Server / Player Economy

Tell us what you think!

Poll: Removing No Drop tags off of Non boss loot up to tier 2

Great Idea
139
63%
Undecided
24
11%
Terrible Idea
58
26%
Total votes: 221

Brisco
Posts: 21

Re: Server / Player Economy

Post#31 » Tue Feb 16, 2010 5:55 pm

Just to reiterate, I am neutral on this topic, I am neither for nor against the idea, although I did vote yes just for full disclosure here.

It just struck me as odd that some believe any game, no matter the game that has a currency / loot system, should not have a catalyst for even a simple, minor economy, in any form. Which lead me to ask the questions I did.

ChaosSlayer
Posts: 1693

Re: Server / Player Economy

Post#32 » Tue Feb 16, 2010 5:58 pm

I can think of number of ways to create cash sinks, but can't tell if they truly would effective without making global alteration to the server.

For example: your bot cost money to summon every time it dies, and you can only have ONE bot total - so you make your choice at level 1 and have to stick to it (which means no summoning of cleric/chanter just to buff you).

Then the items with click buff effects will immediately become more valuable as they will serve as substitute for bot buffers you no longer have.

At the same time, add potions to vendors which can provide any sort of buff but cost decent amount of plat.

Remove the buffer from THV as well.

Spell scribing, training, using teleporter - all cost plat etc.

PS. As I said before, I am all in favor of having an economy. Achieving it, is a whole different issue :mrgreen:
Image

catthib
Posts: 201

Re: Server / Player Economy

Post#33 » Tue Feb 16, 2010 6:13 pm

My favorite suggestion for a cash sink would be thus: various potions of the mana and health regen variety, a haste potion, and my all-time favorite: Damage-shield in a bottle!!! Not to mention the various resist potions and cure potions.

Whether they are player-made or not, they would be a nifty addition to the vendors. I know it would save me the never-ending hassle of summoning Ye Olde Druid Alt out just for ds-duty.
I need a scorecard to keep track of all of my alts!!
Kymarrah/ Mierrie/ Cialla/ Dhaani/ Bellabee
and so very many more....

Rerfu
Posts: 366

Re: Server / Player Economy

Post#34 » Tue Feb 16, 2010 6:19 pm

We already have:

10080 Platinum for SoE boots.
15300? for 2.0 Piece.
5100 Platinum for each piece of Tier 4 armor.

A new alternate character can easily cost around 70k platinum. If you raid platinum is not dropping often enough to sustain a new character. A person literally has to go into an area where they get little to no benefit outside of the platinum itself and farm, taking away from raid time.

Instancing prevents most of the issues caused by backflagging. SSRA can be skipped entirely if you are able to kill Vulak.

There are so many people nowadays that can box SSRA and Kael, making those items trade able would just feed peoples alts. Assuming the people that can box them would even bother with the mobs. I haven't been into Kael or SSRA in at least a month, I have not killed a raid mob in either in quite awhile. Removing no drop tags would just encourage people to over farm. Just because I don't need an item now, doesn't mean I won't make that class eventually.

The server is well thought out progression wise. Adding trade able raid loot would definitely mess a few things up. The raid boss coin's was enough leeway imho, I know quite a few alts have benefited from that already. Also, I haven't seen an angry Sleeper Key mob post in awhile. :D

catthib, I carry 3 damage shield clickies. One of them works at level 1 from inventory.

Lower Guk Executioner Hood (Targeted)
King Tranix Brackencoat Mask (Self)
Lady Nev ? Thorn Cloak (Targeted)

catthib
Posts: 201

Re: Server / Player Economy

Post#35 » Tue Feb 16, 2010 6:29 pm

Rerfu, I know about some of the ds-clickies. My Clerics all have the shield from Crushbone, and the ring from CoM, and one or two of my characters have the shield from KC with the ds-click.

Havent made it into some of the other zones yet to see what ds-clickies they all drop there.
I need a scorecard to keep track of all of my alts!!
Kymarrah/ Mierrie/ Cialla/ Dhaani/ Bellabee
and so very many more....

Brisco
Posts: 21

Re: Server / Player Economy

Post#36 » Tue Feb 16, 2010 9:42 pm

Is there really that big of an issue of a glut in plat here? I have been here a few months now and I am not dripping in coins as some of the discussions suggest, and I am pretty good at making money in this game when I want too. I probably in 2 months here have less then 1/40th the amount of wealth I could amass on EQlive in the same time frame.

Adding plat sinks just for the sake of a plat sink is also a bad idea, and a really fast way to kill off the population progress you have made thus far.

Rocums
Posts: 81

Re: Server / Player Economy

Post#37 » Wed Feb 17, 2010 3:25 am

I'm thinking positive plat sinks rather then negative ones. Things you can buy that you want to buy, not have to buy. This means not paying for bots, buffs, etc. This does mean you could have things that could be for fun or to show off only such as non-combat pets and goofy consumables, and TITLES.

Bomb
Posts: 165

Re: Server / Player Economy

Post#38 » Wed Feb 17, 2010 4:47 pm

Having come from VZ/TZ emu where items were created to be ultra rare in an effort to create an economy on a small player base server I am quite worried about the talk of creating ultra rare items that can be used to boost the economy and open up trade.

