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

Rocums
Posts: 81

Re: Server / Player Economy

Post#11 » Tue Feb 16, 2010 12:01 am

I think that anything that any zone you need a flag for you should not be able to trade. Basically Emp and up. I am all for everything below that trade-able except for quest related items.

Having no-trade removed from non-raid tier items won't really affect high-levels farming exp for alts or AAs in lower level custom zones. Removing no trade might help with getting items that would otherwise rot into the hands of people who can use it. What really should happen is a way to deal with the increased population and increased number of lvl 70s working on power leveling alts. Maybe no-loot instances of custom zones if a de-leveled toon is in group or by guild tag?

It would be nice if the chaotic and kael armor was trade-able as well, but anything that is "raid" should be no-trade.

ChaosSlayer
Posts: 1693

Re: Server / Player Economy

Post#12 » Tue Feb 16, 2010 12:28 am

I must say that I like player economy in MMO. But to have any economy, you need to have something to trade.
Tradeable gear however also brings in gear flood issue. Your main used it, passed to the alt, your alt used, passed it to next alt, etc etc etc. If good chunk of gear does become tradeable, I propose to make it ATTUNEABLE. So it can be traded/sold but still can only be used by a single char.
So I am generally in favor of economy, but I cannot comment exactly which gear SHOULD be made tradeable.
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Rocums
Posts: 81

Re: Server / Player Economy

Post#13 » Tue Feb 16, 2010 1:09 am

Good point, I like the Attunable idea. There would also need to be a money sink implemented and a reason to have plat in the first place. What incentive to having plat is there to the top progression player leading the point boards? If there is nothing they need to trade for or buy, then there is no incentive to sell. Maybe implement a way to buy AA points or levels with plat, making ALTs a whole lot easier to deal with. Have a merchant that sells EXP tokens and accepts them for lots of quest EXP. This creates a great incentive for high level players. Sell gear and augs from LDON they don't need and buy their alts levels and AAs and get them out of newbie zones.

Ydiss
Posts: 1193

Re: Server / Player Economy

Post#14 » Tue Feb 16, 2010 1:18 am

I don't see it being absolutely necessary; if there's one thing I've not noticed since being here is a burning desire to trade for things. In fact, I actually enjoy the lack of it; to me, everything on this server is based on a very well-tuned line of progression that involves me doing one of two things:

  • Get good enough to get that item myself
  • Get some help from another player or friend to get the item

Make all of these items trade-able and you add the third possibility and that would be to farm the cash for it and buy it (or farm items to sell for cash). To me, that doesn't add anything to the current progression model whatsoever.

At any rate, it could only work if items were attunable, like in EQ2; anything else would create a very bad market saturation scenario which would render the market null and void anyway, after quite a short time (nowhere near enough players to keep saturation down, considering item acquisition is so relatively easy here). It would also mean a lot of items would need only be looted/sold once to then be forever passed down. So yes, if this were to be implemented then it must be accompanied with an attune system.

As much as I am sure many people like an economy in their MMOs, I honestly don't see any true benefit to it here on this server. The basic mantra I'd like to use here, at least from my own personal point of view, is:

If it ain't broke...

I just don't think progression on this server would benefit from a market and I am absolutely certain it doesn't need it: Honestly... I see dozens of people every week get their desired item without necessarily killing the mob to get it. How?

/ooc item rotting in xxx.

Make it worth cash and that would, pretty-much, disappear over night. And I don't see that as a good thing whatsoever.

One last thing: Would the developers of the server feel comfortable with actually attempting to create a lasting, sustainable economy system (that would need to be designed by them from the ground up), which would in turn create potentially several balance issues immediately and in the future and, without a shadow of a doubt, would create a ton of work in addition to custom content design, maintenance, item balancing, spell creation and fixing, bugs and everything else?

The devs here are second to none but a set of three to four humans only have so much time in a day... Just a thought, based on no fact at all but purely my own estimation of what an economy system could present for Lillu and friends now and in the future.

For what reward? To avoid what problems that exist?
Last edited by Ydiss on Tue Feb 16, 2010 1:32 am, edited 2 times in total.

