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Select 1-3 changes to Amia's economy that YOU PERSONALLY would agree to be affected by.
Gold devaluation 8%  8%  [ 21 ]
Taxation system 5%  5%  [ 14 ]
Merchant buy caps 11%  11%  [ 29 ]
Uncap the respawn penalty 14%  14%  [ 36 ]
Gambling/item recombination 12%  12%  [ 31 ]
Modify loot drops 8%  8%  [ 21 ]
Additional gold sinks 21%  21%  [ 54 ]
Repair/upkeep costs 8%  8%  [ 20 ]
Leave it as it is 13%  13%  [ 34 ]
Total votes : 260
TormakSaber
 
PostPosted: Fri, Aug 13 2010, 0:40 AM 

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


Look at the corpses all you like. They'll have t respawn.

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TormakSaber
 
PostPosted: Fri, Aug 13 2010, 0:42 AM 

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Lizzie wrote:
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?


It only encourages the super-super rich to interact with each other because the super-super rich control the items and the gold, thus controlling both economies and making sure that everything happens on their terms and that no one outside it has a chance to break into it without themselves farming endlessly to become one of the super rich.

The GP should never be useless, because it eliminates an important tool of the DM, the developer, and the player in interactions.

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Valve
 
PostPosted: Fri, Aug 13 2010, 0:43 AM 

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TormakSaber wrote:
Quote:
Opposed because then we will see even more corpses after reset.


Look at the corpses all you like. They'll have t respawn.


Most of them get raises by kind players. Yes, some of them died right before reset but most..eehh?

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TormakSaber
 
PostPosted: Fri, Aug 13 2010, 0:43 AM 

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And if we were to change it to uncap the respawn, it would also likely accompany a change so that they can o longer recieve an ut of character and thus a metagaming, raise in the entry.

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Gunz
 
PostPosted: Fri, Aug 13 2010, 0:49 AM 



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Lizzie wrote:
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. :)


The loot system isn't a mechanics limitation. It can be fixed. We don't have to accept it for what it is and can improve it. It is indeed plausible that wolves would attack you, yes. If you get too close to wolves, they'll attack you. It's their fight or flight instinct. If alone or outnumbered, yeah, they'll usually run instead, but still, they will fight you if they feel they have to.

We're trying to improve Amia's economy by eliminating silly things, and this is something we can't just "let go." This can help the economy balance itself and give the server a nudge toward the more realistic.

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Last edited by Gunz on Fri, Aug 13 2010, 0:50 AM, edited 1 time in total.

 
      
corypx
 
PostPosted: Fri, Aug 13 2010, 0:50 AM 

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TormakSaber wrote:
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.


so it sounds like you want my yellow loot item idea for all monsters under the other thread

as all drops would be random and might be more useful for other classes so instead of selling them to NPCs for next to no gold they sell it to a PC merchant for abit more who then opens a shop in a town or posts on the forums to sell it for even more.

thats how you get player interaction Yellow loot and alot better options for brew potion.

TormakSaber wrote:
The GP should never be useless, because it eliminates an important tool of the DM, the developer, and the player in interactions.

well noone has posted a way to make gold useful other then more items to buy, other then that just ways to try and rip it out of peoples hands but it still being as useless as ever as heal potion fodder.

TormakSaber wrote:
It only encourages the super-super rich to interact with each other because the super-super rich control the items and the gold, thus controlling both economies and making sure that everything happens on their terms and that no one outside it has a chance to break into it without themselves farming endlessly to become one of the super rich.


again my yellow item idea where +4 loot table monsters can drop the max chanced loot that could be epic would help with that as its just hunting higher monsters with a party and not boss farming where you need a good build or super group.

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Valve
 
PostPosted: Fri, Aug 13 2010, 0:51 AM 

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TormakSaber wrote:
And if we were to change it to uncap the respawn, it would also likely accompany a change so that they can o longer recieve an ut of character and thus a metagaming, raise in the entry.


I'm fine with this.. most try to avoid respawn now so it may or may not be a significant change in economy.

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Glyph
 
PostPosted: Fri, Aug 13 2010, 0:51 AM 

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I agree with prescia. also I do think auctions should stop being a million each time, but maybe thats because people don't auction lower standard items. maybe we should? *thumbs*

still voting no on all the above. except maybe respawn limit but that has been dismissed before in other threads, 40k is a fair bit of gold. also I found out you can't store gold in banks but someone can do it for you =)

one other note, you can't icly prevent extortion unless you do it icly, MAYBE someone should ask a DM if they can bribe an official or two, send a couple of gifts to the right factions and wham, all of a sudden something need to be rebuilt, donated to, etc.

*dislikes all this systemwide ooc [rather not say]*


 
      
Yurell
 
PostPosted: Fri, Aug 13 2010, 0:57 AM 

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Glyph wrote:
40k is a fair bit of gold.


40k is nothing. There are items in the +4 lootbin worth double that. A single Abyss run will earn you double to triple that comfortably.

