AMIA ARCHIVE
https://www.amiaworld.net/phpBB3/

Best fix for the Amian economy?
https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=50075
Page 1 of 7

Author:  Xaviera [ Thu, Aug 12 2010, 16:47 PM ]
Post subject:  Best fix for the Amian economy?

The sentiment expressed by Yoss & Tormak and others in Reconsidering the Epic Loot System and other threads is that, for all the talk, nobody is going to be willing to walk the walk and bite the bullet for the sorts of changes that actually need to be made. Accordingly, based on some of the suggestions that have been made, I'm suggesting a poll to sound out what the player base thinks would be the best way to rejig the Amian economy and what changes they personally are prepared to accept.

The point of the question is to see what players are prepared to have happen to themselves. In other words, if you think it's a good idea but don't want to be nailed with it yourself, don't vote for it.

Please read the question carefully:

Select 1-3 options that you think would BEST FIX the flaws in the Amian economy, AND that YOU PERSONALLY would be willing to have instituted in the module. That is, what changes are YOU prepared to accept, knowing that YOU PERSONALLY (and all your characters) will be affected by them.

I've set this up so you can change your selections if you change your mind about something. The comments below are intended to give a general outline of the proposal and aren't specific. On the other hand, if I've said 10% then I might mean 20% but I don't mean 50%. If I said 5K, I might mean 10K or 20K but not 100K.

1) Gold devaluation: The amount of gold on every PC is significantly devalued. Every character is reduced (or increased, if they have no cash) to some arbitrary amount - say 10K. Affects all PCs the first time they log in after the change is put into effect.

2) Taxation system: A percentage of gold is taken from a character's cash on hand periodically - on login would probably be the easiest option, with some minimum interval (eg. 4hrs). It can either be based on RL time passed or actual time played (both have positives and negatives). May bottom out at a minimum below which no tax is assessed (eg. 5-10K). EDIT: This is intended to represent ongoing living expenses that may be incurred during the time that the character is off-line and for small expenditures that aren't actually RP'd but are likely to exist while online (donations, gifts, bribes, food & drink, groceries, clothing, equipment upkeep, moneylending/banking fees, etc.). If you want to have an actual house to RP living in, of course, you have to pay more for that by renting a space in the module, but players that don't do so still have housing costs.

3) Merchant buy caps: Either set a maximum on the amount that a merchant will pay for items (eg. 5-10K) or substantially reduce the percentage of full value that they will pay (eg. to 10-20% of item value). May be modifiable by appraise and possibly other social skills.

4) Uncap the respawn penalty: Gold loss is 10% of cash on hand with no cap. Could be higher for max ECL characters who can't lose xp (eg. 20%). Could also be combined with a 'life insurance' system where you pay a flat amount (based on level?) to an NPC cleric to get your next respawn with no gp/xp loss (which would serve as another gold sink). Auto respawn if you log in to either server while dead - if the system crashes while you are deceased and you have to pay, too bad.

5) Gambling / item recombination: A system where players can pay gold for a chance to win interesting/unique/random items, and/or where they can put items into a box and pay for a chance to get an interesting combination of existing items. At least the latter would be difficult to script & balance and should only work for low level items.

6) Modify loot drops: Either abolish gold drops from monsters, make more random ('yellow') items appear in the loot bins, or both. If gold drops are removed while the loot drop percentage remains more or less the same, most kills will yield nothing but xp and found items will be sold for cash. This is the situation now, so the total cash influx is reduced if there are no gold drops. An increase in yellow item drops might lead to more trading.

7) Additional gold sinks: Add more gold sinks. Make inn room rentals chargeable. Add more rentable houses. Allow donations to deity idols (worshippers of the 5 top-earning gods each RL week might get a +1 saving throw bonus or something). Perhaps apply a small tax upon entering a settlement (might or might not apply to characters who log in inside it as a home point). Charged or single-use items might become more expensive (though I personally don't think this last is a good idea). Many other options are possible (and necessary).

8) Repair / upkeep costs: Similar to a tax system, but you pay a cost based on how many items you have AND/OR, there's a small chance that when you use an item that it will be rendered temporarily useless until some cost is paid to 'fix' it (having a chance of actually losing the item would not go over well, I'm sure). The latter would presumably not apply to DC items or widgets of various sorts (which often simulate abilities, not physical items). May be lag-inducing and difficult to script & balance.

9) Leave it as it is: It either ain't broke, or it ain't broke enough to bother fixing it, or the suggestions made above won't fix it. Or, the ideas are interesting but you personally aren't prepared to have them forced upon your characters.

Author:  -Cloak-and-Dagger- [ Thu, Aug 12 2010, 16:50 PM ]
Post subject:  Re: Best fix for the Amian economy?

I would set the appraise scores of all merchants to 127.

Author:  Glyph [ Thu, Aug 12 2010, 17:03 PM ]
Post subject:  Re: Best fix for the Amian economy?

read auctions, note who is always paying more than a million every time, assassinate > = )

its like IRL i'm afraid, the top dogs have the cash and destroy the lower end of the market. also good luck finding a perfect mythal for less than a mill.

also increase gold and XP drops >_>

other than that, you need million+ cash end of discussion. for epic stuffs.

OR

only ever trade, and bug the lowbies who have nothing spare. which does nothing to remedy the situation.