All this resulted in was camping the same item for days or weeks on end hoping it would drop on VZ/TZ, and it hardly boosted the economy. The only trades that occurred were ultra rare items for ultra rare items. The common items were still vendor trash and platinum really had no value. Which unless something is extremely overhauled here platinum would have no value here as well, as most things are free, and platinum is easily obtained. Therefore turning the market into ill give you my rare item I camped for 5 days for your rare item you camped for 5 days.

Personally my enjoyment from this server is that I can login for however long I choose, be it a long duration or a short duration and I can log out thinking that I accomplished something. On VZ/TZ I could login for hours a day and log out and have accomplished nothing in regards to gearing my character because items were placed so rare that it'd be a coin flip on whether or not I would obtain what I was after.

I personally enjoy being able to login and obtain my gear with relative ease in comparison to previous eq servers I have played on in whatever time frame I want to spend. Adding ultra rare items in an attempt to boost an economy would only add the needed feel of me to spend extra time camping a single item and disappointment when I spend more time than I had hoped trying to get it.

At most things suggested are band aids that I see, and like stated earlier would fizzle out after the quick rush to get the rare items or whatever. I think a lot of the people for everything in this thread are mostly people for the no drop tag removals for ease of gearing up alts and newcomer guild members to get them on the level they should be. In that regards I think the no drop tags are fine, it gives people a reason to keep logging in to get that extra toon geared up, that extra guildy caught up, so on so forth. However ultimately I am fine with whatever happens in that regards.

TLDR, I like the way the server is and don't need an economy to boost my enjoyment, especially band aid fixes.
Saril - Zikor - Bomb
<Because We Can>

ChaosSlayer
Posts: 1693

Re: Server / Player Economy

Post#39 » Wed Feb 17, 2010 5:09 pm

actually back in the day of classic EQ thats exactly how good high end trades were happening: it was item for item. The items did had a value in plat, but no one was selling them for plat. It was item X which worth 5k plat would be traded for items Y and Z which worth 2k + 3k, but no actual plat exchange took place.
It wasn't until 2 years later when rarity of items dropped to a point when there were enough items in circulation and thousands of players who created enough supply and demand for plat to become a currency, so a person who would be selling a Lammy for 10k could actually buy something decent for those 10k, like Iksar BP.
Note that in original EQ NO ONE ever bought anything from the vendors, causes prices were truly insane - 2 gold for a cloth items?? Are you crazy??? I will get a full set by level 10 from gnoll pups! 2 plat for leather - pfff - I will kill 100 mummies in EC and get full set of raw hide.

So ever common items were hard to obtain - and that was the foundation of future economy.
Image

Bomb
Posts: 165

Re: Server / Player Economy

Post#40 » Wed Feb 17, 2010 5:17 pm

ChaosSlayer wrote:actually back in the day of classic EQ thats exactly how good high end trades were happening: it was item for item. The items did had a value in plat, but no one was selling them for plat. It was item X which worth 5k plat would be traded for items Y and Z which worth 2k + 3k, but no actual plat exchange took place.
It wasn't until 2 years later when rarity of items dropped to a point when there were enough items in circulation and thousands of players who created enough supply and demand for plat to become a currency, so a person who would be selling a Lammy for 10k could actually buy something decent for those 10k, like Iksar BP.
Note that in original EQ NO ONE ever bought anything from the vendors, causes prices were truly insane - 2 gold for a cloth items?? Are you crazy??? I will get a full set by level 10 from gnoll pups! 2 plat for leather - pfff - I will kill 100 mummies in EC and get full set of raw hide.

So ever common items were hard to obtain - and that was the foundation of future economy.


I understand that's how it worked in EQlive, but it also had thousands of players with a lot more invested time to circulate said items around with. Here its going to be 15 people that spend the time camping them and trading them amongst each other, its still not going to help out the server as a whole. I understand its everquest, and everquest is about spending the time to get what you need. However to this point, this server hasn't been built around that theory of camp camp camp camp camp camp until your eyes bleed. Therefore doing so would be in my eyes a drastic change that the server isn't built on, especially a drastic change that 10 years later isn't a fun mechanic. Maybe it's because Im not as young as I used to be and don't have the time that I once had, but like I said I really enjoy that I can login and accomplish things here without worry of having to camp it for weeks.

I prefer items being out of my reach of obtaining because I haven't progressed through the early content to reach the later content, I like tier 3 etc being out of my range because I have to gear up in tier 1 and work my way there (which isnt hard to do here).

I don't like items being out of my reach because I don't have 5 days to sit at a camp to get an item that I can trade for an item someone else spent 5 days at a camp obtaining for the sake of an economy.

I am fine with an economy being implemented, I just don't see making ultra rare items to be the way to go about it and I don't have any good suggestions in that regard either sorry :[

This is also mostly fueled by my rage for my previous server going with the ultra rare items in an attempt to make an economy and it being absolute torture. It was a bandaid at best, and frustrating more than enjoyable.
Saril - Zikor - Bomb
<Because We Can>

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