Rocums
Posts: 81

Re: Server / Player Economy

Post#15 » Tue Feb 16, 2010 1:26 am

Items and plat need to be removed from the economy (consumed) in order to prevent inflation. Attuning gear removes items, high incentive vendor purchases removes gold. 1 million plat to buy lvl 70 and another 1 mil to buy 300 AAs (5,000 plat per) might be incentive to remove plat. Selling unneeded items in the normal course of play and potentially being rewarded with a raid ready (level and AA wise) alt. There could be other vendor consumables too, 50,000 plat for emp key, for example. I would not sell flagging above emp though.

Ydiss
Posts: 1193

Re: Server / Player Economy

Post#16 » Tue Feb 16, 2010 1:34 am

Rocums wrote:Items and plat need to be removed from the economy (consumed) in order to prevent inflation. Attuning gear removes items, high incentive vendor purchases removes gold. 1 million plat to buy lvl 70 and another 1 mil to buy 300 AAs (5,000 plat per) might be incentive to remove plat. Selling unneeded items in the normal course of play and potentially being rewarded with a raid ready (level and AA wise) alt. There could be other vendor consumables too, 50,000 plat for emp key, for example. I would not sell flagging above emp though.

Indeed, this would be all required (as well as maintained and balanced) and much, much more.

Do we need these features to make the server more fun or would we only need them to force an economy to work, though?

I say if it's not the former then why do it?

Rocums
Posts: 81

Re: Server / Player Economy

Post#17 » Tue Feb 16, 2010 1:45 am

Well, as someone that plans on boxing as many toons as I can, and wanting to experiment with as many different classes in raids as I can, it would be nice to at some point afford the luxury of not having to spend the time to grind 70 lvls and 300 AAs. Make it so I can't afford it for maybe my first 6 toons and a couple months of LDONs, but make it so that I can afford in the normal course of 70 play eventually and if I so choose to aggressively farm and trade, sooner.

Truking
Posts: 5

Re: Server / Player Economy

Post#18 » Tue Feb 16, 2010 8:13 am

more then great idea. thier is no economy on the server atm. and the idea for exp tokens for alts and such is even better it would get people like me out of the lower level zones pulling the whole zone want then going somewhere else and doing it again. the ability to half ass equip an alt would make him somewhat useful on a raid. the tov quest armor especially being able to make any class armor as a war or whatever class to make for an alt or to sell or even to just give to a bot would get us out of lower end zones. that and if we farmed tov its only going to effect our guild. like someone said before if we just sell the armor with no economy people like me will have no use for plat. the tokens for exp etc would make a use for plat. even adding some purchaseable items would be nice nothing uber or anything but potions of some sort ldon points purchaseable maybe? that might be pushing it but would save people countless hours and help the newer to the server. as of now i give away alot of items just to help others out if i could make a profit to save me time doing it i would do it more so and make a new players day selling him a nice weapon.everybody wants good gear this would also help the lower guild progress through tov and stat working on sleeper flagging which can be a pain without solid dps and tanks. all said i think takeing no trade tags off of tov gear would be very awesome and a benefit. add the merchant to level a toon then you just gota work his skills up. can add that too as another plat cost attuning items would make the cost for things very hi people arent gona ditch thier tov legs n such for a very long time so i dont see a mad inflation of armor pieces and earings. thier will be more alts then you can imagine more players more new players. attune is a bad idea imo but the rest sounds great) >

Rocums
Posts: 81

Re: Server / Player Economy

Post#19 » Tue Feb 16, 2010 8:28 am

I honestly think that ToV gear should remain no drop, as with anything that is raid gear.

Pre-raid content and LDON stuff could be tradeable, and LDON Hard should lag the raid gear by several tiers at least.

Falcore
Posts: 164

Re: Server / Player Economy

Post#20 » Tue Feb 16, 2010 8:56 am

There is not enough people on a daily basis where any sort of economy is viable.

Make certain items tradable, there will be a initial surge in farming of said items. In the end this would die, and mean nothing within a few weeks. Economies are not created by some minor changes in script or code. Economies are created by a vast amount of people. There are always things to trade no matter the restrictions placed on a person, this server does not have the population to sustain a varied and wide ranging economy users would like.

This server is structured, and custom. Zones laid out and cycles set for progression. I have no complaints in making items that were previously no drop, to be dropable items. In the end what would they do with them besides give them to there alts or guildies? As I said this is a structured and set sever. Meaning progression; items a person may want to aquire is already set by the admin. You can not force an economy on a structure which you already forced the progression. In the end it is futile, as much as it may emotionally suck.
Evolution
Falcore - Monk

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