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Goblin
 
PostPosted: Fri, Aug 13 2010, 0:58 AM 

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For all the opinions and tools that have been put forward in this thread already I really wonder if it's worth lingering over really small disputes instead of thoroughly brainstorming an economical workover.






From my point of view there's a catch in this 'economy breakdown' proposal, before even you get to the stage of wondering how to fix it.

The very nature of Amia seems to be excess. High level magical gear, high level characters, high level spawns, high level XP and so on - it's impossible, or at least highly - and highly by a severe gap - improbable that you could impliment a vice grip on gold while holding onto the high level of Amia's majority. Consider how easy it is, as has been said before, for a single character to breeze through mid/lower level creatures to reap the bounty, GP wise. Nomatter how low you set a Merchant's bartering value you will still see high level characters dominating the market. If you get rid of soulless NPC merchants, high levels will rule the market - as they have (more or less) unrestricted access to the finest loot.

Lower the loot rate, the high level might choose to do the same run repeatedly to 'make ends meet' or find that token item - where a lower level could not. A vice grip on the entire server will only serve to sever one of the liberties Amia offers, there are 'few' other servers with as much freedom as the server has now.

Having gold taken away from you with no reward is meaningless. It has no RP value, even less so than to have the excessive amounts of GP. Having to pay 'taxes' is not a viable option, the amounts paid would have to be astronomical - or mere pittence to balance it regularly. It does not cost my Ranger 100k to eat, for instance - yet he could happily lose that coin and never miss it. The expense could absolutely never be justified however without my consent.

Optional payment systems is a viable option: Reward expenditure. Give high levels a reason to part with their millions.

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AlphaWaves
 
PostPosted: Fri, Aug 13 2010, 1:08 AM 

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It affects economy in a negative way. Like players only trading items for Mythal reagents, or epic loot for other epic loot.

It's trade that's fine, sure, but really, harmful for the economy, and only really benefiting those that grind endlessly for epic loot. Picking up millions of gold as a by-product.

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Valve
 
PostPosted: Fri, Aug 13 2010, 1:13 AM 

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I would like to go against anything that will cause Epics to make more runs than already happens.

Just so you know I voted for Gold Sink. To me gold is for spending!

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Logicality
 
PostPosted: Fri, Aug 13 2010, 1:26 AM 

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Yurell wrote:
Glyph wrote:
40k is a fair bit of gold.


40k is nothing. There are items in the +4 lootbin worth double that. A single Abyss run will earn you double to triple that comfortably.


Haha, it's only 40k? I was under the weird impression that it was 400k.

40k is ridiculous. Why is that cap even still there? A respawn gold loss cap only hurts the poor, anyway. As-is, only people with less than 400k ever lose significant amounts of gold. That is, only the poor lose money.

Does anybody not see how wrong that is?

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Xaviera
 
PostPosted: Fri, Aug 13 2010, 1:55 AM 

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Looks like merchant caps are winning so far. Implementing this by itself, however, while it will reduce gold inflow, is likely to keep the rich rich and the poor poor (the poor because they wont be acquiring much more money, the rich because they already have a lot and will farm enough items to meet their ongoing needs). A blanket devaluation (say, a square root transform on everyone's bank accounts?) will remove a lot of the extra cash but won't really change the relative status quo in my opinion.

That being said, it's better than nothing and I'm all for it. Along with removing the respawn cap and forcing entry respawns.

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Glyph
 
PostPosted: Fri, Aug 13 2010, 1:57 AM 

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heh, you just proved my point. you have to run the abyss for 120k you reckon? so, how many times would you have to do that for a perfect mythal?

bare in mind unless your level, above 20, your not going anywhere -near- the abyss, you see the problem?

I wish oh i wish people would 1 keep this IC and 2 stop talking about ganking monsters.


 
      
TormakSaber
 
PostPosted: Fri, Aug 13 2010, 2:54 AM 

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You don't need t run the abyss for 120, you can run the spires, far easier, and make 500k on a decent day.

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corypx
 
PostPosted: Fri, Aug 13 2010, 3:11 AM 

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TormakSaber wrote:
You don't need t run the abyss for 120, you can run the spires, far easier, and make 500k on a decent day.


I'm more of a fan of mid level monsters so I can use a crappy summon so I dont hunt alone.

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maglorine
 
PostPosted: Fri, Aug 13 2010, 3:35 AM 

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corypx wrote:
TormakSaber wrote:
You don't need t run the abyss for 120, you can run the spires, far easier, and make 500k on a decent day.


I'm more of a fan of mid level monsters so I can use a crappy summon so I dont hunt alone.


I'm a big fan of a redefined gp/loot model where if you kill something more than X levels below your CR you get no gold drop and a zero percent chance of loot. Pick a value for X. How about 3? Do I hear 2?

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corypx
 
PostPosted: Fri, Aug 13 2010, 3:47 AM 

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maglorine wrote:
corypx wrote:
TormakSaber wrote:
You don't need t run the abyss for 120, you can run the spires, far easier, and make 500k on a decent day.


I'm more of a fan of mid level monsters so I can use a crappy summon so I dont hunt alone.


