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ticket
 
PostPosted: Mon, Aug 03 2009, 7:06 AM 

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Yurell wrote:
Dwagin wrote:
You wouldn't want to hear the apocalyptic fit I'd throw if I died and lost 2,000,000gp.


Then I would ask why you, aware of this rule (presumably in this hypothetical situation), were carrying 20 millions gold on your person? You could have deposited most of it at Morgan and Sons', and there is nothing in a dangerous area that would require such a large sum.


Wait, we can deposit gold in Morgan and Sons? AFAIK, we can't.

Anyways, depositing/saving your money in a bank doesn't do anything to lower the gold count in Amia... It's not a gold sink. It would just be a hassle for everyone who would now have to just regularly visit the bank and deposit their wealth there, keeping a running balance of 400k on their toons at all times. When bidding season comes, things would be the same.


 
      
Yurell
 
PostPosted: Mon, Aug 03 2009, 7:14 AM 

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ticket wrote:
Yurell wrote:
Dwagin wrote:
You wouldn't want to hear the apocalyptic fit I'd throw if I died and lost 2,000,000gp.


Then I would ask why you, aware of this rule (presumably in this hypothetical situation), were carrying 20 millions gold on your person? You could have deposited most of it at Morgan and Sons', and there is nothing in a dangerous area that would require such a large sum.


Wait, we can deposit gold in Morgan and Sons? AFAIK, we can't.


I thought we could? If not, I'd suggest it be instigated before the removal of the cap.

ticket wrote:
Anyways, depositing/saving your money in a bank doesn't do anything to lower the gold count in Amia... It's not a gold sink. It would just be a hassle for everyone who would now have to just regularly visit the bank and deposit their wealth there, keeping a running balance of 400k on their toons at all times. When bidding season comes, things would be the same.


I am currently writing a post to address this concern.

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jafman30
 
PostPosted: Mon, Aug 03 2009, 7:16 AM 

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Yurell, you are REALLY stoked on that "Morgan and Sons" place aren't ya? I'm not necessarily disagreeing, but dont you think bringing that up is a bit of a cash -saver- in case the dms really do something about this? Because i bet if they strip everyones money, you would still have your pile thats in the bank.

Just sayin' :wink:

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corypx
 
PostPosted: Mon, Aug 03 2009, 7:18 AM 

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better yet you could keep zero gold on you and die at will and respawning wont cost you anything, you wont even have to buy heal potions anymore you could just die and respawn where you died and keep doing that till the end of the zone.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 7:20 AM 

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Okay, since I have been faced with opposition for the removal of the 40k gold cap, I am posting my arguments for the removal.
I encourage those who disagree to either explain why this reasoning is incorrect, or present an argument that is better for the defence of retaining the 40k gold cap.

Firstly, let us take the realm and divide it into those with 400k and those with greater.

Those with less than 400k gold:
This group is unaffected directly by the change - they do not lose any more or less gold than they otherwise would upon death. All lowbies and most of those with a fairly weak build would, I imagine, fall under this category, but such is not necessary for this reasoning.

Those with greater than 400k gold:

Let us further refine this category - those who choose to bank and those who choose not to. Membership to either group is completely by choice.

Choose to bank:

Those who choose to bank their gold lose as much as someone in the 'less than 400k gold' group (from what they carry on their person) and so are in a similar position to how they were before the cap's removal, except that the majority of their money is not on their person.

Choose not to bank:

When these people die, they lose a vast amount of money, entirely their own fault for not banking. This removes a lot of money from the economy.

The Effect:

I would imagine the major effect this would have is moving people from the 'choose not to bank' category to the 'choose to bank' category. This has the benefit of encouraging banking without imposing an arbitrary restriction on the amount of funds carriable on one's person.
A small amount of money would leave the economy from those not wishing to bank their money, but by and large most people would choose the path that costs them the least

With that, the banking system would be rather popular (in terms of number of people using it). From there, one can instigate a small fee for monetary access (e.g. 1% of the amount withdrawn if under 1 mil, 2% if over - I do not wish to get caught up in exact numbers, it is the principle that I am trying t establish).
This removes money from the economy in a virtual manner - the money is still there, but decreases when accessed. A small percentage will not be noticed by many people.

