malifisto
05-21-2009, 01:26 AM
In order to fix the economy you have to control it.
First step is for all items to be sold from a vendor.
Second step is for these prices to be set by the level restriction point system. (Each stat of an item has a value add em up and you get a number which would tell you the level restriction on the item. Modify slightly you can have a point cost for each item based on strength.) there is a post refering to this by one of the concept team Members.
Third to help balance items can be sold to the vendors at a 1/3 cost of the total value. there should be a limited amount of each item (example: 10 potw have been sold no more can be sold until one is bought then one more can be sold bringing it back to ten.) counter should be visible. Add in supply and demand and you have a changing and interactive economy. Example if we say Potw is worth a base of 300 max supply being 10 for the sake of numbers. if you want to buy one and there is only one for sale then the price raises 10% to 330. If there are 5 then it stay at 300 if there are 10 then it drops 10% to 270. If you want to sell a Potw base sell value 1/3 of base price is 100 then if there are 0 you get +10% so 110 at 5 is 100 and at the 10 one 95 per. give a variable simulating s&d.
This i believe would solve all of the economy problems. This would stop anyone from unbalancing the economy putting rampid in complete control. Since this would be an automated system its should just be a matter of adding items and the code would set costs easily. Allowing both rampid to gain revenue by selling points and players to gain points through playing. Also to allow the weaker gods and items to have a value. Less complaining they got garbage it would at least be worth points. Allowing the vaults to be cleared and streamlining the marketplace.
second idea. to help with the item data base. add a new command called copy. Code a database program that takes each copied item and loads a copy of itself onto it. Give the players 1 point per new item they add. Refering to the total list not per player Bingo you have a complete db filled by the players. Once this is done this can be complied into the new marketplace setting prices for everything.
Sounds complicated But only at first item goes in db auto calc determines the power value of the item. Power value is multiplied by the point cost modifier giving you base value and level requirement. Subroutine uses number in market to determine s&d % plus or minus giving you the sell and buy amount. Would work easier and be more effective if it auto ungemmed as it was sold adding that total to the sell price and removed augs and gave a sell value to the augs added again to the sell value. Resulting in only ungemmed unauged items in the market. Now every item added to the database would just set itself.
Almost forgot things that would be constantly full. IE rage potions ect they just have to set it to a +1 base number so there always 1 in there and set the value accordingly. no extra programing there.
Skill orbs should be customizable. pick and choose skills cost inclusive. example 10 points for a plus one skill 20 for a plus 2, 70 for a +2 +2 150 for a +2 +2 +2 this way you could get the skill pluses you want to pay for. Orbs should still drop and be available this would just allow those who wanted to buy them an option.
Another needed edition would be to limit crew joins to a week timer in between quit and join. This would cut down on trade crews and multi crews for god raiding to circumvent the 10 god limit per week. IF god spawns were faster whith this in place then there would more available to more crews.
And the trade between players would have to be removed.
Any constructive criticism would be welcomed.
First step is for all items to be sold from a vendor.
Second step is for these prices to be set by the level restriction point system. (Each stat of an item has a value add em up and you get a number which would tell you the level restriction on the item. Modify slightly you can have a point cost for each item based on strength.) there is a post refering to this by one of the concept team Members.
Third to help balance items can be sold to the vendors at a 1/3 cost of the total value. there should be a limited amount of each item (example: 10 potw have been sold no more can be sold until one is bought then one more can be sold bringing it back to ten.) counter should be visible. Add in supply and demand and you have a changing and interactive economy. Example if we say Potw is worth a base of 300 max supply being 10 for the sake of numbers. if you want to buy one and there is only one for sale then the price raises 10% to 330. If there are 5 then it stay at 300 if there are 10 then it drops 10% to 270. If you want to sell a Potw base sell value 1/3 of base price is 100 then if there are 0 you get +10% so 110 at 5 is 100 and at the 10 one 95 per. give a variable simulating s&d.
This i believe would solve all of the economy problems. This would stop anyone from unbalancing the economy putting rampid in complete control. Since this would be an automated system its should just be a matter of adding items and the code would set costs easily. Allowing both rampid to gain revenue by selling points and players to gain points through playing. Also to allow the weaker gods and items to have a value. Less complaining they got garbage it would at least be worth points. Allowing the vaults to be cleared and streamlining the marketplace.
second idea. to help with the item data base. add a new command called copy. Code a database program that takes each copied item and loads a copy of itself onto it. Give the players 1 point per new item they add. Refering to the total list not per player Bingo you have a complete db filled by the players. Once this is done this can be complied into the new marketplace setting prices for everything.
Sounds complicated But only at first item goes in db auto calc determines the power value of the item. Power value is multiplied by the point cost modifier giving you base value and level requirement. Subroutine uses number in market to determine s&d % plus or minus giving you the sell and buy amount. Would work easier and be more effective if it auto ungemmed as it was sold adding that total to the sell price and removed augs and gave a sell value to the augs added again to the sell value. Resulting in only ungemmed unauged items in the market. Now every item added to the database would just set itself.
Almost forgot things that would be constantly full. IE rage potions ect they just have to set it to a +1 base number so there always 1 in there and set the value accordingly. no extra programing there.
Skill orbs should be customizable. pick and choose skills cost inclusive. example 10 points for a plus one skill 20 for a plus 2, 70 for a +2 +2 150 for a +2 +2 +2 this way you could get the skill pluses you want to pay for. Orbs should still drop and be available this would just allow those who wanted to buy them an option.
Another needed edition would be to limit crew joins to a week timer in between quit and join. This would cut down on trade crews and multi crews for god raiding to circumvent the 10 god limit per week. IF god spawns were faster whith this in place then there would more available to more crews.
And the trade between players would have to be removed.
Any constructive criticism would be welcomed.