Author:  Grymia [ Thu, Aug 12 2010, 17:14 PM ]
Post subject:  Re: Best fix for the Amian economy?

I voted, and while I have no immediate way to solve this, the suggestion of Gold sinks works merrily for me and can create RP oppritunities.

Sadly, I think the one major one I had been involved in only was so effective, but still, the idea can and probably will work.

Author:  Glyph [ Thu, Aug 12 2010, 17:20 PM ]
Post subject:  Re: Best fix for the Amian economy?

voted more drops, better sales, and leave it as it is...

also good luck with tax, not everyone lives in cordor, and this is already implimented in dale and kohl.

Author:  Xaviera [ Thu, Aug 12 2010, 17:29 PM ]
Post subject:  Re: Best fix for the Amian economy?

It would be a server-wide system that takes money from you when you log in. Maybe 1-2% of your cash balance to simulate living expenses. I linked to it in one of my posts in the other thread, which would be the best place to discuss it.

Author:  Glyph [ Thu, Aug 12 2010, 17:30 PM ]
Post subject:  Re: Best fix for the Amian economy?

thats not tax thats OOCly robbing you. I vote hell no on that.

living expenses come from the fact that houses cost 250000 minimum for a good stay.

Quote:
why would evil goblins .. tax?
<-- this

Author:  The Peacock [ Thu, Aug 12 2010, 17:39 PM ]
Post subject:  Re: Best fix for the Amian economy?

YOU CAN'T FIGHT CAPITALISM!

Author:  speedgrab [ Thu, Aug 12 2010, 17:51 PM ]
Post subject:  Re: Best fix for the Amian economy?

no taxing!
why would evil goblins .. tax?
when low on things they go raiding!
(edit after the change)
now acceptable to my standards!

voted for gold sinks! no more free rooms from griff,

Author:  Xaviera [ Thu, Aug 12 2010, 18:01 PM ]
Post subject:  Re: Best fix for the Amian economy?

Made an edit to the section on Taxation that will hopefully clarify what I'm talking about.

Author:  Glyph [ Thu, Aug 12 2010, 18:09 PM ]
Post subject:  Re: Best fix for the Amian economy?

food drink clothes weapons houses are all ICly expences, please, for the love of god, realise you are asking to OOCly tax EVERYONE anywhere anytime.

ed: I try to make this clear now because some races don't pay tax, they live in the sea and whatnot.

Author:  Loranys [ Thu, Aug 12 2010, 18:09 PM ]
Post subject:  Re: Best fix for the Amian economy?

All I can add to this is please be sure to keep in mind that you don't want to make it any harder for the lowbies than it already is. So far I'm not running into any problems but I've only been playing a few days.

I voted for Additional Gold Sinks because in a way these are voluntary and as Grymia said could create more RP opportunities. Merchant buy caps could be an easy way to let lower level characters get the money they need from the small stuff they find yet any of the higher stuff can only be sold for X amount and nothing further. Gambling/Item recombination could be a wonderful money sink given that most of the time you will get a return that's less than what you put in with the occasional 'jackpot'.

Some thoughts on the other suggestions:

Gold Devaluation: That will only make the problem worse, not better, and after it's done once the problem will simply come back. It's a temporary 'band aid'.

Taxation System: Not a really good idea. From an OOC point of view, it seems like you're punishing your players for playing the game, which is not the impression you want to give. If it's something that the players vote for in a particular city, that would be one thing, but a server wide thing.. not a good idea. Could potentially drive people away and make new players hesitant to join.

Uncap the respawn penalty: This COULD work as long as it included the "insurance" option which might need to be paid monthly, like IRL. You'd need to have a message system or something reminding the player "Hey, you're In-Su-Ance is due". Or some might get POed. higher gold loss for ECL characters is a very good idea. It'd be funny if you could add this to the job system to have a series of insurance salesmen running around, granted they don't get the actual payments, it goes to the temple of whatever god they represent, but still.... RP possibilities abound.. (imagines watching some poor sap getting beat up for trying to sell insurance to the wrong guy)

Modify Loot Drops: This will probably cripple poor newbies like me and might simply go unnoticed by the higher levels. Not suggested.

Repair/Upkeep costs: Again, i could see this being something almost ignored by the higher levels with huge sums of money and being crippling for lower level folk who have next to no money to begin with.

Hope my two cents help.

Author:  Glyph [ Thu, Aug 12 2010, 18:14 PM ]
Post subject:  Re: Best fix for the Amian economy?

upon re-reading all the choices I'd like to make it clear I vote leave it as it is only. didn't realise you meant nerf gold drops.

Author:  Goblin [ Thu, Aug 12 2010, 18:26 PM ]
Post subject:  Re: Best fix for the Amian economy?

Taxation: Ok, it's not an idea without merit. But there are presumably characters who don't (and I use this term as none other seems to fit) grind as much as others. They would be forced to do so - or take up a job from the current job system (most of which require some kind of grind anyway, even if it's just between resources).

Item Repair
: Tricky, but possibly the best bet as an additional money sink, along with several others mentioned. I didn't vote for this one because it seems too fiddly.

Modify Loot Drops: Seems pointless, at high levels the most (in a group) you're likely to acquire per kill is what, 130gp on a good day? It'd take a lot of grinding to have the same effect as the Taxation idea to be fair. This, in my opinion, would have to be part of a bigger picture - not a solution in it's self. Which is probably why you allowed us to select three - and again, this one I did not vote for.