The only issue I can for see is those people depositing all their money and going hunting, and constantly accumulating as such. But it is still less acruement than the current system, and hopefully the inconvenience will help lessen the number of people doing such.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 7:24 AM 

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corypx wrote:
better yet you could keep zero gold on you and die at will and respawning wont cost you anything, you wont even have to buy heal potions anymore you could just die and respawn where you died and keep doing that till the end of the zone.


Are, but you would find it far more time efficient to have the heals and other potions. Sure, you could go and get yourself killed, but the thing is you will a) be losing all the gold profit you made (barring the 5% chance of items) and b) have wasted a large amount of time doing so, which could have been used more effectively.

jafman30 wrote:
Yurell, you are REALLY stoked on that "Morgan and Sons" place aren't ya? I'm not necessarily disagreeing, but dont you think bringing that up is a bit of a cash -saver- in case the dms really do something about this? Because i bet if they strip everyones money, you would still have your pile thats in the bank.

Just sayin' :wink:


I doubt they'll strip everyone's money and that is not why I'm a proponent :P
*Hides away shares in the company*

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Sunkin Sheep
 
PostPosted: Mon, Aug 03 2009, 7:32 AM 

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Quick experiment report (swords v. plays):

The only way to deal with RL inflation is to raise the price of things in RL to naturally uphold the equillibrium in a supply/demand open market economy. I conducted a bit of an experiment with inflation.
As I've tried selling i.e. a ticket to a play to allocate with Amian style inflation (Where everyone will likely have at least 1,000,000 coins at some point in their Amian career. If they really had the incentive to earn.)
I set my ticket prices at 100,000 coins

Yet even this drew surprising results.
Players ICly felt this amount was too high. However, when looking over weekly bids on auctioned items.
They would gladly pay 1,000,000 + for something where in real life value would be fractions less that a ticket to a play.

When asked why they would rather pay that much on a sword than on a ticket to my play, the most common response was:
"It is too expensive"
"A sword is worth more."
"It is for the rich Only"

Interestingly enough, most items in the game sold by merchants are unreasonably low (For their profits). and I believe the mere shock of seeing a high price on a common item that would in fact be reasonable in a practical inflatated country had driven people away. The mere thought can be seen as impractical and silly, but realistically (ICly) it is a matter of utility gained from a sword outweighing that of a ticket in the mind of Amians. Which keeps a high price tag on swords and means curtains for my play. People are not going to grow accustomed to inflation like scenarios and Amia thus must be considered a fiscal utopia. Where money is both needed, and expendable.

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corypx
 
PostPosted: Mon, Aug 03 2009, 7:40 AM 

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Yurell wrote:
Okay, since I have been faced with opposition for the removal of the 40k gold cap, I am posting my arguments for the removal.
I encourage those who disagree to either explain why this reasoning is incorrect, or present an argument that is better for the defence of retaining the 40k gold cap.

Firstly, let us take the realm and divide it into those with 400k and those with greater.

Those with less than 400k gold:
This group is unaffected directly by the change - they do not lose any more or less gold than they otherwise would upon death. All lowbies and most of those with a fairly weak build would, I imagine, fall under this category, but such is not necessary for this reasoning.

Those with greater than 400k gold:

Let us further refine this category - those who choose to bank and those who choose not to. Membership to either group is completely by choice.

Choose to bank:

Those who choose to bank their gold lose as much as someone in the 'less than 400k gold' group (from what they carry on their person) and so are in a similar position to how they were before the cap's removal, except that the majority of their money is not on their person.

Choose not to bank:

When these people die, they lose a vast amount of money, entirely their own fault for not banking. This removes a lot of money from the economy.

