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TormakSaber
 
PostPosted: Fri, Aug 06 2010, 18:56 PM 

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Logicality wrote:
Entitlement is the plague to this server.

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Selmak
 
PostPosted: Fri, Aug 06 2010, 21:28 PM 

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Let's say that the millions which players have squirrelled away is credible in RP. If you were one such lucky character, with that much gold, would you risk your hide trying to acquire more?

Can I have a hell no?

Okay then. So let's say, that until characters go below a certain GP threshold, they are bound to act in the way that multi-millionaires would. They may throw lavish parties, buy things they never would have bought when they were poor, get married (after signing a pre-nuptial agreement of course) and generally sit on their arse because they have servants to wait on them night and day. They don't go wandering off to some cave with some epic monster in it, because they know to quit when they're ahead.

At any time, if a player gets tired of the playboy lifestyle, they can make a charitable donation which takes them under the GP threshold, and then they can go kill stuff again because they're no longer cursed with Brewster's Millions and can afford to risk their hide.

While this is effectively just like having a magical barrier on all epic hunting areas, it is a 'lesser evil' way of dealing with one problem, and leaves the player with complete freedom to decide how their character's gold is spent. With an incentive to ditch excess GP, new opportunities for RP could develop. It really depends whether you would go for that or not.

If entitlement is a plague, then limit how far entitlement can go. In other words, you aren't entitled to bosshunt and hoard gold, you can only do one or the other. While this won't stop players from accumulating more epic items than they know what to do with, it will slow down the cycle of farming them and selling them for gold because being rich will have consequences, as it should do.


 
      
QPR
 
PostPosted: Fri, Aug 06 2010, 21:51 PM 

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That is a truly genius suggestion Selmak.

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Selmak
 
PostPosted: Fri, Aug 06 2010, 22:13 PM 

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It is, and it also isn't. It assumes that the millions are credible. If they're not, then the rest of the suggestion might as well be iggle bobble peep. ;)


 
      
corypx
 
PostPosted: Fri, Aug 06 2010, 22:42 PM 

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what we need is to stop the money from coming in not steal it from people, and under my yellow items as 90% of the loot table, and the higher monsters droping the max enhancement possibility( so with the 1 in 1000 chance of you geting awsome rolls for its variables and effects on it to be deemed epic loot)

1.alot lower sell value to NPCs, helping kill incoming gold on the server(reason why gold has no value)

2.Boss farming is killed and replaced with more luck of the draw

3.trader PCs will have more RP as they will be able to buy moderately decent items(better then NPC items but not so good its viewed as epic) from people who hunt and Sell them in town

4. might just be me but I like finding random yellows over the same vender trash anyday.

I think number 3 is a big one, I might be wrong for saying this but from my view Amian Trader's Federation has kind of died out because Boss farmers have the epic loot and all the other loot table items are locked or people use NPC items.
with yellow loot people could post looking for a item that gives something, I found a yellow ring along time ago with +3AC(deflection)darkvision and +5 tumble, someone might want that.

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J.G.
 
PostPosted: Sat, Aug 07 2010, 0:00 AM 

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that also punishes those with little or no gold.

Edit: Read it again, I withdraw the statement above, but I still don't get the concept. :?

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Last edited by J.G. on Sat, Aug 07 2010, 2:35 AM, edited 1 time in total.

 
      
GreatPigeon
 
PostPosted: Sat, Aug 07 2010, 0:53 AM 

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I decided I like Cory's idea. If they blance it out right. Where in +4 loot bin you do find really super good things at times, and others you're like wwow.... this would be good if i was a parrying barb terrifying rageing taunter! But im not... soooo...dman gotta sell it.

The odds of finding the 'best' bonuses on loot is good. But getting thebest bonuses on the right skills/ac/stats is low,because of the law of averages. Im sure yurrel or robert or any of the true math geeks could throw na algorithm together.

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corypx
 
PostPosted: Sat, Aug 07 2010, 1:38 AM 

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like I'm not sure how random item coding works but they have AC/AB to race types....ect and other things I forgot when I made the post befor, like the amount of random items you could get is endless.

it would also make when you do get good items someone might never see the same item again, unlike now when everything is carbon copy, you might find a armor with +6AC vs undead or who knows.

the uniqueness I think will be very fresh and fun but again that might just be me who like finding stuff that I cant tell what it is befor I ID it.

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GreatPigeon
 
PostPosted: Sat, Aug 07 2010, 1:41 AM 

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Yep... you could get something say +5 ac, +4 str, freedom, +8 discipline.... but not on the same item.... Should be a max number of stats above the 'high' mark.