Uncap the Respawn Penalty: An interesting one, people might even take Death more seriously if the idea of losing all (or most) of their collected gold was laid out before them. This one seems more of a global shift than an economical plan. To me, that's one of the most valuable ideas. Yet, it did not get my vote.

Gambling/item recombo: This one sounds like fun. It got my vote purely because it's wasting GP on my terms. As much or as little as I choose to... which is sort of against the purpose, really?

Money Sinks: I like this one a lot too, I was thinking along the lines of investment. I saw a few treasure chests IG described as 'Donations' or 'x Fund', it could be interesting to see what the players might do if they had the opportunity to invest in their friendly factions - and how the DMs/Devs might show these investments IG. Perhaps a larger NPC force for the faction, better equipment for faction NPCs. NPC business investment, instead of selling +1 gear, with the right level of investment, it might increase over time to powerfully enchanted faction gear and so on. Looking beyond gear and military strength, investing in a 'settlement' might have fun effects in regards to the Job System. More Orchards, more Crop Fields, more Livestock et cetera... maybe even *dun dun duuuuun* a faction quarry, or mine! with the right level of investment.

This one for me, has the greatest potential, a lot of possibilities. It got my vote.

Author:  brooksthegreat [ Thu, Aug 12 2010, 18:28 PM ]
Post subject:  Re: Best fix for the Amian economy?

The only way I'd be remotely behind any kind of economic change like this is if it were something either a) heavily scaled towards the heaviest hitters of the economy or b) Strictly optional, but tempting for those who have the extra coin in the first place.

My characters tend to make into the 20s or so.. and usually quite slowly as I wander around and RP more than actually hunt/grind/etc. I have absolutely no problem with the heavy-grinders having stupid amounts of money, save for what it tends to do for inflation - but never having gotten into the millions of gold myself, the idea of arbitrarily losing what little I do have is very annoying.

Melee weapon/armor upkeep? Sigh. The melee guys already have to shell out for pots and such just to keep up with everybody else. I actually sort of like the spell-component idea, but in the end it would just mean that mages wouldn't be as likely to help their parties as well as they could. Gold Devaluation, Taxation, Merchant Buy Caps, and heavier Respawns would only serve to *force* me to hunt even more to maintain character lifestyle - and my characters are broke for the most part as it is.

The best ideas to come out of this so far have been the diablo-styled gambling system. Give those with a billion gold a reason to spend said gold and take it out of the economy, but leave those who aren't rocking octuple digit coin-purses alone.

Author:  Glyph [ Thu, Aug 12 2010, 18:31 PM ]
Post subject:  Re: Best fix for the Amian economy?

got it, flood the market with semi cheap epic stuff, temporarily, to reduce demand. and thus lower the price.

ICLY.

Author:  Loranys [ Thu, Aug 12 2010, 18:37 PM ]
Post subject:  Re: Best fix for the Amian economy?

Goblin wrote:
Money Sinks: I like this one a lot too, I was thinking along the lines of investment. I saw a few treasure chests IG described as 'Donations' or 'x Fund', it could be interesting to see what the players might do if they had the opportunity to invest in their friendly factions - and how the DMs/Devs might show these investments IG. Perhaps a larger NPC force for the faction, better equipment for faction NPCs. NPC business investment, instead of selling +1 gear, with the right level of investment, it might increase over time to powerfully enchanted faction gear and so on. Looking beyond gear and military strength, investing in a 'settlement' might have fun effects in regards to the Job System. More Orchards, more Crop Fields, more Livestock et cetera... maybe even *dun dun duuuuun* a faction quarry, or mine! with the right level of investment.

This one for me, has the greatest potential, a lot of possibilities. It got my vote.


Ooo.. I didn't even think about faction donations.. that could be an amazing tool and a huge money sink for folks. If say every week or month the donations were tallied up and shifts were made accordingly.. to keep things in line it could be turned into a percentage thing between the different type of factions. Political factions with the majority percentage could have improvements in their areas. Temples/deities with more donations could have a greater presence and their followers have a small stat bonus.

Considering the work it could be for the builders, I'd say tallying things up monthly would be best.

Author:  Dwagin [ Thu, Aug 12 2010, 18:41 PM ]
Post subject:  Re: Best fix for the Amian economy?

Xaviera wrote:
The sentiment expressed by Yoss & Tormak and others in Reconsidering the Epic Loot System and other threads is that, for all the talk, nobody is going to be willing to walk the walk and bite the bullet for the sorts of changes that actually need to be made. Accordingly, based on some of the suggestions that have been made, I'm suggesting a poll to sound out what the player base thinks would be the best way to rejig the Amian economy and what changes they personally are prepared to accept.

It's already been said it is the minority that are causing the problem. Sometimes you just gotta take the old mare out back and put a bullet in its head for its own good. But hey, what can you do?

Quote:
The point of the question is to see what players are prepared to have happen to themselves. In other words, if you think it's a good idea but don't want to be nailed with it yourself, don't vote for it.


This poll is flawed, it should be likely asked of those with the most amount of coin/economic insight not people without it.


Quote:
1) Gold devaluation: The amount of gold on every PC is significantly devalued. Every character is reduced (or increased, if they have no cash) to some arbitrary amount - say 10K. Affects all PCs the first time they log in after the change is put into effect.