The Effect:

I would imagine the major effect this would have is moving people from the 'choose not to bank' category to the 'choose to bank' category. This has the benefit of encouraging banking without imposing an arbitrary restriction on the amount of funds carriable on one's person.
A small amount of money would leave the economy from those not wishing to bank their money, but by and large most people would choose the path that costs them the least

With that, the banking system would be rather popular (in terms of number of people using it). From there, one can instigate a small fee for monetary access (e.g. 1% of the amount withdrawn if under 1 mil, 2% if over - I do not wish to get caught up in exact numbers, it is the principle that I am trying t establish).
This removes money from the economy in a virtual manner - the money is still there, but decreases when accessed. A small percentage will not be noticed by many people.

The only issue I can for see is those people depositing all their money and going hunting, and constantly accumulating as such. But it is still less acruement than the current system, and hopefully the inconvenience will help lessen the number of people doing such.


ok here it is plain and simple its a waste of DMs time, if you can counter the effect with the bank(they would have to code the bank to take gold from the sounds of it) you basicly asked them to code and test something that will do nothing, so why do it at all.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 7:44 AM 

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corypx wrote:
ok here it is plain and simple its a waste of DMs time, if you can counter the effect with the bank(they would have to code the bank to take gold from the sounds of it) you basicly asked them to code and test something that will do nothing, so why do it at all.


I would think the ability to tweak the bank to counter inflation would make up for the time. Even a small improvement for what I am guessing isn't that much work comparatively (I'm not a codemonkey so I've no idea, but I'm guessing it wouldn't be insubstantial either) would be worth the invested time.

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corypx
 
PostPosted: Mon, Aug 03 2009, 8:07 AM 

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Yurell wrote:
corypx wrote:
ok here it is plain and simple its a waste of DMs time, if you can counter the effect with the bank(they would have to code the bank to take gold from the sounds of it) you basicly asked them to code and test something that will do nothing, so why do it at all.


I would think the ability to tweak the bank to counter inflation would make up for the time. Even a small improvement for what I am guessing isn't that much work comparatively (I'm not a codemonkey so I've no idea, but I'm guessing it wouldn't be insubstantial either) would be worth the invested time.


but again your idea does nothing if has no effect on the people geting the gold, the problem is not geting the gold out, its stoping the gold coming in.

if your boat springs a leak would keep trying to get the water out and do nothing to stop it from coming in.

lower the max gold NPCs will pay, that will cut out a fair chunk of gold, and after the coming in slows down it that will have more effect on the gold problem then forcing people to use a bank

if DMs think afew people have to much gold they know the players and thier characters they can entice you and you will be more then happy to get rid of it.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 8:13 AM 

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corypx wrote:
Yurell wrote:
corypx wrote:
ok here it is plain and simple its a waste of DMs time, if you can counter the effect with the bank(they would have to code the bank to take gold from the sounds of it) you basicly asked them to code and test something that will do nothing, so why do it at all.


I would think the ability to tweak the bank to counter inflation would make up for the time. Even a small improvement for what I am guessing isn't that much work comparatively (I'm not a codemonkey so I've no idea, but I'm guessing it wouldn't be insubstantial either) would be worth the invested time.


but again your idea does nothing if has no effect on the people geting the gold, the problem is not geting the gold out, its stoping the gold coming in.

if your boat springs a leak would keep trying to get the water out and do nothing to stop it from coming in.

lower the max gold NPCs will pay, that will cut out a fair chunk of gold, and after the coming in slows down it that will have more effect on the gold problem then forcing people to use a bank

if DMs think afew people have to much gold they know the players and thier characters they can entice you and you will be more then happy to get rid of it.


I'm no opposed to that - numerous ideas in conjunction work.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 8:35 AM 

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We've enough issues with the actual economy and solving its problems, making up hypothetical situations to try to solve is needless busy-work.

The only thing that system would do would be a 'Hey lets use a bank' and then maybe tax the money in the bank or add 'fees'.

...Thats rather like something I would find annoying, what if you need to pick up something in another city but you dont have 'money' on you. Or what if a merchant has something for sale in Wiltun, but your cash is stored in Cordor, and you can't access it.. it adds an 'annoyance factor' to the hunting/gaming environ that is something in my humbledore is already 'Done off camera'.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 8:38 AM 

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Dwagin wrote:
We've enough issues with the actual economy and solving its problems, making up hypothetical situations to try to solve is needless busy-work


Hypothetical situations are how you expand on what an idea will become. The idea is 'remove the death penalty cap', the hypothetical is to try and counter arguments to the opposition as well as expand upon the idea itself.