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Selmak
 
PostPosted: Sat, Aug 07 2010, 2:00 AM 

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It is a good idea. For example in Borderlands, a lot of the weapons you can find seem to be randomised. What this means though is that you can run through a lot of stuff before you find something you like.


 
      
corypx
 
PostPosted: Sat, Aug 07 2010, 2:03 AM 

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Selmak wrote:
It is a good idea. For example in Borderlands, a lot of the weapons you can find seem to be randomised. What this means though is that you can run through a lot of stuff before you find something you like.


but how hard is something like that to code(and be balanced) it also sounds like a large undertaking to recode the loot tables (would be awsome if it happened and was balanced but not if it wasted a year of discos life)

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Selmak
 
PostPosted: Sat, Aug 07 2010, 2:45 AM 

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Well truth be told, for the stuff to be balanced it can't be totally random, there has to be an element of 'you can have this and this, but not this and that.' So what you're looking at there is maybe some kind of table of properties which can be added, with a 0 or FALSE if a combination of property 1 (rows) and property 2 (columns) can't be allowed, and a 1 or TRUE if it is allowed.

As for how easy it is to do, well there's already random (yellow) loot in the module. But it's not drawn all the time, there are plenty of regular items in the loot bins as well.


 
      
GreatPigeon
 
PostPosted: Sat, Aug 07 2010, 2:50 AM 

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The yellow stuff can be pretty good but it needs to bemore common.. the white named randoms just plain blow.

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DerkDerkistan
 
PostPosted: Sat, Aug 07 2010, 2:58 AM 

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I'm more a fan of the gambling system. It's a great way to wipe out hundreds of thousands, even millions, of gold from people. And you don't get the feeling of being cheated by a DM-wipe of everyone's coinpurses. That one has my vote, if we were voting.

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Ace of Swords
 
PostPosted: Sat, Aug 07 2010, 4:06 AM 

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Selmak wrote:
Well truth be told, for the stuff to be balanced it can't be totally random, there has to be an element of 'you can have this and this, but not this and that.' So what you're looking at there is maybe some kind of table of properties which can be added, with a 0 or FALSE if a combination of property 1 (rows) and property 2 (columns) can't be allowed, and a 1 or TRUE if it is allowed.

As for how easy it is to do, well there's already random (yellow) loot in the module. But it's not drawn all the time, there are plenty of regular items in the loot bins as well.

Actually I happen to have a script that I had written for me a long time ago that generates completely custom loot a la Diablo 2, but is very customizable and intuitive to keep things from being wackily overpowered. If you'd like I can forward it to someone to look over. It's also rather easy to modify it for a gambling or item recombination system like I suggested earlier.

And while I appreciate the merits of your "make millionaires act like millionaires" suggestion, I also feel that it just encourages packratting and forces RP on people, which honestly isn't what I think Disco was trying to accomplish by making the server so open to everyone's playstyle. If they want to risk their neck on an epic dungeon it feels... how to put it... against the spirit of the server to force them to act a certain way. I'd honestly prefer a solution that acts as a sink without forcing anything on people. I think your idea is good for a server that forces players to RP the way the DMs think they should RP, but I don't think that place is here.

I agree and disagree that a lower sell value would be appropriate. The problem I perceive is not that the numbers are so high, but rather the massive amounts of wealth accumulated by some players. This wealth is both in gold and items. Even if we divide all gold in the module by 100, we still have identical ratios and gold is still effectively useless. A proper gold sink will provide a unique benefit and an encouragement to the people who have way too much to get rid of it in hopes of gaining that benefit. Hence why a gambling system would be effective- those with lots of gold will be encouraged to take advantage of it and sink their money into it, lowering the amount of gold held by those with way too much.

Is gambling perfect? Not really. It still gives better benefits to those with tons of cash. But those benefits are small and must be paid for dearly- but they will be paid for because there's more or less nothing else to spend gold on and the benefits do exist. And it solves the inequality AND helps to deflate the overall amount of gold in the server in one fell swoop. While it's an imperfect solution, I think it addresses the gold issues more effectively than other suggested methods with fewer downsides, and most importantly it doesn't force the players to actually do something and thus create a complaintfest.

