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

ChaosSlayer
Posts: 1693

Re: Server / Player Economy

Post#41 » Wed Feb 17, 2010 5:33 pm

I see what you saying. I am myself not a fan of running in cloth/patch-work armor on a TANK till level 30 when I could finally afford to buy banded, and my first item with stats would be something like +1 cha :lol:

I did enjoy how item tier were set in EQ2 however. There were:
-common dropped items (roughly as easy to obtain as items now on THF).
-crafted items (slightly better that commonly dropped, but took effort in collecting raw materials and actual crafting, and you could craft items with stats more to your likening than what was dropping normally).
-uncommon drops from Named (note that its named themselves that were long duration timed spawns, but they always would drop something) and Crafted Armor from Rare materials.

And raid items were a whole different beast all together.
This is how see a foundation of a economy.
ANother note that mobs on EQ2 were actually EASIER than on THF :lol:
But time it took from 1 to 50 was substantially LONGER, which also created a need to uprgade your gear every 10 levels or so, rather than to skip for 20-35 levels like you can on THF cause you know you can get better in next tier anyway (I am talking pre-raid)

So on top of all the item system which needs to be set up, the Xp modifier would need to be lowered 3 times, so accommodate such setting, so it would actually take people 2-3 MONTH to get to 50, and I know THF players would not accept that :mrgreen: (and of course a lot more low level content so people do not have to spend 2-3 weeks just in Guk breaking through a single tier. Basically changing a zone every 7-10 level is the optional approach, and more than 1 zone per tier - then people would not be bored by slow XP when they actually have A LOT to choose from and see)

Economy at raid level IMHO simply cannot exist, unless you say you make augments tradeable and class specific, so player can trade those.

Can all of above be done? Yes, but to achieve that you need to remake server from scratch ;)
Image

Arremis
Posts: 160

Re: Server / Player Economy

Post#42 » Wed Feb 17, 2010 7:32 pm

I had to vote Terrible Idea. I am extremely surprised to see how many people voted Great Idea, and I've not seen one good opinion as to why the server even needs an economy. I've been here for a little while, and I've yet to encouter a situation that I needed to get something or wanted to get something that I couldn't get. Even with a player population explosion, the worst case scenario I've come across was having to take turns farming mobs for quest items, and usually in a case like that I come back later and have all the mobs for myself.

As for the rare, tradeable uber loot: we don't need it. We already have a farming/camping problem that needs addressing, and something like this will only make the problem worse.

Honestly, I think this poll, even though it's about creating a player economy, is someone else's whine that they can't get this and they can't get that, so they're going to whine and come up with sneaky, unrelated ideas to get what they want.

Don't get me wrong, I have no problems in having someone come up with a great idea, or a decent idea, or even a horrible idea. But in this case, I think we need we need to identify what the actual problem is here, and find a solution for that, instead of like Bomb said, trying to put a band-aid on a cut that doesn't exist.

khaliss
Posts: 357

Re: Server / Player Economy

Post#43 » Wed Feb 17, 2010 7:40 pm

I voted undecided... here are a few compromised suggestions/comments instead:

1.) Since THF's highest raid tier right now is 6, I think teir 2 is a bit too close, just make it Tier 1. As new raid tiers are introduced, perhaps 5-tiers-below items will become "raid-obsolete" to the community. Make the items attunable only so they don't get too many and they won't be farmed too constantly by folks on top of the food chain.

2.) Create an NPC merchant that sells expensive class-based armor/jewelry (level 70 recommended items, but usable starting level 10, level-progressive stats, and should have superior stats compared to custom armor that drops in xp zones). This is for high level players who want to powerlevel alts, so they don't have to do it in zones that are suppose to be for new players that need those custom drops. Example for this is when I was leveling in Lguk, there were 70s PLng, making some areas without mobs. I couldn't also go for named for headhunter quest cuz they were constantly being killed by PLers. If you let them equip their alts alternatively, that means they don't have to hang around in tiered xp zones to gear up their alts, freeing it up for new players. This now will give them an excuse to level up their toons in normal zones (where there are no custom drops) cuz they won't need drops in the first place.

3.) LDoN shouldn't be changed, I stated out my reasons here:
viewtopic.php?p=13382#p13382

4.) Expendable clicky buffs (10 charges each) - make the freebie buffer in THF only hand out buffs 10 levels below the toon asking for buffs (ie. level 40 toon only gets level 30 buffs for free). If he wants to get +10 level buffs (level 50 buffs for a level 40 toon), he will have to purchase them (prices should be very reasonable). If you make it a clicky buff, they can just bring these clickies around, freeing up THF. This might even promote players from selling their high level buffs like on EQ-live.

