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General discussion Topics related to various aspects of Champions of Regnum |
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03-19-2010, 11:18 AM | #11 |
Apprentice
Join Date: Oct 2009
Posts: 59
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I dont like the idea of untradeable magna :P
Let's say you have 1 lvl 5 archer/barb/knight and you dont have any boss drops to sell and no good drops from normal mobs. So what can you do? If you start to grind and hope that you drop something good that you can sell, that is just fail. I bet you have to spend more to repairs than what you can get from items IF you are so super lucky that you can drop anything useful. :I Or you can buy luckyboxes with real money and propably get something crappy junk, but atleast you could sell it for some money. So if mags cant be traded and there would be this black market thing, NGD would have to lower arrow/repair cost a lot , make drop rate way better and alter lucky boxes so that they dont drop useless items. |
03-19-2010, 01:20 PM | #12 | |
Banned
Join Date: Mar 2009
Location: Cheshire, England
Posts: 219
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03-19-2010, 02:09 PM | #13 | |
Initiate
Join Date: Jul 2009
Location: Right behind you
Posts: 153
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IF magna were to become untradeable, the mag weapons need to get WAY better than they currently are. As they stand now, mag weapons really aren't worth the 5k mags. and an aside to NDG, WTF with the rocks? Is that really necessary!!? EDIT: Also mags would have to go into an account wide inventory. So no matter which char you picked them up with, you could use them on any chars you have. |
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03-19-2010, 02:43 PM | #14 |
Baron
Join Date: Jan 2009
Location: Canada
Posts: 714
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Making Magnanite untradeable yet.
Selling to merchants would offer 1-3k gold per piece All Bosses can drop 1-5 magnanite raise the spawning of Rocks up 10-15% offer 1-3 magnanite on some quests (all realms gaining a equal amount) Creating 1 quests per day (Side Quests) too obtain magnanite. Collecting Resourses for a npc would reward you with 1-3 pieces of magnanite maybe some aswell (5 thorkul meat - 5 magnanite - 15 snake skins = 3 Magnanite ect.. This way players can still have magnanite be used as a way to gain gold. would add some quests when the Wz's quiet gives a reason too keep my large amount of thorkul meat NGD can setup 20-25 Quests and just rotate them daily. just a thought
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Ramsli Klutu
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03-19-2010, 05:17 PM | #15 |
Initiate
Join Date: Jun 2007
Location: Georgia, USA
Posts: 222
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/me takes a deep breath...
Okay. Here's the problem. Gold devaluation has been around since the beginning of the game, and it has essentially been written into the game. The reason is that there are far too many sources of wealth and not near enough sinks. This issue has become more obvious recently due to the increase in level up requirements (higher XP curve) and the implementation of magna. While these changes are not the direct cause of currency devaluation, it does increase its visibility. The real issue here, is there is no market stability whatsoever, and adding currency divisions (cents) and a market to trade (which already exists to a point, its just more of a social development rather than a coded one) will not solve the problem. But lets actually break the problem down on both sides. In Regnum there are quite a few sources of wealth, be it gold found directly from mobs, quests, and fort captures, or indirectly, such as gold acquired from the sale of drops. Whereas, the only real use for gold is repairs, fort upgrades, clan formation fees, and items (which could easily be debated). Without a reasonable way to remove wealth from the economy, prices become inflated and the currency becomes devalued. I believe we are at a point at which gold has been stockpiled to such a degree by all players that it has become essentially worthless, which is why players have taken to using magna as the primary currency in Regnum's economy. Magna, is a perfect example of how Regnum's economy "should" have been designed. It is easily portable, its availability is easily monitored and can be "silently" changed by NGD via its spawn rate, it requires no skill or character level to find, and it has a GIANT sink in the price tag on magna weapons. Solutions: Now I know a lot of people are going to want to crucify me for this, but don't stop reading before I can explain myself. Repair rates/arrow cost. Currently, we need them to be excessive. Its unfair, absurd, and makes no rational sense whatsoever, but I repeat, we need repairs/arrows to be expensive. If NGD did decide to reduce repair/arrow cost and increase the percent of return on items sold to NPC's the results would be catastrophic. In a very short period of time, hyperinflation would crash the entire gold-driven portion of Regnum's economy. A better solution than the current taxation (of primarily archers and warriors) would be the addition of diverse gold sinks. Some ideas in the past that I have heard include;