The other issue is an epic item glut. A heavier focus on 'luck of the draw' randomization may help significantly in this area and ease the pressure on certain dungeons. However, I also do suggest the 'reenchantment' method I mentioned earlier (a la dumping a Stone of Jordan and an item into ye Horadric Cube) as a way to deflate the numbers of epic items existent at present. Again, it reduces the amount of the problem items but suffers from being most advantageous to the 'haves' and not the 'have-nots'. However, it does present a viable solution to the item glut since it exchanges two equivalent items for one equivalent item and people will want to do it. It may also help with gold since people might also buy epic items just to recombine them.

There's a lot of good intentions, but some of the ideas will cause too much of a PR nightmare or player loss (let's face it, a lot of players are immature). If there's a solution that handles the problem and creates incentive for players to drive the resolution themselves, I think that's about as perfect as we can hope to get.


 
      
Logicality
 
PostPosted: Sat, Aug 07 2010, 4:33 AM 

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Also, remove the gold loss cap for respawning.

And maybe adjust the chance of loot when hunting to reflect the accumulated wealth in gold and items of a character. A wealthy character that only spends her time accumulating more wealth, to no purposeful end, is not favoured by Tymora, and thus will not be treated with great finds as often as less wealthy characters.

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Ace of Swords
 
PostPosted: Sat, Aug 07 2010, 5:05 AM 

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Logicality wrote:
And maybe adjust the chance of loot when hunting to reflect the accumulated wealth in gold and items of a character. A wealthy character that only spends her time accumulating more wealth, to no purposeful end, is not favoured by Tymora, and thus will not be treated with great finds as often as less wealthy characters.


This is rather brilliant. And explained IC.


 
      
corypx
 
PostPosted: Sat, Aug 07 2010, 5:25 AM 

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Ace of Swords wrote:
Logicality wrote:
And maybe adjust the chance of loot when hunting to reflect the accumulated wealth in gold and items of a character. A wealthy character that only spends her time accumulating more wealth, to no purposeful end, is not favoured by Tymora, and thus will not be treated with great finds as often as less wealthy characters.


This is rather brilliant. And explained IC.


and also counter if someone said instead

A wealthy character that only spends her time accumulating more wealth, to no purposeful end has mastered the art of searching though the dead for anything of value and increases the chance for loot to be found.

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TormakSaber
 
PostPosted: Sat, Aug 07 2010, 5:33 AM 

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Quote:
Also, remove the gold loss cap for respawning.


THIS. Ignore anyone who complains and tell them to stop soloing or prepare better, and also ignore their cries of "we need a bacnk." Instate this now and never look back. Anyone who complains is clearly in possession of the gold that must be bled dry.

~

A change to the loot tables would be disastrous because the server is balanced arouna dn characters are geared according to having the items available to them.

The white named items don't blow, btw. They're random like everthing else and just as useful, you're just so used to... you guessed it, what already exists in stores and the lootbins. If you rip out the lootbins you also need to rip out every item identical to them from the entire server. Imagine for a second a server when the entire series of rings of protection, cloaks of fortification, amulets of natural armor, shields of the triad, and any standard loot item you can think of from the +1 to +4 bin, is just gone, disappeared, from the entire server.

I love the random idea and was a gigantic proponent, that's why I helped Disco create the system that drops the random wands/books/etc misc spellcasting items. But going to an entirely random loot system would require a massive overhaul of the bins and shops, as well as the random loot system itself to expand what it can do and what it can create, and what it can drop, as well as a balancing of wha *can* drop, because right now, the high end +4 'yellows', what you call a "+4 yellow", like what coccasionally drops from Darkness, can genetare extremely powerful itesm, as I'm sure some people are familiar with. This comes with its own balancing problems. As well, I'm not sure the server is capable of:

1: Doing it period, with our manpower.
2: Donig it timely and expediently, because we [i]could not[/i[ drag our feet, if we decided to do it and began it.
3: Did it properly enough to actually solve the problem, without creating myraid others, or tiers in power due to older characters having been around when the 'old items' were.

~

Selmak's idea is terrible (sorry.) and assume that the rich people don't want more moeny. Considering hthe real world for a moment, I cann tell you that isn't true at all, and considering the fantasy world, I can tell you it's probably not true either, otherwise everyone would retire at level 5 after selling their first three hunts worth of gear, becuase having 10,000 + gold is enoguh to live super wealthily in Forgotten Realms without adventuring, for the rest of your life.

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Quote:
Actually I happen to have a script that I had written for me a long time ago that generates completely custom loot a la Diablo 2, but is very customizable and intuitive to keep things from being wackily overpowered.


Not to shoot you down, but Disco did this years ago. I bet he appreciates the offer though.