Work for nothing? Throw away PC's? People that cease playing? No. Bad idea. Two claws down. One time Kneecapping of the high end gold max? Fine. Snark socialism Canadian! :>

Quote:
2) Taxation system: A percentage of gold is taken from a character's cash on hand periodically - on login would probably be the easiest option, with some minimum interval (eg. 4hrs). It can either be based on RL time passed or actual time played (both have positives and negatives). May bottom out at a minimum below which no tax is assessed (eg. 5-10K).


To promote more farming than already occurs? To punish people who play more hours per day so they have to farm more per day? I dislike this, its not the way, its a kludge to fix a different problem. Two claws down. (Income and outflow balance.)

Quote:
3) Merchant buy caps: Either set a maximum on the amount that a merchant will pay for items (eg. 5-10K) or substantially reduce the percentage of full value that they will pay (eg. to 10-20% of item value). May be modifiable by appraise and possibly other social skills.


Bonuses for appraise should always exist, but appraise checks should be based on base points, not mods/items, imo. Capping maximum merchant buy prices will be required.

Quote:
4) Uncap the respawn penalty:


Two claws waaay down. If you feel 40k is inadequate, increase it. Removing it is bad. I feel the cap as it stands is inadequate for the system as it is and should be double to 2.5x what it is now. As well we NEED to remove/prohibit entry room raises/resurrects. If a DM feels one is warranted so be it.

Quote:
5) Gambling / item recombination:


Gold sinks are good. Leave the Balancing of them up to designers/DMs for consistency for games/gambling etc however. I've always been a proponent for trading gold for things which players find useful/wantwantwant!: Wands, Spell pages, Consumables, Mythals.

Quote:
6) Modify loot drops An increase in yellow item drops might lead to more trading.


Only things which are traded which have value/desirability. Making every loot drop more useful would be a step in the right direction, or making mythals more readily available to craft them into something decent would be great. But the net price has to be worth both time/effort involved to do that. As it stands now, it is not nearly as profitable. If I had spent the time I spent on my Caravan/Merchant PC I did merchanting on Epic loot running, she'd have 10x the gold she has.

Quote:
7) Additional gold sinks


Only way gold sinks work is if they A. Voluntary B. Desired. Otherwise you piss off your players. Screw taxes, I want to play a game, not feel every time I log in or step foot somewhere I'm getting nickle and dimed to death, like looking at the fees/taxes on my phonebill.

Quote:
8) Repair / upkeep costs: Similar to a tax system


No. Get your hand out of my pocket every day. You don't want to give people reasons to -not play- or -force them to farm instead of RP-. Melee centric classes cept for lulz bard/ Divine shield casters already have enough upkeep in potions and other crap.


-Cloak-and-Dagger- wrote:
I would set the appraise scores of all merchants to 127.


And make yet another non-combat focused skill completely worthless? No thanks.

Author:  Liz [ Thu, Aug 12 2010, 18:49 PM ]
Post subject:  Re: Best fix for the Amian economy?

I voted for "Additional Gold Sinks" only. The rest of the choices seem like they'd have the intended effect of making it harder for high-level characters to hoard massive amounts of GP, but also the unintended effect of making it hard for lowbies to collect *any* worthwhile amount of GP. And grinding through those low levels trying to scrounge up enough GP to buy a Ring of Protection +1 is hard enough already, IMHO.

That said, I *really* like the idea of voluntary money sinks... especially the idea of letting them provide some sort of in-game bonus to the faction who "sinks" the most money. It would move towards addressing the problem, and also have the added benefit of encouraging people to join a faction. I played on another server where the characters were divided into two rival empires, and in the borderlands between them there was an outpost on an island in a river, and whichever faction controlled the outpost (i.e., the last faction to have a player touch the banner at the top of it) got a 5% XP bonus from adventuring, to reflect the increased morale of their faction. Adapting something like this to economic warfare instead of battlefield warfare would be Super Awesome Fun.

Author:  Selmak [ Thu, Aug 12 2010, 19:04 PM ]
Post subject:  Re: Best fix for the Amian economy?

Gold devaluation.

Okay, so it's drastic. But it's a one-time thing, and gold can be made back. It's far better than a vault wipe.


Taxation system.

If it taxes my character each login, and taxes more when they're earning lots of gold, then it's targeted and fair.


Merchant buy caps.

As things stand, there is no particular benefit to holding onto some piece of loot if my character can't use it. With buy caps, they can get something they want by bartering their loot, because other players and their characters will be in the same situation.


The other options are each worth a look, but these are the three I could live with easiest.

Author:  TormakSaber [ Thu, Aug 12 2010, 19:21 PM ]
Post subject:  Re: Best fix for the Amian economy?

All of it. Simultaneously. Except taxes and gear repair. This must also be accompanied by a a slash of the entire store of gold you hold dear, with no warning, so that you may not attempt to weasel around it.

When the server will submit to that, you'll have your fix.

Author:  Silvarus [ Thu, Aug 12 2010, 19:24 PM ]
Post subject:  Re: Best fix for the Amian economy?

TormakSaber wrote:
All of it. Simultaneously. Except taxes and gear repair. This must also be accompanied by a a slash of the entire store of gold you hold dear, with no warning, so that you may not attempt to weasel around it.

When the server will submit to that, you'll have your fix.