In essence, it is 'speaking in examples'.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 8:47 AM 

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PC Death is a random variable. One cannot set a successful system based solely on the merits of a completely unquantifiable variable, hon. Sorry, sometimes my brain runs off with itself and I neglect to explain a previous step of logic.

We can't with relative reasonable determination figure out how often/when someone is going to die, if ever.

I've had PC's make it to Epic level before biting it the first time.

A gold sink or gold bleed needs to be determinable, and static for all individuals. The more things that all classes/builds/characters need in common should be the ideal focal point to focus on sinking. Or an obvious hole/source be rectified.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 9:01 AM 

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At this point the only two things that all classes/builds share are: Income from selling goods from adventuring, and the urge to upgrade gear.

Reducing gold income will not -rectify- the problem, it will slow inflation's growth. This will ultimately 'help' with the problem of inflation which is the topic of this discussion. It is the most elegant and simple, and as such probably the most right thing to do as a first step.

Incremental fixes are the best ones, make an adjustment, see how it plays out, then adjust a little more.

People who still adventure at 30 will get surplus cash in a cash positive economy. If we do not have something that will make people -have- to, or -want- to spend it on, we will still have inflation.

On a related note, the suggested change of capping gold sales to NPC does make taking appraise as a skill rather worthless once you're past a certain level because you'd be gold capped already. Which makes me sad, sad, sad. Unless appraise is changed to give you bonus gold above the cap.


All of this doesn't even begin to tackle a 'mostly fair' means of 'breaking' people with large banks. Nor even if that is something that -should- be done.

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Last edited by Dwagin on Mon, Aug 03 2009, 9:06 AM, edited 1 time in total.

 
      
Yurell
 
PostPosted: Mon, Aug 03 2009, 9:04 AM 

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Dwagin wrote:
On a related note, the suggested change of capping gold sales to NPC does make taking appraise as a skill rather worthless once you're past a certain level because you'd be gold capped already. Which makes me sad, sad, sad. Unless appraise is changed to give you bonus gold above the cap.


I agree - the cap should be dependent on Appraise as well.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 9:08 AM 

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I should say 'less worthwhile', as it still affects your 'cost to buy' prices, which is a perk for reselling NPC goods and wealth building.

Its late, I'm going to slither off from this thread till after I've slept, need a clear mind.

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Selvec Darkon
 
PostPosted: Mon, Aug 03 2009, 10:09 AM 

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Question: How to stop Amian inflation?

Answer: Give me all your gold.

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Pony
 
PostPosted: Mon, Aug 03 2009, 10:35 AM 



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Its like the Dragonlance setting, gold is worth nothing. Lets start trading in a new currency until that one goes broke <.<


 
      
Dwagin
 
PostPosted: Mon, Aug 03 2009, 17:05 PM 

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This is an obvious issue and needs fixed or there would not be an obvious concern. Please lets not derail this thread with spam.

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ILoveIceCream
 
PostPosted: Mon, Aug 03 2009, 17:42 PM 

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what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


 
      
Mr Mago
 
PostPosted: Mon, Aug 03 2009, 17:51 PM 

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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


No.

Just... no.

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Lesquille
 
PostPosted: Mon, Aug 03 2009, 18:02 PM 

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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


Why don't you just stab me in the heart?

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ILoveIceCream
 
PostPosted: Mon, Aug 03 2009, 18:05 PM 

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It will work rather well I think.


 
      
IronAngel
 
PostPosted: Mon, Aug 03 2009, 18:08 PM 

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I wouldn't mind, really. I wouldn't mind if we didn't do that, either.

Merchant buy rates should be considerably lower, but so that Appraise would give you a higher cap than other people. Not sure if it's easy to do.

Whatever we do to slow down income, we still need to destroy the existing fortunes of old PCs, or we simply strengthen the hegemony of the current millinaires. Any drastic decrease in income must be accompanied with taxation of the largest capitals, lest it be counter-productive.