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Logicality
 
PostPosted: Sat, Aug 07 2010, 5:44 AM 

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corypx wrote:
Ace of Swords wrote:
Logicality wrote:
And maybe adjust the chance of loot when hunting to reflect the accumulated wealth in gold and items of a character. A wealthy character that only spends her time accumulating more wealth, to no purposeful end, is not favoured by Tymora, and thus will not be treated with great finds as often as less wealthy characters.


This is rather brilliant. And explained IC.


and also counter if someone said instead

A wealthy character that only spends her time accumulating more wealth, to no purposeful end has mastered the art of searching though the dead for anything of value and increases the chance for loot to be found.


Yeah, that counter could be made, but that solves nothing. Also, I'm having a hard time imagining a level thirty bossfarmer being any better at picking through corpses than a level 1 rat-exterminator. If it's dead, it's dead, and if it has loot, it has loot. The thing here would be that chance, that fickle mistress, would deny the causeless, causing there to be less loot for them in the first place.

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Yurell
 
PostPosted: Sat, Aug 07 2010, 6:00 AM 

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I still strongly support the removal of the gold cap on death.

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Izzzt
 
PostPosted: Sat, Aug 07 2010, 6:25 AM 



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We could throw in the "Vow of Voluntary Poverty" described on pages 29-31 of the D&D Sourcebook "The Book of Exalted Deeds", perhaps? With some tweaking, of course, to fit the server. In exchange for forgoing the ability to own more than a set amount of gold (say... 10,000 perhaps) or any magical equipment (with the exception of, say, potions). These things could be auto-removed from the player's inventory.

In exchange, the PC gains a number of bonuses. These would have to be tweaked, but to give you an idea, this is the table of bonuses given in the Book of Exalted Deeds:

L1: +4 Exalted AC Bonus (acts as normal AC bonus, does not apply to Ranged Touch Attacks or Incorporeal Attacks, does not stack with "Armor Bonus" AC, but stacks with all other types)
L2: Bonus "Exalted Feat" (one of the things that would need tweaking)
L3: AC Bonus increases to +5, Permanent Endure Elements (non-droppable item with infinite uses daily?)
L4: Exalted Strike +1 (any weapon carried by the character is treated as a +1 Magic Weapon for determining attack and damage rolls, as well as overcoming damage reduction), Bonus Exalted Feat
L5: Sustenance (Does not need to eat or drink. Another tweaker.)
L6: Exalted AC increases to +6, +1 Deflection AC is added to the Bonus, increasing it to +7 (+6 Exalted, +1 Deflection), Bonus Exalted Feat.
L7: +1 on All Saving Throws, +2 bonus to One Stat.
L8: +1 Natural Armor, increasing the AC Bonus to a total of +8 (+6 Exalted, +1 Deflection, +1 N. Armor), Bonus Exalted Feat, Mind Shielding (immune to the spells detect thoughts, discern lies, and any attempts to discern his alignment magically. Perhaps grant immunity to Mind Affecting Spells instead?)
L9: Exalted AC increases to +7 (+9 total, +7 Exalted, +1 Deflection, +1 N. Armor)
L10: Exalted Strike +2 (weapons are now considered both Good -and- Magic), 5/magic DR bonus, Bonus Exalted Feat.
L11: Stat bonuses (another +2 to the one you increased before, +2 to a different one)
L12: Exalted AC increase to +8, Deflection bonus increases to +2, Greater Sustenance (no longer has to breathe. Useful for those underwater zones?), Bonus Exalted Feat (AC Bonus is now +11 Total, +8 Exalted, +2 Deflection, +1 N. Armor)
L13: Bonus to saving throws increases to +2, 5/- DR to Acid, Cold, Electricity, Fire, Sonic
L14: Exalted Strike increases to +3, Permanent Freedom of Movement, Bonus Exalted Feat.
L15: Exalted AC increases to +9, Stat Increase +6/+4/+2, DR 5/Evil (AC bonus is now +12, +9 Exalted, +2 Deflection, +1 N. Armor)
L16: Natural Armor bonus increases to +2, Bonus Exalted Feat (AC bonus is now +13, +9 Exalted, +2 Deflection, +2 N. Armor)
L17: Exalted Strike +4, Bonus to saving throws increases to +3, Regeneration (the book says: "1 DMG per Level every Hour... Perhaps translate this as a +1-+2 Regeneration bonus in NWN?)
L18: Exalted AC increases to +10, Deflection AC to +3, Permanent True Seeing (add infinite uses to the widget described for Endure Elements, or maybe as an actually permanent effect somehow?), Bonus Exalted Feat (AC Bonus is now +15, +10 Exalted, +3 Deflection, +2 N. Armor)
L19: Stat Bonus +8/+6/+4/+2, DR 10/Evil
L20: Exalted Strike +5, elemental DR increases to 15/-, Bonus Exalted Feat

As I said, it would require heavy tweaking and fitting to the server. But this presents an alternative for you to play, instead of just grinding for epic gear (a character that cannot even use a +1 Cloak of Fortification has no use at all for epic gear). ... Just a thought.

