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cavempt

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Posts posted by cavempt

  1. 5 hours ago, OwlchemistVile said:

    "Because the rate of zulies a player can accrue is significantly higher than the cost of playing."
    Unless you've hit 250, and are refining, reinforcing, gemming, rolling sub-stats and transfer scrolls and working up several elemental weapon and chest armors, then you're not qualified to make this assertion yet.
    Just saying.

    Yeah fair enough, explain the inflation then?

  2. On 1/10/2023 at 1:50 PM, OwlchemistVile said:

    You really shouldn't have nerfed the bones. You shouldn't have nerfed the Krawfies or Doongas either. See, the mistake you made was you thought it was ruining an economy, that didn't yet exist. But by altering that inflow before the economy could set and normalize, you created a "haves" and "have nots" economy. You coulda waited til Reinforcing fees kicked in. Unique repair fees. Refining fees, and frequent planet travel fees. You should waited for it to stabilize. Then make the fine tuning it may or may not need at the top end. Instead, you've kicked the bee-hive and the players are in a riot. At least, that's how it looks, I honestly am not bothered.

    So here's how you undo this mess. And bring equilibrium back to the game.
    1: Return the Krawfy and Doongas values to their originals.
    2: Return the bones to their original values.
    3: Remove No EXP scrolls ability to block Quest EXP.

    Wait a few weeks to a month or two after Dungeons and arenas are out.
    Then make adjustments to the OUTFLOWs of the game. The sinks.
    Adjust repair fees, refining fees, reinforcing fees, travel fees, food costs and so forth. DON'T mess with the faucet.

    It's not too late.
    Or, you could double down, and make this really REALLY messy in the future, if you thought this was as bad as it'll get.... I assure you, a starvation economy will be significantly more savage and harsh.

    GMs if you haven’t already but you need to get some advice from an economist as its central mechanic in the game.

    The average total zulie a single player makes from quests rewards, selling gear, etc (without interacting with the market) should only be slightly more than the average total cost of playing (repairs, travel, fees, npc purchase etc). This will keep the inflation rate low.

    As it is right now, inflation is through the roof? Why? Because the rate of zulies a player can accrue is significantly higher than the cost of playing. You might see what? At most a million in repairs and items purchased in a month of playing? You make that back in a day at krawfies. All that extra million zulie coming from repeatable quest is just inflating prices through the roof with no sinks to remove that zulie.

    How to balance this?

    Ideally the game should not have zulie from repeatable quests. As long as the zulie an average player makes is just slightly higher to the cost of playing then the economy will see a healthy amount of inflation. This is the most fair for everyone. Now that it is though. Revert all the rewards back to original and I guess all players are now dealing with costs in the millions. It’s all relative anyway if things cost millions but players can make millions the economy is healthy. This is the most fair. Unfortunately npc costs are fixed and aren’t affected by player economy and will largely be irrelevant. There isn’t a fair way to address this now. Without a wipe It’s too late.

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