That's why attractive money sinks is a better option, but the above principle might be a nice addition.

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Mr Mago
 
PostPosted: Mon, Aug 03 2009, 18:12 PM 

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Reducing the buy rate at the merchants (I think the best ones are at 60% of the items value, correct me if I'm wrong) would nerf the income while still allowing appraise to have effect. Rather than putting a cap on all merchants.

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IronAngel
 
PostPosted: Mon, Aug 03 2009, 18:22 PM 

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The price of items goes up very fast at higher levels, though. A simple reduction would penalise low-level players a lot more, considering merchants easily pay 30k for medium-level loot but 1k for low-level loot. Even if we dropped the merchant buy rate 50%, it'd still be a lot of gold for +4 stuff and a huge pain for lowbies to stay supplied.

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Mr Mago
 
PostPosted: Mon, Aug 03 2009, 18:24 PM 

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You can increase the gp value of items in the toolset.

But... that's a bit of work, doing that for all of the lower level lootbins.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 18:40 PM 

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Best ones with appraise cap is .. close to 75% i believe. Unless my math is off or I recall incorrectly. I -can- go check this.
I will do so.

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Dwagin
 
PostPosted: Mon, Aug 03 2009, 18:47 PM 

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It's actually 80% of retail according to the Pricewatch.

They still jack it up a bit over that price when the npc merchant's sell it though.

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Phantom-D
 
PostPosted: Mon, Aug 03 2009, 19:58 PM 



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To stop inflation the central bank has the sell bond on the open market.

OH WAIT

Amia isn't the real world so real world economics don't work.


Current economy

1) Boos farmers (Bazillion gold or equivalent money in items)
2) Misc Middle people (Some that can make the odd deal here and there, maybe farm the +4 bin. #2 generally supplies #1 with most of their gold since they far, those bins because they can't farm bosses.)
3) Everyone else (#1 and #2 chuckle at their gold).

Why won't normal economics work?

1) Gold is magically created and infinite.
2) Gold stops being valuable past shops. In the real world money generally buys everything you'd need. Epic loot cannot be bought as easily.
3) Characters can exist with zero gold drains. They need not eat, pay rent, pay for gas, etc.
4) There are no stock markets, banks, insurance companies, etc. with any real influence on the game. The tried and true responses to economic problems absolutely fail when there are no bonds, interest rates, borrowing, and lending.


I'd be very interested if DMs could explain their "Unfavorable" changes. I am interested in change and such. Perhaps outlining the plan could open a dialogue and make the changes for palatable.


 
      
Grymia
 
PostPosted: Mon, Aug 03 2009, 22:23 PM 

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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


I know in at least one case one of my characters would be unfairly targeted by this because he is holding a large sum of gold but a lot of it is for something that's not him.


 
      
Phantom-D
 
PostPosted: Mon, Aug 03 2009, 22:36 PM 



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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


You know you just crashed the entire economy of Amia. You pretty much degrade the entire economy back a few thousand years to Barter.

You are right about a noticeable effect. Now the HAVES have MORE because they obviously were great a farming loot and will continue to do so while those that cannot have even less because gold lost all its value and they can't even farm to stock pile for epics.

This pretty much utterly destroys gold so you kind of succeeded in a twisted sort of way. Gold is no longer a problem in high amounts because people just trade epics and don't stock pile it.


 
      
J.G.
 
PostPosted: Mon, Aug 03 2009, 23:15 PM 

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Price caps seems to be a good Idea. with Appraise raising it slightly and the base cap about 10,000.

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Zante
 
PostPosted: Mon, Aug 03 2009, 23:21 PM 

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Then people will just not bother hunting the high level areas, and you'll have epics hunting goblins for 5k loot instead of giants for 40k.

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Yurell
 
PostPosted: Mon, Aug 03 2009, 23:40 PM 

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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


I hate that idea - because these people worked harder, they should be punished more?

Plus there's the fact people will just trade items, refusing to exchange gold - why give gold if it's just going to be arbitrarily removed?