5.) special expendable clicky items (10 charges each)- these should be a bit more expensive (yet still reasonable). An example is the Jail-free card: Like a CoTH clicky, self-rez clicky, a decent DS clicky. Other custom expendable clickies like HP/mana potions (with faster cast times) & utilities (self DI buff?) could also be made available, stuff like this could be useable by raiding guilds so they can use that plat they earned from selling attunable loot.

6.) A second bot (mercenary type)... this will cost plat everytime you summon it. I would love to try out an enchanter bot in addition to my main bot. AI mezzes would be nice to have.

All of these are money sinkers that won't mess up the server too much... open for comments. It might stimulate a minor economy, making plat a bit more useful :-)
Last edited by khaliss on Wed Feb 17, 2010 10:46 pm, edited 2 times in total.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

khaliss
Posts: 357

Re: Server / Player Economy

Post#44 » Wed Feb 17, 2010 10:39 pm

Oh, is the tribute system enabled on this server? That would be another motivation for starting an "economy" on THF.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

Castigar
Posts: 10

Re: Server / Player Economy

Post#45 » Thu Feb 18, 2010 4:04 am

Or possibly make ldon points purchaseable at an inflated rate of plat i know i cant stand to do a million just for one piece of gear would gladly fork over some cash and sell things for that. i know this could possibly lead to problems later on down the road but if its at a high enough rate im sure folks that are close to getting the piece they need will be willing to save their coppers for that lol

thaylin
Posts: 27

Re: Server / Player Economy

Post#46 » Thu Feb 18, 2010 1:16 pm

I do not believe a player ran economy will ever work here and will create far more problems and work for server team. Making cash is to easy, which means items have to either have there value changed or drop rate changed. Then you will have people who have been stock piling cash from day 1 which I would be surprised if several people did not have a few million plat already.

Want to get plat out of the system or give it more value, introduce Bot only armor (not sure it is possible) do it in tiers of 10 levels start the first set out at 250pp , then move to 1000, etc.. The armor should hold stats of equivalent piece of armor a player could aug which bots can not wear. Weapons would also be another area for bots.
Qalil 70 Enchanter 345 Smith 345 Tailor 345 Brewer 345 Baker 345 Jewel Crafting 345 Fletching
Thubok 70 Warrior
Talra 70 Cleric
Thaylin 70 Wizard
Nizaden 70 Mage
Daknor 70 Ranger
Nalit 70 Shaman

Rocums
Posts: 81

Re: Server / Player Economy

Post#47 » Thu Feb 18, 2010 6:18 pm

thaylin wrote:I do not believe a player ran economy will ever work here and will create far more problems and work for server team. Making cash is to easy, which means items have to either have there value changed or drop rate changed. Then you will have people who have been stock piling cash from day 1 which I would be surprised if several people did not have a few million plat already.

Want to get plat out of the system or give it more value, introduce Bot only armor (not sure it is possible) do it in tiers of 10 levels start the first set out at 250pp , then move to 1000, etc.. The armor should hold stats of equivalent piece of armor a player could aug which bots can not wear. Weapons would also be another area for bots.


I like this idea

Arremis
Posts: 160

Re: Server / Player Economy

Post#48 » Thu Feb 18, 2010 7:57 pm

We need to un-de-rail the topic and give reasons as to why, not, or don't care why they should removing No Drop tags off of non boss loot up to tier 2.

khaliss
Posts: 357

Re: Server / Player Economy

Post#49 » Thu Feb 18, 2010 8:59 pm

To stay on topic, I think it's not a terrible idea, but not a good one either. A compromise would be the only solution I'd feel comfortable with. My opinion remains:

1.) Tier 1 instead of Tier 2 (5 tier difference from the current highest which is 6), Tier 2 will also be re-marked once Tier 7 is introduced.
2.) Instead of stripping NoDrop, change it to Attunable...
"Attunable" - means that an item can be traded freely until they are
equipped or augmented. Attunable augments will become no-drop flagged
when added to an augment slot, attunable items will become no-drop when
equipped. You will not be able to auto-equip an attunable item that has
not been attuned to your character. Please be mindful of the new
Attunable flag before equipping or augmenting new items.
(taken from OOW patch notes)
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

mischiff17
Posts: 22

Re: Server / Player Economy

Post#50 » Thu Feb 25, 2010 6:12 am

i didnt read any other posts, i just want to say i used to love the bazaar on sat in commons. saving up to get sweet item or weapon. yeah, do it.

Return to “Polls”

Who is online

Users browsing this forum: No registered users and 1 guest

cron