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TormakSaber
 
PostPosted: Sat, Aug 07 2010, 6:47 AM 

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Vow of Poverty has no place in a serious DnD game let alone this server. Balance veto.

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Grymia
 
PostPosted: Sat, Aug 07 2010, 6:58 AM 

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I'd dsiagree in that it wouldn't have a place in a serious D&D game.

However, I would be very, VERY Stringent on the enforcement of it.

And, it'd not be something I recommend for Amia at least not unless it was used in something like an Alternative start, but for those a lot more ofi t would be the RP side, and maybe some sort of small little token IC benefit, depending on what happened.


 
      
Ace of Swords
 
PostPosted: Sat, Aug 07 2010, 7:02 AM 

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TormakSaber wrote:
Not to shoot you down, but Disco did this years ago. I bet he appreciates the offer though.

Oh I imagined he'd done it years ago, just wanted to say that I had one available as well and I know it can be beneficial to compare methods of doing something since they can turn up new ideas or ways to handle problems. Just offering to help, no worries if it's unneeded. Not like I'm out anything. :P

And yeah, no vow of poverty. That thing is wacky.


 
      
BeautifulLie
 
PostPosted: Sat, Aug 07 2010, 7:21 AM 

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Tormak, is the gambling system out of reach though?
I mean it sounds like the best idea imo for getting gold to dissapear.

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TormakSaber
 
PostPosted: Sat, Aug 07 2010, 7:53 AM 

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I disagree with it because I believe gold must leave the server with no real compensation. Hitting the jackpot and sellnig it off for a ton more money defeats the purpose.

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Izzzt
 
PostPosted: Sat, Aug 07 2010, 8:59 AM 



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Best way of doing that is finding some NPC-sold consumable that people are willing to continue to dump money into (from what I saw, the Black Caravan and all that nonsense was rather successful at this), and decreasing the amount of gold that drops. Once the item's bought? Poof! Gold's gone, and voluntarily on the player's behalf! And with monsters dropping, say... 1/2 or 3/4ths of the gold they used to, it'll be a bit longer in coming back.

Or, maybe, the Church of Waukeen suddenly decides to place a toll on their entryway (Hey, they DO love money) to apply to all seasoned adventurers. Enforced by the Legions of our Cordorian Overlords Cordorian Guard, in exchange for a cut of it going to the city (either way, it's a-vanishin'!). New characters and social-based characters don't feel the pain, but the adventurers have a chunk of coin sucked out of pocket.

People might whine, might complain, but whats necessary for increasing server stability is whats necessary for increasing server stability.

EDIT: I feel I'll be scoffed at for saying it, but Arelith's PC housing market is a wonderful gold sink for the server, managing quite well to keep inflation down.

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Ace of Swords
 
PostPosted: Sat, Aug 07 2010, 13:09 PM 

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TormakSaber wrote:
I disagree with it because I believe gold must leave the server with no real compensation. Hitting the jackpot and sellnig it off for a ton more money defeats the purpose.

My fault for not expressing that part.

The key aspect of the Diablo 2 system which I think makes it viable here was that you'd drop 50,000 in for a ring and even if you netted the best ring in the game you could only resell it for 3404 or however much gold it was worth. The idea is you don't give people more than they put in, you just give them the chance to hit, on rare occasion, a nice recombination of existing possibilities.

I totally get that if you make something only available through gambling that it suddenly has a value of the average amount of gold it cost to get it. I think there's a small zone, however, in between "too good and WILL sell for exorbitantly stupid amounts" and "regularly available and will provide no incentive". I'm not good enough to interpret where that line is. You might have better luck. If there really is a small zone of "This is good, but nobody will pay through the nose for it, but it's still neat", that's what such a system would be aiming for.

Could even slot in the unique dungeon items instead and just use it as another source of epic loot. People'd still gamble their rears off since gold is immaterial and gear isn't.