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jafman30
 
PostPosted: Tue, Aug 04 2009, 0:28 AM 

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Remove gold altogether!! Make love, not gold!

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-Dark Faith-
 
PostPosted: Tue, Aug 04 2009, 7:59 AM 

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ILoveIceCream wrote:
what I proposed months ago.....Step 1)Everyone with over 1 mil gold loses 60% of their gold. Everyone 500k - 1 mil loses 40% and everyone under 500k loses 30%. have it fire off only 1 single time on a characters login.Step 2) Make things like potions and healing kits and stuff cost a lot more than they do. Step 3)have 2% gold loss on character login per reset symbolising food expenses and what not. Step 4) remove the death penalty cap like suggested. Step 5) Make epic loot a couple percent higher drop chance. These drastic changes will have at least a noticable effect.....and if things start getting even more inflated again....rinse and repeat step one a couple months later.


Yeah, it'll work rather well... especially for those characters just starting out and being unable to afford a simple potion or healkit.

Inflation is pretty standard issue in any persistant world that has existed for a long period of time. Characters keep being made, money keeps being earned and little is done to make it go away.

Not much you can do about it... unless you pull unreasonable measures out of your ass and make half of your playerbase displeased.


 
      
Yurell
 
PostPosted: Tue, Aug 04 2009, 8:24 AM 

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Oh, didn't see step 3.
I think the one thing that was firmly resolved in all the other topics on this was that taxing people like that was a bad idea.

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O'Raghailligh
 
PostPosted: Tue, Aug 04 2009, 8:50 AM 

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The current system ain't broke, don't fix it.


 
      
Yurell
 
PostPosted: Tue, Aug 04 2009, 8:53 AM 

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Depends how you define 'broken' (unless that was a witty pun on your behalf, in which case I apologise) - from the point of view of ridiculous inflation, it is broken.

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Jas
 
PostPosted: Tue, Aug 04 2009, 9:41 AM 

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Actually, hot comodity items in the epic loot bin are based on a barter system mostly.

Crappier ones are sold for gold. These are: Sure strikes and Wonderforged [clubs, katanas, dwarven waraxes, etc]

I dont really see how changing the economy will work. Because at the end of the day, it is still the ones that work hard/farm that will be able to afford the Epic items.

As it is, Amia is pretty "balanced" in a sense that Epic items are not compulsory to survive on the module or even excel in PvP. The standard gearset and mythal system provides quite well enough. Heal potions can be bought ever so readily.

There are ones that farm hard get an extra d4 on their weapons and some better gear, but in no way is the power difference broken.

Just an observation.


 
      
belgianbonzai
 
PostPosted: Tue, Aug 04 2009, 9:52 AM 

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Mr Mago wrote:
You can increase the gp value of items in the toolset.

But... that's a bit of work, doing that for all of the lower level lootbins.


Or... you know... the simple solution...

leave some low level shops at regular % with a low cap (like waukeen temple has 5k cap now now)
lowby loot sells like it always has, just... anything higher then a +1 greatsword (or what is the most expensive weapon?) will reach the cap more or less...

put the other shops at a shitty %, no cap, possibly with a few intervalls:
ok % - bad cap
avg % - avg cap
bad % - no cap

that solves the inflow through loot selling for the shop part already

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ticket
 
PostPosted: Tue, Aug 04 2009, 10:54 AM 

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Jas wrote:
Actually, hot comodity items in the epic loot bin are based on a barter system mostly.

Crappier ones are sold for gold. These are: Sure strikes and Wonderforged [clubs, katanas, dwarven waraxes, etc]

I dont really see how changing the economy will work. Because at the end of the day, it is still the ones that work hard/farm that will be able to afford the Epic items.

As it is, Amia is pretty "balanced" in a sense that Epic items are not compulsory to survive on the module or even excel in PvP. The standard gearset and mythal system provides quite well enough. Heal potions can be bought ever so readily.

There are ones that farm hard get an extra d4 on their weapons and some better gear, but in no way is the power difference broken.

Just an observation.