I would not oppose this. Gold is worthless at the moment and if someone is defining the worth and playability of their character on gold...

Well I ran out of sympathy just about there.

Author:  Liz [ Thu, Aug 12 2010, 19:31 PM ]
Post subject:  Re: Best fix for the Amian economy?

Silvarus wrote:
Gold is worthless at the moment and if someone is defining the worth and playability of their character on gold...

Well I ran out of sympathy just about there.
I'll argue again that gold is worthless to an epic PC. Gold is blood and sunlight to a lowbie, up until about lvl 12 or so, when they can actually start to afford a respectable selection of shop-stocked gear, and as many healing kits and potions as they think they'll use. I'm pretty sure I'd be pretty resentful of the implementation of changes that would make being a lowbie even more difficult and frustrating.

Author:  Dramatic_Prince [ Thu, Aug 12 2010, 19:32 PM ]
Post subject:  Re: Best fix for the Amian economy?

Silvarus wrote:
Gold is worthless at the moment and if someone is defining the worth and playability of their character on gold...

Well I ran out of sympathy just about there.

I happen to have played the same character for 2 years, who happens to be a merchant, and views gold with an IC value.
Thank you for invalidating the worth of merchant PCs everywhere.
I give you a round of applause.

Author:  AlphaWaves [ Thu, Aug 12 2010, 19:42 PM ]
Post subject:  Re: Best fix for the Amian economy?

It may shock some of you, then, that one of my characters I've played for almost 4 years, Johanna, has a balance under 1000 gp.

I'm not really giving away valuable IC information. After all, I have walked from Bendir, through the orcs and the goblins, to Cordor and made almost 10,000 gp from lucky loot drops. It can fluctuate. But I really disagree that gold is worthless/meaningless across the board.

Though, to that particular character, gold is worthless/meaningless anyway. But to me as a player, I can't buy much toys for her to play with. But again, it's easily to make gold from a stroll around the Mylocks. From the gp-per-kill alone, 3 spawns of Mylocks will give you near enough a thousand gold.

The ease is worrying. But also, so is the difficulty as a lowbie. It's a very difficult matter.

To be honest, out of just taste, I don't like the seemingly limitless feel of gold on Amia.


I must add: Common gold sinks (Advertising, rented housing etc) only encourages me to Grind for GP, because I get a wee bit jealous of all the goodies that would push RP, but only achievable (And up-kept) by those that grind daily.

Author:  Silvarus [ Thu, Aug 12 2010, 19:56 PM ]
Post subject:  Re: Best fix for the Amian economy?

Dramatic_Prince wrote:
Silvarus wrote:
Gold is worthless at the moment and if someone is defining the worth and playability of their character on gold...

Well I ran out of sympathy just about there.

I happen to have played the same character for 2 years, who happens to be a merchant, and views gold with an IC value.
Thank you for invalidating the worth of merchant PCs everywhere.
I give you a round of applause.

A merchant is a playable character because of trade with other players, not because of how large a worthless number in their inventory is.

Author:  Liz [ Thu, Aug 12 2010, 20:13 PM ]
Post subject:  Re: Best fix for the Amian economy?

Silvarus wrote:
A merchant is a playable character because of trade with other players, not because of how large a worthless number in their inventory is.
What another player's character finds worthy to pursue, in a completely plausible and IC way, is not your decision.

Author:  Xaviera [ Thu, Aug 12 2010, 20:20 PM ]
Post subject:  Re: Best fix for the Amian economy?

Dwagin wrote:
Xaviera wrote:
The point of the question is to see what players are prepared to have happen to themselves. In other words, if you think it's a good idea but don't want to be nailed with it yourself, don't vote for it.

This poll is flawed, it should be likely asked of those with the most amount of coin/economic insight not people without it.

As it would affect everybody, even those without much money or financial acumen will be affected. It's only fair to ask them too.

Dwagin wrote:
Xaviera wrote:
2) Taxation system: A percentage of gold is taken from a character's cash on hand periodically - on login would probably be the easiest option, with some minimum interval (eg. 4hrs). It can either be based on RL time passed or actual time played (both have positives and negatives). May bottom out at a minimum below which no tax is assessed (eg. 5-10K).

To promote more farming than already occurs? To punish people who play more hours per day so they have to farm more per day? I dislike this, its not the way, its a kludge to fix a different problem. Two claws down. (Income and outflow balance.)

See my comments below. I don't see that it will necessarily promote more farming than already occurs. People who are already farming won't stop, because they aren't looking for gold, they're looking for phat lewt. The incidental crap they pick up goes right back out to merchants for cash (the amount of which will be reduced by buy caps and slowly drained away by taxes). About the only time it might 'promote' farming is if a nice item comes up for auction - then I can see everyone rushing out to acquire more cash, but since everyone knows that gold doesn't stick around long, hopefully inter-player commerce will be more based on items once you reduce the 'staying power' of coin.

TormakSaber wrote:
All of it. Simultaneously. Except taxes and gear repair. This must also be accompanied by a a slash of the entire store of gold you hold dear, with no warning, so that you may not attempt to weasel around it.

I personally favour 2-4 as they are applied across the board and so are equally fair (or unfair). 5-7 are good, but will only affect those who use those various services/features. I concur with Tormak that 8 is no good. 1 is a one-time fix but doesn't solve the problem (inflation doesn't go away). Only 3 (buy caps) and 6 (no gold drops) will have any significant effect on the amount of gold entering the economy, and none of the other options drain it away in any consistent manner.