But yeah, I completely see your point of how it could drive heavy price inflation. At the same time it's still taking gold out of the market by millions at a time. You noted earlier that items don't just vanish (when enlightening another player) and that a simple trade solution wouldn't work. I think it's fair to say that gold won't either. But if any system (not necessarily gambling, anything) knocks out millions upon millions of gold from the economy time after time... well, I don't know how I can end that without saying some statement I'd have to self-prove and set myself up for an arse-kicking. But you get my drift.

Another idea: "Insurance". Various religious NPCs offer to ward a character's soul for X gold. When warded, the player's "I have not died before" switch is reset and they don't lose gold or XP on respawn. The insurance price could easily be (level cubed x 10) [A level 15 would pay $33,750 while a level 30 would pay $270,000]. I think this is lower on the 'totem pole' of fixes, though, since the primary incentive for use is by people leveling. However, if implemented it would still do a rather fine job of draining gold from the economy as I guarantee adventurers would throw gold at it while leveling.

And as I'm writing this, an idea which is either profound or profoundly stupid has struck me.

Allow gold to be given to other characters of the same player. Wait, wait, hear me out before cutting it up (Yes I already see the downsides). What will this do?
1. Get more money flowing since people won't be re-earning a fortune on a new PC when they make it but rather depleting existing reserves.
2. Cause more money to leave the marketplace than enter since if they have way too much money they'll likely just buy items they want from the shops.
3. Puts gold in the hands of leveling characters and occasionally you'll get a moron who hands his leveling toon 20 million and gets a heap of it eaten (have to remove the gold loss cap as well for this to be really effective).
Downsides I already see:
1. Muling gold to avoid the gold loss uncap might cause more money to remain in the market than the uncap alone.
2. Economy will go wacko for a while while the money gets drained.
I'd view this as something more useful in combination with other methods, and possibly not even viable at all. I'm rusty as all hell on balancing economies and was never super at it when I tried it, so I'll just defer to your judgment on whether this is decent or pure crap. We're bound to hit on something good eventually.

Another random idea which probably had the life expectancy of a cow in a tornado: Rentable houses could be given the option of having persistent storage in them at either a cost per day or a cost per item (or a cost per item per day) amount. Only useful to stupidly rich characters with a lot of junk in their inventories and will drain gold without providing a benefit other than weight reduction. I don't know if people would actually use it if it cost a lot though.

I don't think any one method here is a 'silver bullet'. To deflate the economy may require a combination of several methods, all of which would carry ups and downs. Any method that just takes the gold will generate a storm of whining and immaturity and would probably be more of a pain than the problem as existent already.


 
      
maglorine
 
PostPosted: Sat, Aug 07 2010, 13:32 PM 

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TormakSaber wrote:
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Also, remove the gold loss cap for respawning.


THIS. Ignore anyone who complains and tell them to stop soloing or prepare better, and also ignore their cries of "we need a bacnk." Instate this now and never look back. Anyone who complains is clearly in possession of the gold that must be bled dry.



This. Faster please.

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Yossarin
 
PostPosted: Sat, Aug 07 2010, 14:30 PM 



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Christ on a cracker, people, you keep going in circles on this issue every three months.

When you are ready to accept XTREME changes to the server and to "the world as you know it", and when the design team is ready to flip a lot of switches, you'll have your fix.

Neither is prepared for either. Any fix short of the extreme fix will either exacerbate the existing problem, or, as has been pointed out plenty of times by others, leave someone, wealthy or slummin', powerbuild or shit, US time or Aussie time, whatever-distinction-you-want-to-make out in the cold.


 
      
Selmak
 
PostPosted: Sat, Aug 07 2010, 15:04 PM 

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Well you know, taking ten percent on respawn with no cap might work in theory, but seriously, how are you going to make people press that button? They already chance their luck by logging in dead and hoping for a raise. This'll just make every reset a rezathon, unless you prohibit raising in the entry.

But making respawns more expensive doesn't do anything to deter solo hunters, even if they would be forced to take the hit, because if they can do something solo once then they can do it many times, their gains offsetting any potential loss. It's actually the people who go in a group, try to handle the encounter and fail that you may hurt most by removing the gold cap, because their group could get stung by the penalty six times (once each) and they each have on average a much reduced share of wealth if they are successful.

What I suggest then, is that having been in party at the time of death, in the same area as the other party members, should mitigate the respawn penalty depending on how large your party is, in much the same way that you gain more XP if you are partied. That would be a positive incentive to group up, even if it means slightly less spoils for each. It also makes the respawn button much less of an oh no don't touch that button.