QFT


 
      
Azrael
 
PostPosted: Tue, Aug 04 2009, 11:35 AM 

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*sighs* I suppose I'll repeat the words written in past in a short-sweet form.

To Fix Inflation:

1. Adjust the gold income from monsters and prices given at merchants for their loot. (as in make them much lower)

2. Vault wipe required as this is so far gone it can not be grandfathered fairly to the new players/characters.

Ta-da, fixed.

Personally I'm up for it...are we going to do it? ha! ...no. Not without a server-wide vote after admin approval for having the vote in the first place, and probably a unanimous DM team decision in favor of it.

Probability? .000001% ...and im being generous with that percent.

Oh! and by the way there's no guarantee it will be fixed in the first try at it.

*adds some 0's*

What you/we/all 'CAN' do is find more inventive ways to get people to spend their millions.

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Xiru
 
PostPosted: Tue, Aug 04 2009, 12:12 PM 

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Azrael wrote:
Vault wipe


No.

Azrael wrote:
Probability? .000001% ...and im being generous with that percent.


Good.

Azrael wrote:
What you/we/all 'CAN' do is find more inventive ways to get people to spend their millions.


That sounds much better! I'd like a Diablo-esque gambling vendor, myself.

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Yurell
 
PostPosted: Tue, Aug 04 2009, 12:13 PM 

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Xiru wrote:
Azrael wrote:
Vault wipe


No.


This

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J.G.
 
PostPosted: Tue, Aug 04 2009, 14:02 PM 

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Zante wrote:
Then people will just not bother hunting the high level areas, and you'll have epics hunting goblins for 5k loot instead of giants for 40k.


Loot level restrictions?

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Mr Mago
 
PostPosted: Tue, Aug 04 2009, 14:17 PM 

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belgianbonzai wrote:
Mr Mago wrote:
You can increase the gp value of items in the toolset.

But... that's a bit of work, doing that for all of the lower level lootbins.


Or... you know... the simple solution...

leave some low level shops at regular % with a low cap (like waukeen temple has 5k cap now now)
lowby loot sells like it always has, just... anything higher then a +1 greatsword (or what is the most expensive weapon?) will reach the cap more or less...

put the other shops at a (censored) %, no cap, possibly with a few intervalls:
ok % - bad cap
avg % - avg cap
bad % - no cap

that solves the inflow through loot selling for the shop part already



Good thinking :D



And I think something needs to be cleared.


Some people seem to think of the issues of inflation being mutual with unequal spread of gold resources.

The inflation is a problem, because it will cause gold to eventually lose its value altogether, causing a trade system much like Diablo II where loot will be used to trade for other loot. We don't want that.


As far as gold being divided unequally, I don't see that as a problem. We're not communist Amia, and I hope, really do hope, that that won't ever be the case either.

Some characters work hard to get their gold, some characters even base their entire purpose around that (see: merchants). Achieving and working to attain gold is no different than to spend time gaining DCs, RP reputation or IC relations.

Anything that even vaguely resembles a "vault-wipe" type of action, leads to communist Amia.

If that is to be implemented, I want everyone with excessive amount of DCs to have them removed as well. Anyone with excessive amounts of loot removed as well, and everyone with too many epic characters removed as well.

That should make it fair.

That is, if certain characters having more gold than others, is unfair.




However. Due to the problems of inflation, which have been going on for years now, there are a selected few who have extreme amounts of gold. There's a need to lower those treasures in order to reverse the inflation.

But the appropiate measure to do that is not to just remove the gold, but to let these characters exchange it for something else. Which reduces their gold, but keeps them wealthy.

There are several ways of doing that. Black Caravan, Epic Loot merchant, Housing, Faction Areas, etc etc.

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Blackdragon12121
 
PostPosted: Tue, Aug 04 2009, 14:28 PM 

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I think someone mentioned it earlier, I dont have time to read the whole thread but why not as an initial measure, stop monsters dropping gold just for killing them and have loot in the treasure chests instead?

That way loot triggers once per spawn as opposed to ~6 chances per spawn. It wont be an immediate fix but it should at least stop gold flowing in to an already saturated economy.


 
      
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