up the descriptions on the items so there is no so called unbalancing ....just give the players so much variety they wouldnt wanna save just buy cool stuff and wanna gather more gold to contuine the process.
You cant keep the same dozen boss's in a game for 5 years dropping the same thing over and over and over to the same 50-100 players and wonder why players aren't spending thier gold or why there is to much gold in the game.
Brian
#13
Posted 12 January 2006 - 02:40 AM
#14
Posted 12 January 2006 - 11:08 AM
any1 agree?
#15
Posted 12 January 2006 - 11:34 AM
it's plausible that the SOB hasn't spawned
¯¨:·»Gently spamming the forum since 2003«·:¨¯
#16
Posted 12 January 2006 - 03:56 PM
Matty stfu you dont know what you are telling about......so people have more gold to buy there items JLH could take the monster drop up by about 50 gold that way it helps newbies out and gets players with the expensive items what they want!
any1 agree?
I agree with Fallen..
Character Name: Wind on both servers!
#17
Posted 12 January 2006 - 04:32 PM
A year ago if all the gold was spent on cr's we could buy 1,640 of them
Today if all th e gold was spent on cr's we could buy 3,160 of them
If staff regulated the price of crystal rings a year ago to where you could sell them in shops for 250k, and the gold ingame rose to 500million (doubt this because players would be buying cobalts ect) we would only be able to buy 2000 cr's. so in a sense the gold ingameemight stay the same buy if you can buy twice as much with your gold dont you think that it doubled?
copywright ggthxbai co.
11-28-2005 00:31:20 Paralyze Pages You from (Hidden): young yosha in da makin
#18
Posted 13 January 2006 - 12:48 PM
To kill the monster, kill some items - the real problem is too many items ingame. To keep items valued, lower drop rates.
Just my 2 cents' worth.
No crits ingame atm...
#19
Posted 13 January 2006 - 01:10 PM
I think that would have been a viable solution 12 months ago. I think we're now at the point where there is such a glut of items that we need a way to remove some items from current circulation.The monster of self-created inflation rears it's ugly head...
To kill the monster, kill some items - the real problem is too many items ingame. To keep items valued, lower drop rates.
Just my 2 cents' worth.
Allowing items to be sold (converted to gold) is the easiest solution.
Another possibility would be to allow current items to be traded in for something slightly more valuable. For example, if you could give some NPC 3 pairs of SGs to receive an enhanced pair of SGs (which were the same item with +1 armor), you'd very quickly both reduce the number of items in game and re-establish a fair market price for the item. This would of course mean introducing more powerful items, some of which would be difficult to balance, so I think gold is a better solution.
#20
Posted 13 January 2006 - 01:20 PM
that wud make the SGs price go back up, and the new iteam wud sell for lots before ppl started tradin SGs for the enhanced Sgs therefore there will be lots of enhanced SGs and the price of them will come down. so you would be back in the same situation wudnt you?I think that would have been a viable solution 12 months ago. I think we're now at the point where there is such a glut of items that we need a way to remove some items from current circulation.The monster of self-created inflation rears it's ugly head...
To kill the monster, kill some items - the real problem is too many items ingame. To keep items valued, lower drop rates.
Just my 2 cents' worth.
Allowing items to be sold (converted to gold) is the easiest solution.
Another possibility would be to allow current items to be traded in for something slightly more valuable. For example, if you could give some NPC 3 pairs of SGs to receive an enhanced pair of SGs (which were the same item with +1 armor), you'd very quickly both reduce the number of items in game and re-establish a fair market price for the item. This would of course mean introducing more powerful items, some of which would be difficult to balance, so I think gold is a better solution.
or the sgs would go down because ppl wud be after enhanced SGs insted
Edited by Azza, 13 January 2006 - 01:21 PM.
#21
Posted 13 January 2006 - 01:36 PM
You really don't understand the economics of this.that wud make the SGs price go back up, and the new iteam wud sell for lots before ppl started tradin SGs for the enhanced Sgs therefore there will be lots of enhanced SGs and the price of them will come down. so you would be back in the same situation wudnt you?
or the sgs would go down because ppl wud be after enhanced SGs insted
If you were allowed to trade 3 SGs to get 1 better item, and that was the only way of getting this item, the following things would happen:
1) Wealthy players would convert their stockpile of SGs to the newer item. This would mean that you would use up two extra pairs of SGs for each character that you wanted to equip. This would remove these items from the game.
2) The demand for SGs would go up. Players would want to be using the new improved items on their characters, so they would need to buy 2 more pairs of SGs for each character to make that happen.
3) The price of regular SGs would go up. Increased demand and a diminishing supply will lead to higher prices.
4) The overall number of SGs in game would drop initially, and would likely stabilize in the long term while the number of enhanced SGs would increase at a slower rate.
If you don't like the SGs example because it involves a new item, what if you could convert 3 CRs into a Ring of Astray? On the surface, this is equivalent to selling 3 CRs at 150k each and buying a new RoA. However, this method has the advantage that the original number of CRs is decreased without adding any gold to the economy.
#22
Posted 13 January 2006 - 02:18 PM
#23
Posted 13 January 2006 - 03:16 PM
#24
Posted 13 January 2006 - 03:41 PM
#25
Posted 14 January 2006 - 05:09 AM
From the posts following the one quoted, I see that I should have been a bit less ummm... terseThe monster of self-created inflation rears it's ugly head...
To kill the monster, kill some items - the real problem is too many items ingame. To keep items valued, lower drop rates.
Just my 2 cents' worth.
By killing items I meant actually removing them from the game - by admin action.
The number of items should subsequently be kept at a reasonable level by adjusting the various bosses' drop rates thus ensuring a fair pricing.
Of course, the best way would be JLH pressing the /RESET button so we all started from the same point once more, but then that's not fair coming from me - I rarely log on anymore. OTOH that, or the slightly less disturbing scenario of all items disappearing and being replaced by standard equipment, but crits otherwise left alone, might make me play again.
Edited by Roidhun, 14 January 2006 - 05:10 AM.
No crits ingame atm...
#26
Posted 14 January 2006 - 05:43 AM
Well we reap what you sow. So many are so compelled to be the best in the game. Beating down the little guy to do it. Well look around folks. You win!!! You beat the little guy so much he has lost his desire to fight anymore. So now all those shiney items you keep collecting are sitting there losing value each day. Because we ran the next generation of n00bs off. Sucks to be us.
#27
Posted 14 January 2006 - 12:22 PM
Tax would:
- Decrease the amount of gold ingame.
- Encourage the spending of gold on items, items which would not be taxed.
- In doing this you increase demand for items.
- A larger demand in turn means a larger inflation in item prices
- Therefore item prices rise and stabalise in turn with the amount of gold ingame.
However, it is a reasonable solution and a viable one, lets face it whose going to save gold piles if you're getting taxed on it whereas they would be more encourage to put this gold into items where the value will not be decreased.
Edited by Prophet, 14 January 2006 - 12:28 PM.
#28
Posted 14 January 2006 - 01:50 PM
#29
Posted 14 January 2006 - 02:20 PM
#30
Posted 14 January 2006 - 04:31 PM
copywright ggthxbai co.
11-28-2005 00:31:20 Paralyze Pages You from (Hidden): young yosha in da makin
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