To be honest, I have never been fond of the whining and immaturity that comes about because some sort of gold or XP machine has been shut down. What is often overlooked is that there are plenty of ways to get to where you want to go, so long as you have a little patience and a few friends to help you out, and you're thinking of long-term and not spamming Death repeatedly on an Adamantoise in the hopes that it will drop a rare component. ;)


 
      
TormakSaber
 
PostPosted: Sat, Aug 07 2010, 17:40 PM 

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Selmak wrote:
Well you know, taking ten percent on respawn with no cap might work in theory, but seriously, how are you going to make people press that button? They already chance their luck by logging in dead and hoping for a raise. This'll just make every reset a rezathon, unless you prohibit raising in the entry.

But making respawns more expensive doesn't do anything to deter solo hunters, even if they would be forced to take the hit, because if they can do something solo once then they can do it many times, their gains offsetting any potential loss. It's actually the people who go in a group, try to handle the encounter and fail that you may hurt most by removing the gold cap, because their group could get stung by the penalty six times (once each) and they each have on average a much reduced share of wealth if they are successful.

What I suggest then, is that having been in party at the time of death, in the same area as the other party members, should mitigate the respawn penalty depending on how large your party is, in much the same way that you gain more XP if you are partied. That would be a positive incentive to group up, even if it means slightly less spoils for each. It also makes the respawn button much less of an oh no don't touch that button.

To be honest, I have never been fond of the whining and immaturity that comes about because some sort of gold or XP machine has been shut down. What is often overlooked is that there are plenty of ways to get to where you want to go, so long as you have a little patience and a few friends to help you out, and you're thinking of long-term and not spamming Death repeatedly on an Adamantoise in the hopes that it will drop a rare component. ;)


No. Respawning should hurt. And should not be mitigated. You are already invincible respawn wise come 30.

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Selmak
 
PostPosted: Sat, Aug 07 2010, 18:00 PM 

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Which is silly. Respawning should hurt just as much at level 30 as it does at level 29. If you've got nothing to lose, then why worry about throwing yourself at a boss that could kill you?

Obviously though you can't lose a level when you're at 30, because it could cause all sorts of delevelling issues.

The more this gets discussed, the more I feel that penalising XP and/or GP is the wrong way. It may have worked in the past, but now it's an inconvenience that players routinely try to dodge. It's time to break out the kryptonite, or at least stop the dodging and make everyone suffer equally.


 
      
TormakSaber
 
PostPosted: Sat, Aug 07 2010, 20:14 PM 

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As long as a ressurection can be given in the entry, they will dodge respawns if there is a serious penalty.

As long as respawns let yu respawn anywhere but your home point, they will spam respawn and it will mean nothing, because a 5% chance of epic loot is worth losing 40k gold 15 times since you can't lose XP.

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Uberuce
 
PostPosted: Sat, Aug 07 2010, 20:37 PM 

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The wait until reset *is* a penalty, and basically the same kind as the gold drain; they take away your free time with that character. One obliges you to do something else entirely, be it another character or just not playing Amia for anything up to 3hrs 51min*, and the other doesn't-actually-but-let's-just-say-obliges you to farm easy spawns until you get the gold back.


* and that requires some EPIC fail.


 
      
Selmak
 
PostPosted: Sun, Aug 08 2010, 0:21 AM 

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Waiting until reset is not as much of a penalty as you might think. Probably nobody will wait three hours and fifty for a reset, respawning will seem like an attractive option then. But it's likely when there's only an hour left on the clock that they think, I'm not taking this, I can just wait an hour and come back.

It's yet another example of the entitlement that everyone has got used to. Whether or not I know some dead character in the entryway, I will not give them a raise because it sets a bad example to anyone watching, and my character's scrolls are supposed to be used an an IC setting, which is definitely not the entry room. Furthermore, if someone respawned right after a reset and intended to stay for the four hours, they could easily make back what they lost. Why should I subsidise laziness?


 
      
Mobile_Svensk
 
PostPosted: Sun, Aug 08 2010, 0:23 AM 

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Or, People change to another character.

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Ace of Swords
 
PostPosted: Sun, Aug 08 2010, 0:31 AM 

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TormakSaber wrote:
Respawning should hurt. And should not be mitigated. You are already invincible respawn wise come 30.

Yes.

Yossarin wrote:
When you are ready to accept XTREME changes to the server and to "the world as you know it", and when the design team is ready to flip a lot of switches, you'll have your fix.

Yes.

I'd be happy with just a 10k all-around nuke and a weight penalty on gold, but nothing is ever that easy. :?