Because gold comes from hunting, the only way to really stop it coming in is to cut down the supply of it (3) and have merchants pay less for the items (6) that are the only other source of unlimited income (besides the job system, which isn't big enough at this point to make a significant difference). Because people will still hunt and will still accumulate gold, there has to be an ongoing drain that is both all-encompassing and fair (2).

I think that 2 accomplishes this. It gets rid of gold, the same as 1, but more gradually, so it's less painfully obvious. It also has the virtue of being a continuous drain, so it helps to keep the problem from recurring. I think it should be combined with 3 & 6 for maximum effect. 4, 5 & 7 are really just icing on the cake.

My original proposal for tax was something like 1% per hour of logged-in time to reflect 'off-screen' expenses. It was combined with a stipend system where you also earned a small amount of cash from other 'off-screen' activities. Basically, if you just sat around and did nothing, your cash reserve would stabilize at some level (just under 100K for a maxed-out PC). If you do the math, it took a 1% tax rate something like 11 months of playing 35 hours a week to get down from 10 million to that level. It was based on RL time played on the assumption that if you weren't logged in you weren't doing much ICly (and you certainly weren't out hunting a lot) - the only down-side I can see of having it based on actual playing time instead of elapsed time is that rarely-played epics with hoards of cash could jump in to buy things at auction and then disappear again, so perhaps it should be based on elapsed time (and I'm inclined to think the rate should be at least 2%/hr). Those who are hunters or merchants will have higher balances but will have to turn the cash over faster to avoid the slow drain.

To me, this taxation system - even without other changes to the economy - accomplishes all of the desired goals - a continuous cash drain which is fair in that it affects all players in the same proportion and at the same rate and is also not too painful (in that balances take a while to drop). At the same time, it lets hunters/merchants have higher balances (though they have to be a bit more cautious about cash flow issues) but lets non-adventurers retain some cash for incidental expenses.

AlphaWaves wrote:
I must add: Common gold sinks (Advertising, rented housing etc) only encourages me to Grind for GP, because I get a wee bit jealous of all the goodies that would push RP, but only achievable (And up-kept) by those that grind daily.

If you want to rent a house, though, or do anything else beyond the occasional purchase here and there, you may still need to go out and kill a few monsters or work with the job system if mayhem isn't your cup of tea. Still, my system has a minimum balance (100 * level^2 gp), so even a 5th level who never grinds ends up with about 2.5K gp, which should be enough to equip for an expedition or rent that cheap house for a reset. So in fact my tax/stipend idea should accommodate all types of players except hoarders.

Author:  TormakSaber [ Thu, Aug 12 2010, 20:23 PM ]
Post subject:  Re: Best fix for the Amian economy?

Lizzie wrote:
Silvarus wrote:
A merchant is a playable character because of trade with other players, not because of how large a worthless number in their inventory is.
What another player's character finds worthy to pursue, in a completely plausible and IC way, is not your decision.


and yet, his opinion of what makes a merchant worthwhile to the server, is.

Author:  AlphaWaves [ Thu, Aug 12 2010, 20:44 PM ]
Post subject:  Re: Best fix for the Amian economy?

I like the idea of tax. It really fits the setting, and the IC issues regarding it can really affect the moods of our beloved characters. Negatively most of the time, sure. And the more gold one has, the more it gets taxed, presumably.

But what if you're a forest dweller? Would they get taxed? If so, why?

Would taxes only affect characters when they are in a city/town? And are all rates the same? I like that idea, but then, people would just not stay in cities. Perhaps mostly hang out in the forest causing even more tension and more consequence-less PvP?

Gah, it's really complicated.

Author:  TormakSaber [ Thu, Aug 12 2010, 21:21 PM ]
Post subject:  Re: Best fix for the Amian economy?

For every reason you can say to tax me, I can probably name 2 or 3 for why you wouldn't or couldn't tax said character. It's not a good system.

Author:  AlphaWaves [ Thu, Aug 12 2010, 21:38 PM ]
Post subject:  Re: Best fix for the Amian economy?

Yea, I find myself in agreement there. It's a pain in the rear end thinking about it.

Author:  corypx [ Thu, Aug 12 2010, 21:48 PM ]
Post subject:  Re: Best fix for the Amian economy?

Still think Black caravan gold sinks are the way to go without doing anything to complex or pissing anyone off, people would send there gold there and give it abit more value.

Author:  Xaviera [ Thu, Aug 12 2010, 21:56 PM ]
Post subject:  Re: Best fix for the Amian economy?

Tormak... your objections seem to boil down to either "it's not realistic (for everybody)" or "my character wouldn't have that many expenses (it's not realistic for me)". If you're prepared to give up all your money, I don't see how that's any more or less realistic for Torin. Do you at least agree that it works to get rid of money in a manner that's consistent and fair? Because the details can always be fiddled with.

It's not 'tax' in the sense of an official coming up to you and demanding money, though that could be part of it. It's 'living expenses'. And yes, not all characters with lots of money are spendthrifts, and not all characters live in cities. An Amia Forest ranger would presumably not spend at the same rate as a Kohlingen Knight, but it's a simplification that avoids the issue of weighting the equation by class, spawn point, etc. and thus avoiding potential exploits such as the sudden tendency of everyone on the server to take a druid level to get the 'rural rate'. Call it tithes, equipment maintenance, gifts, donations, housing, education expenses, cost of servants, haircuts, laundry, new shoes, whatever you want.

