Love your idea's Kastoli
I love the mystic-merchant option. It puts players on equal footing. I want gold drops to be low with this idea so that the climb to full +12 is difficult and awe-inspiring, but there may be a pitfall of gold-farming.Quote:
Well, if we're going to go with the server I release(which I may release source code to, I don't know yet...) then it would be the newest patch, harbouring ideas the community agrees upon.
Suggestions define pretty much how the server is made and what is done to it.
Thanks lol.Quote:
Love your idea's Kastoli
Well yeah, if you can't get people to play the server you want to create its never going to succede; Even latest patch PServers wold be fun, because there is no "pay to own" aspect.Quote:
Well, if we're going to go with the server I release(which I may release source code to, I don't know yet...) then it would be the newest patch, harbouring ideas the community agrees upon.
Suggestions define pretty much how the server is made and what is done to it.
my opinion is to first make a "classic" server, patch 4335, and after that implent good suggestions. in my opinion drops shouldn't be to high, like early CO 2.0, or lil higher, and exp rates should not be changed. (and i would like to see a map with 125/127 mobs) rest we could see later right? first we must get something to work on. and imo that would be early CO 2.0, before lottery OR second rb.Quote:
Server doesn't have to run on 4335, just make it so there is no CPs.
In other games this was certainly the case, with free-market style of gameplay.Quote:
My ideas, as some have heard, are for a different Co, as in new classes, totally new and different items, things that allow a char to develop in a non-linear way. I also want to incorporate passive activites, like a more detailed crafting sytem. I have some other ideas but i am waiting to see what team develops.
I would have to disagree with a few comments about the economy. I would agree that mystic merchant's removal "uncapped" the price of Db's and mets, but as someone who marketed almost exclusively, and formed a marketing guild, i would say that didn't drive the value of silver down, it merely introduced free market capitalism to the game. By that i mean, like if i posted a shop full of metscrolls, at 500k, and they sold within minutes, well, the next list was 600k etc etc. This process was the same for most marketers. You raise the value until things stopped selling, then you backed off a bit until they started to move again. You can argue that it ruined the game, but i would beg to differ, since my competition would buy me out and raise the prices on the rug next to me. These things will naturally occur, and if you have marketing in game, you will inevitably encounter this. But aside from that, the value of silver was reduced by the amount of it in circulation. As the server aged, and more ppl played, more silver was introduced into the economy. The more silver in circulation the less value it had. This was the true move behind nobility. It was not just to give you potency, it was to remove silver from the servers, which was necessary. Inflation is the inflating of the money supply, and with botters running around 24/7, you had a real force of inflation, just from that alone. that's why i wonder why ppl rush to implement nobility immediately when their server is made. It should be held off until you see the effects of inflation taking hold, then brought in to reduce it, since the money literally isn't translated into anything except battlepower (potency). If you do institute nobility from the start, you should have a backup plan to help remove the silver, if and when that need arises.
Making an NPC to sell any given item would "cap" that commodity, and reduce the influence of capitalism. But in time you would find that ppl could afford them more and more easily, and soon your server would look like a PVP server, where everyone had sup 2 soc gears. So bringing back mystic merchant for dbs and mets would control them, but may not have the effect you desire in the long run. It's a personal preference thing.
IMO the lotto killed the economy, and exaggerated the value of DB's from 8kk to 65kk in less than a few months.
It wasn't DBs went from 8 million silvers to 65 million in a few months, it was right after the maintenance and patch 4336 went live (or the "CP patch"). The devaluation literally changed overnight.Quote:
My ideas, as some have heard, are for a different Co, as in new classes, totally new and different items, things that allow a char to develop in a non-linear way. I also want to incorporate passive activites, like a more detailed crafting sytem. I have some other ideas but i am waiting to see what team develops.
I would have to disagree with a few comments about the economy. I would agree that mystic merchant's removal "uncapped" the price of Db's and mets, but as someone who marketed almost exclusively, and formed a marketing guild, i would say that didn't drive the value of silver down, it merely introduced free market capitalism to the game. By that i mean, like if i posted a shop full of metscrolls, at 500k, and they sold within minutes, well, the next list was 600k etc etc. This process was the same for most marketers. You raise the value until things stopped selling, then you backed off a bit until they started to move again. You can argue that it ruined the game, but i would beg to differ, since my competition would buy me out and raise the prices on the rug next to me. These things will naturally occur, and if you have marketing in game, you will inevitably encounter this. But aside from that, the value of silver was reduced by the amount of it in circulation. As the server aged, and more ppl played, more silver was introduced into the economy. The more silver in circulation the less value it had. This was the true move behind nobility. It was not just to give you potency, it was to remove silver from the servers, which was necessary. Inflation is the inflating of the money supply, and with botters running around 24/7, you had a real force of inflation, just from that alone. that's why i wonder why ppl rush to implement nobility immediately when their server is made. It should be held off until you see the effects of inflation taking hold, then brought in to reduce it, since the money literally isn't translated into anything except battlepower (potency). If you do institute nobility from the start, you should have a backup plan to help remove the silver, if and when that need arises.
Making an NPC to sell any given item would "cap" that commodity, and reduce the influence of capitalism. But in time you would find that ppl could afford them more and more easily, and soon your server would look like a PVP server, where everyone had sup 2 soc gears. So bringing back mystic merchant for dbs and mets would control them, but may not have the effect you desire in the long run. It's a personal preference thing.
IMO the lotto killed the economy, and exaggerated the value of DB's from 8kk to 65kk in less than a few months.
You'de be surprised. There are alot of private servers, but there are also ALOT of TQ servers.Quote:
I'm thinking that more people play private servers than real Co. =] That's a good sign.