 
      
Yurell
 
PostPosted: Sun, Aug 08 2010, 0:44 AM 

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For the relogging, couldn't you just force a respawn on anyone who logs in dead?
And Ruce, while waiting the three hours to avoid a 40k gold hit may be stupid, to avoid a 10% one ... well, I know I can't make a million gold in three hours.

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TormakSaber
 
PostPosted: Sun, Aug 08 2010, 3:16 AM 

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Good. Gold needs to be bled out ayways, and if you have 10 million you can afford to lose 1 million with absolutely no problems.

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Yurell
 
PostPosted: Sun, Aug 08 2010, 3:44 AM 

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TormakSaber wrote:
Good. Gold needs to be bled out ayways, and if you have 10 million you can afford to lose 1 million with absolutely no problems.


That's the point ... and why I think it should be forced respawn if the server resets and you're dead, that way you can't just wait around for reset.
I also think that you should get marked depending on which server you died, and if you try going to the other you get forced to respawn also (but not relogging in general - it would otherwise really suck to crash when you're in a party).

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swe_west_coast
 
PostPosted: Sun, Aug 08 2010, 5:58 AM 

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One problem in this debate is that it seem to be aimed at level 30 wizards/sorcererers that has hoarded gold for years. If you're a level 15+ fighter, you won't find enough gold to pay for all heal potions, negative energy protection potions, bulls might potion, lesser mindblank potions and so on. The imbalance in the gold system, in my point of view, is that some classes use very little gold during the voyage from level 2 to 30, while other classes use tons of it to achive the same goal. If you lower the gold for all, the first group will manage anyway while the second group would suffer tremendously.

Uberuce wrote:
The wait until reset *is* a penalty, and basically the same kind as the gold drain; they take away your free time with that character. One obliges you to do something else entirely, be it another character or just not playing Amia for anything up to 3hrs 51min*, and the other doesn't-actually-but-let's-just-say-obliges you to farm easy spawns until you get the gold back.
* and that requires some EPIC fail.


Very_Svensk wrote:
Or, People change to another character.


I do the same. It's no penalty to play with another toon for a couple of hours.


 
      
TormakSaber
 
PostPosted: Sun, Aug 08 2010, 6:10 AM 

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Quote:
If you're a level 15+ fighter, you won't find enough gold to pay for all heal potions, negative energy protection potions, bulls might potion, lesser mindblank potions and so on.


<----- WM with 25+ million gold and would happily give it up in a blink to fix the economy.

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Athyonn Ursidae
 
PostPosted: Sun, Aug 08 2010, 6:13 AM 

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I think given how this has drifted greatly from the original topic, then the originator is requesting a lock please. Maybe open this discussion up in a seperate thread as it has merit of its own. Thankyou.

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KhamulEnDae
 
PostPosted: Sun, Aug 08 2010, 8:23 AM 

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It's past three here, so bare with me.

Why not have the major cities move away from the gold standard, and print off / mint their own money?

Or take out the cap on Death. Add a Bank, and let the bank take 10%+ off the top of every deposit. You want your 100 million held, we're taking a chunk of it.

When you log into the starting area, if you're dead, add a script that ports you into a void area, and force respawns. Since you're dead you can't rest to stop the port.

Just some random thoughts.

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DerkDerkistan
 
PostPosted: Sun, Aug 08 2010, 12:59 PM 

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Couldn't you nullify raise dead and resurrection in the entryway like every other spell?

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Lesquille
 
PostPosted: Sun, Aug 08 2010, 14:12 PM 

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I like the rare item gambling idea.

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Marriah
 
PostPosted: Sun, Aug 08 2010, 14:14 PM 

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DerkDerkistan wrote:
Couldn't you nullify raise dead and resurrection in the entryway like every other spell?


I agree with the nullification of raise dead in the OOC.

I think "fixing" one thing in the loot system creates other problems and go-arounds. Many of the solutions offered would need to be grading so as to not hurt lower level characters as much. I dont have a plan to offer other than considering slashing the magic level on the server and working from there, not that I am necessarily for that myself.

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Xaviera
 
PostPosted: Sun, Aug 08 2010, 14:52 PM 

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I won't even bother pointing to all the previous threads on this topic. While I personally favour less obvious methods of removing gold (eg. taxation), a big stick is easier to understand.

    10% uncapped gold loss on respawn (20% if max ECL because xp loss is meaningless)
    25% loss of xp above the minimum for the current level on respawn
    automatic respawn if dead on reset or login

If the server crashes while you're waiting for your buddy to raise you, too bad. Excrement occurs.

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