I've been rechecking my calculations and I may have erred in the details, though IMO the concept is sound. Perhaps Robert or Yurell could crunch some numbers for me. I'm thinking that a character should lose 1% of their cash on hand each 'time unit' and should also earn 1% of (level ^ 2 * 100) gp each time unit. If I've got it right, then the decline is logarithmic and, for any arbitrarily high starting amount, it drops by 20% in ~23 time periods, by 40% in ~51, by 60% in ~92 and by 80% in ~161. The rate is slowed slightly for smaller starting amounts (where the small amount of earnings actually count for something) but, for all intents and purposes, you lose half your money in ~70 time units if you sit around and do nothing. If you assess the tax (and apply the earnings) each RL day, that means you have at least a few weeks to do something with your cash if you acquire a big chunk before expenses begin to whittle away at it significantly. Various tweaks can alter the rate of loss, but I don't think these numbers are unreasonable. If you leave Amia for 5-6 months or more, when you get back you'll find you've reached the floor of (level ^ 2 * 100) gp, but you won't go lower.

Author:  Xaviera [ Thu, Aug 12 2010, 22:10 PM ]
Post subject:  Re: Best fix for the Amian economy?

corypx wrote:
Still think Black caravan gold sinks are the way to go without doing anything to complex or pissing anyone off, people would send there gold there and give it abit more value.

I bought two items in all the time the Black Caravan was around, for perhaps 50K in total. I've respawned maybe once in the last year (I think I went solo hunting because I was bored and I've become a proponent of forced respawns in the entry). I don't rent houses. I don't buy things at auction. I solicited 10-12 M in donations for the Temple of Love (no hunting required) about 2 years ago and spent about 8 M when the renovation was completed last year. I spend 1 M every 6 months on Mikey the town crier. When I get down to 1 M next year or the year after, I'll simply ask for more donations. Yes, I give out cash to gold sinks, but if I were actually out hunting instead of standing around gigglepoking, it would be going out a lot slower (or maybe even increasing). I don't have to do anything, because my money doesn't go away if I don't want it to. In other words, I am largely unaffected by most of the sinks in the game at this point. This is why I see a need for something that is more active in removing cash.

Author:  AlphaWaves [ Thu, Aug 12 2010, 22:27 PM ]
Post subject:  Re: Best fix for the Amian economy?

It has dawned on my that most of the loot drops are redundant and only serve to provide gold. An abundance for solo grinders. Mythal crafting > the majority of loot drops, though that is only an opinion. Mythal crafing is pretty much RP dependant, unless one only does it for themselves.

Amia seems incredibly rich in magical items found discarded along every path and glade. Where are they all coming from? These items are where the gold comes from, I think. A massive amount of it, at any rate.

The ideal for me, though I know it isn't in everyone's tastes, is making gold just rarer. There's too much of it around. An Astral Blade +1 can be transformed into a wadge of cash in an instant. Say a travelling merchant found one on the road from Bendir to Cordor. The amount that one of those bad boys gives will make said merchant need never work again.

Author:  Gunz [ Thu, Aug 12 2010, 22:28 PM ]
Post subject:  Re: Best fix for the Amian economy?

There are a few I disagree would be a good idea, but more that I think are good ideas. And even the ones I find to be not so good, I'd be willing to try. I just want -something- to be tried. The Amian economy is that ridiculously silly.

Author:  TormakSaber [ Thu, Aug 12 2010, 22:28 PM ]
Post subject:  Re: Best fix for the Amian economy?

Xaviera wrote:
Tormak... your objections seem to boil down to either "it's not realistic (for everybody)" or "my character wouldn't have that many expenses (it's not realistic for me)". If you're prepared to give up all your money, I don't see how that's any more or less realistic for Torin. Do you at least agree that it works to get rid of money in a manner that's consistent and fair? Because the details can always be fiddled with.


At some point, my suspension f disbelief breaks and it becomes easier to believe in a world wide clean slate of gold than it is to believe that a acharacter that lives in the wilds and is self sufficient is being "Taxed" 150k just because he didn't log in for two days.

Author:  Gunz [ Thu, Aug 12 2010, 22:31 PM ]
Post subject:  Re: Best fix for the Amian economy?

AlphaWaves wrote:
Amia seems incredibly rich in magical items found discarded along every path and glade. Where are they all coming from? These items are where the gold comes from, I think. A massive amount of it, at any rate.


Totally agree. Why do we get GP for killing something? Where does it come from? Do the gods say, "Here, man! Good on you for slaughtering four wolves for no reason at all!"? Why do animals and creatures/beasts that don't have use or reason to carry armor/weapons/books/etc. drop loot? Why?!????!?!!!!!!!!!!! ::rips hair out::

Why am I getting a +2 Morning Star with cold damage, a mythal and a bone wand from a Bear?!?!?!?! :?:

Author:  Dwagin [ Thu, Aug 12 2010, 22:44 PM ]
Post subject:  Re: Best fix for the Amian economy?

it was caught in the bear's fur, from when you killed the barbarian next to it.