That's all I can think of at the moment. I will say though, while the economy of Regnum is very undeveloped and needs a lot of work, gameplay should be a much higher priority than this issue. |
03-19-2010, 07:35 PM | #16 | ||
Master
Join Date: Jan 2009
Location: Valiantly battling at... oops, at Agg save :/
Posts: 253
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I mean, come on, anyone can patch knight armor with a bit of Bondo, but it takes real skill to re-phoenix-feather a staff, or embroider "Wizzard" on a mage's hat. I like some of the ideas for gold sinks, but NGD has to be careful not to make them so attractive or easily available that they cut into sales of Xim items. 'Junior' versions of some items could work, as you mention, 10-25% experiennce boosts, or single-day mounts, maybe some items that complement Xim items, like, if you have two +3 gems from gem boxes, you can spend gold on a Mr. Fusion that makes them into one +5 gem (yes, some of the value is converted to energy - that's entropy for you!), or maybe a Xim horse's saddle eventually needs replacement, which costs gold. Solid-color new haircuts for Xim, but you can get highlights for them for gold, but they eventually wash out. Kibble for your pets (spectral kibble for zarkits). Anyway, lots of possibilities, but yeah, gameplay first. |
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03-19-2010, 09:18 PM | #17 | |
Master
Join Date: Sep 2008
Location: Canada
Posts: 264
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Without an auction house, the Regnum economy is inefficient (relies on spamming realm chat), and consumers have a difficult time comparing costs or stats of what is being offered for sale. With a persistent auction house, many more people would participate in the Regnum economy. The auction house could even be cross-server (like they do in Runescape). Now, this wouldn't remove gold from the economy, but it should spread the wealth around a bit more. Also, another goldsink: fort upgrades. A little social engineering could make people spend more here. Currently no one knows if you've given money to help defend the realm. If there was a leaderboard or some other public acknowledgement of upgrading forts, we might see a lot more people spend their gold here.
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03-20-2010, 07:47 AM | #18 |
Banned
Join Date: Sep 2009
Location: The Netherlands 8-D
Posts: 653
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Maybe you have to make a poll than we can see who want that idea and who not...
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03-20-2010, 09:09 AM | #19 |
Apprentice
Join Date: Oct 2008
Location: Anywhere but Trelle...
Posts: 66
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In terms of the gold/silver/copper.... I'd say that's kinda unnecessary, as it just adds complication to it, when it could be kept simple as gold.
However, Gawyn's other two ideas (and lots following them) I agree with. If we give gold more of a value in terms of items that can be bought, and disable magna trades permanently (although maybe passing between chars in the stash would be allowed?), then the economy might balance itself out. Although, if gold becomes the ultimate currency, would that make mages slightly more powerful than other classes? A multi-realm auction house is an idea I like a lot though, but to me, the only logical place to put it is central island, which would require it to be open all year long, although maybe it could be made so you can only get back to your own realm from there, to stop zergs short-cutting across it. It could be set up vaguely like a merchant-type thing, where you give an NPC your items, set a minimum value of gold for each one and a time limit (maybe standard 24 hours), and then the item cannot be bought for a bid lower than the minimum value, and the highest bidder wins. Players can then come back after the set time and talk to the NPC again to receive any gold from auctions or items that they bid on and won. And I know that this opens it up to being spammed full with items that would take ages to sort through crappy items with bonuses like +2% cold resist, but to combat this, maybe separate it so that mages, warriors and archers each have an NPC for weapons and armour, so people can find what they're looking for more easily. Oh, and another way to stop the items being over-spammed could be to pay an initial fee to float the item on the market..... maybe 10k or so per item. On the note of giving gold more value... how about being able to buy xim with enough gold? I know this would probably never be implemented because it takes away a little of NGD's income, but if it was 100k gold for 10 xim or something, that'd be 24milllion(is my maths right?) for a light horse, and might get people motivated to get collecting more gold.... and actually, now I think about it, might get new buyers hooked on xim items, and so could work to NGD's advantage. I'll shut up now because I feel like I'm rambling about nothing all of a sudden Last edited by Mr_Egg; 03-24-2010 at 04:26 PM. Reason: Spelling errors.... oops! |
03-20-2010, 12:43 PM | #20 | |
Banned
Join Date: Mar 2009
Location: Cheshire, England
Posts: 219
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