Author:  Siouxpernatural [ Thu, Aug 12 2010, 22:49 PM ]
Post subject:  Re: Best fix for the Amian economy?

It can be tough as a low level character to acquire wealth. Sometimes it seems like I am acquiring just barely enough gold to be able to buy the minimal amount of potions/gear necessary. This can become quite repetitive and tedious.

Author:  Gunz [ Thu, Aug 12 2010, 22:51 PM ]
Post subject:  Re: Best fix for the Amian economy?

Dwagin wrote:
it was caught in the bear's fur, from when you killed the barbarian next to it.


That's a silly and unrealistic explanation. And even if it were more realistic, PC's shouldn't get an added loot chance through animals and beasts who wouldn't have those types of items on their person. These types of things, along with the GP per-kill, play a significant role in why people have so much gold.

Author:  Liz [ Thu, Aug 12 2010, 22:57 PM ]
Post subject:  Re: Best fix for the Amian economy?

o0GuNz_N_RoSeZ0o wrote:
AlphaWaves wrote:
Totally agree. Why do we get GP for killing something? Where does it come from? Do the gods say, "Here, man! Good on you for slaughtering four wolves for no reason at all!"? Why do animals and creatures/beasts that don't have use or reason to carry armor/weapons/books/etc. drop loot? Why?!????!?!!!!!!!!!!! ::rips hair out::

Why am I getting a +2 Morning Star with cold damage, a mythal and a bone wand from a Bear?!?!?!?! :?:

The items come from the same place a lot of boneheaded ideas come from: the fact that we're playing a game. The idea of bears with morning stars isn't any less absurd than the idea that the bandages from a healing kit are a perfectly plausible way to heal a skeleton, or that no character of any race has ever in the history of time learned how to swim. I just sort of shake these things off with a "meh." They're silly, yes, but when we install NWN on our computers, we commit to a certain set of game mechanics and conventions, and "monsters drop loot" is just part of the system.

I note that while you do wonder why wolves carry loot, it seems to be perfectly plausible to you that wolves attack you in the first place. I live in an area where wolves are right now being heavily re-introduced into the wild, and I've never heard of a wolf attacking a full-grown human. Why is it easy for you to accept improbably vicious wolves, but not improbably wealthy wolves? Just let it go, man. :)

Author:  Yurell [ Fri, Aug 13 2010, 0:15 AM ]
Post subject:  Re: Best fix for the Amian economy?

I still don't see why there's a cap on gold loss at respawn. You can easily make that money back twice over in a single loot run, and I haven't really seen any arguments for keeping the cap ... if you are opposed to its removal, can you please say why you would like the cap implemented as if there were none to start with?

Author:  TormakSaber [ Fri, Aug 13 2010, 0:33 AM ]
Post subject:  Re: Best fix for the Amian economy?

You can make it back twice over in a *single item*.

Author:  corypx [ Fri, Aug 13 2010, 0:34 AM ]
Post subject:  Re: Best fix for the Amian economy?

Xaviera wrote:
This is why I see a need for something that is more active in removing cash.


why does gold need to leave people again?

has anyone pointed out a reason to remove cash other then epic loot items if sold for gold are crazy high, and they should be your tradeing useless coins for usefull items.

Author:  TormakSaber [ Fri, Aug 13 2010, 0:36 AM ]
Post subject:  Re: Best fix for the Amian economy?

Because as a DM, I would like to be able to affect the world with a financial standard an an economy that at least makes a tiny smidgen more sense than what it does not.

As a player, I would like an economy that works and is more player centric because to me, that is more fun, to deal with players than a soullless NPC merchant

As a world balancer and a "Game Designer" (used loosely) I would like the balance the world as best as possibly and promote player interaction in such a way so that the greatest number of people can interact as much as possible.

Author:  TormakSaber [ Fri, Aug 13 2010, 0:37 AM ]
Post subject:  Re: Best fix for the Amian economy?

Alternately, Cory, you answer your own question.

Quote:
why does gold need to leave people again?


Quote:
they should be your tradeing useless coins for usefull items.


That's why.

Author:  Liz [ Fri, Aug 13 2010, 0:38 AM ]
Post subject:  Re: Best fix for the Amian economy?

corypx wrote:
Xaviera wrote:
This is why I see a need for something that is more active in removing cash.


why does gold need to leave people again?

has anyone pointed out a reason to remove cash other then epic loot items if sold for gold are crazy high, and they should be your tradeing useless coins for usefull items.

This was a question that occurred to me too, Cory... everyone seems to agree that GP is not especially useful to an epic character, but just sort of takes it for granted that this is a bad thing. Couldn't you reasonably argue that keeping GP useless to people who people who can collect and use epic items constitutes a means of encouraging barter, and therefore encouraging players to interact with each other rather than with NPC stores?

Author:  Valve [ Fri, Aug 13 2010, 0:39 AM ]
Post subject:  Re: Best fix for the Amian economy?

Yurell wrote:
I still don't see why there's a cap on gold loss at respawn. You can easily make that money back twice over in a single loot run, and I haven't really seen any arguments for keeping the cap ... if you are opposed to its removal, can you please say why you would like the cap implemented as if there were none to start with?


Opposed because then we will see even more corpses after reset.

I also agree with you.. to me respawn just equals time and I'm not in a rush.

Page 1 of 7 All times are UTC
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/