I'm a big fan of a redefined gp/loot model where if you kill something more than X levels below your CR you get no gold drop and a zero percent chance of loot. Pick a value for X. How about 3? Do I hear 2?


if that happened half of the server would not get used because you would have zero reason to go there, also noone would get to level as you would have a line up of solo hunters waiting to use a zone.

I kill stuff slow, you dont want to be stuck behind me if I want to go to spires, oh lost 300HP, I'll stand here and regen at 10 a round, so be back to pulling next mob in 3mins ; )

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billytheid
 
PostPosted: Fri, Aug 13 2010, 3:53 AM 

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Would making gold realistically heavy and capping the amount of magic bags someone can carry make a difference? If this was combined with a more detailed banking system it could impact on the amount of gold a PC could carry.

If rich PCs were forced to use and pay for banks and/or vaults to store gold and worderous items gold could be reclaimed by 'the system'(all the security to keep masses of gold and wonderous items would be RELLY expensive). There is also the chance of banks and vaults being robbed and the items and gold being lost. People who decide not to avail themselves of these services would be quickly picked as a great 'mark' for professional thieves(hello RP ops).

A suggestion that could work well with this would be to remove the auto-gold and to scale loot drops to level. That is to say that an epic running through lowbie areas would get no loot drops at all. Low level PCs would then have a chance to sell low area drops(mythals mainly) to high level PCs who have no access to them, get a bit of money.

Could also add prejudice modifiers to merchant reactions depending on reputation, race and 'home' location. Scale up the piracy off the coast to reduce supply of some items desired by wealthy PCs. Could also start some corruption among NPC guards everywhere? "Sorry sir, there is a tax on fancy shoes today... 1000 gold to the Guard Retirement Fund... you don't have it you say? We'll have to take those shoes then... until you pay the tax". *shoes vanish from inventory*

Bring this in as well as scrapping the re-spawn cap.

EDIT: The point of this is not so much to reduce the gold amount right away but to increase the risk involved with being wealthy. Plenty of people want to RP being a crook but have no outlet for their criminal machinations; we have plenty of active NPC guards for PC guards to work with ... what about some active NPC crooks to partner up with PC crims?

As to the argument that the gold being stolen will just force it to change hands, if some of the crooks are NPCs then the share of the gold is spread out.

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Last edited by billytheid on Fri, Aug 13 2010, 7:19 AM, edited 2 times in total.

 
      
Dramatic_Prince
 
PostPosted: Fri, Aug 13 2010, 4:12 AM 

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TormakSaber wrote:
It only encourages the super-super rich to interact with each other because the super-super rich control the items and the gold, thus controlling both economies and making sure that everything happens on their terms and that no one outside it has a chance to break into it without themselves farming endlessly to become one of the super rich.

This.
This is how the real world economy works.
This is how I felt when I came in as a new player in 2008, years later than alot of you.
This is what I was shown by PCs, including a few DM PCs leading the example, that if you want to play in the big league, this is what you need to do.
And so I did :lol:

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.

Thank you for defining how merchants should be played.
You deserve another round of applause.


 
      
maglorine
 
PostPosted: Fri, Aug 13 2010, 4:24 AM 

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Cory, you are making my point for me. Your PC wouldn't be running the Spires either because it's too low CL for a level 30 and you wouldn't run it if you got zero gold and zero loot. If you needed gold you'd be in a full party in a higher CL area and sharing the loot. A huge amount of gold is generated by high epics rampaging thru lower CL areas where they can one shot kill stuff, crank thru 100 spawns an hour, and pick up 30 pieces of moderate loot to sell. It's ridiculous.

The time to gold ratio of carefully soloing thru an area (remember you'll be careful because there's no gold cap on respawn now) very close to your CL is much higher as you'll simultaneously be using consumables all along the way, than blasting thru a lower CL area at no risk with no consumable use. This slows rampant gold accumulation and really, how realistic is it for a max level pc to go all Cuisinart in an area offering such little challenge? "Let's go massacre all the Beastmen......again!"

BTW, this wasn't my idea but I thought it was a good one so......

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TormakSaber
 
PostPosted: Fri, Aug 13 2010, 4:59 AM 

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Dramatic_Prince wrote:
TormakSaber wrote:
It only encourages the super-super rich to interact with each other because the super-super rich control the items and the gold, thus controlling both economies and making sure that everything happens on their terms and that no one outside it has a chance to break into it without themselves farming endlessly to become one of the super rich.

This.
This is how the real world economy works.
This is how I felt when I came in as a new player in 2008, years later than alot of you.
This is what I was shown by PCs, including a few DM PCs leading the example, that if you want to play in the big league, this is what you need to do.
And so I did :lol:

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.

Thank you for defining how merchants should be played.
You deserve another round of applause.


As do you for choosing to become part of the problem instead of part of the solution, and yet doing so with absolutely no remorse, and in fact, bragging about it.

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Dramatic_Prince
 
PostPosted: Fri, Aug 13 2010, 5:06 AM 

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TormakSaber wrote:
As do you for choosing to become part of the problem instead of part of the solution, and yet doing so with absolutely no remorse, and in fact, bragging about it.

When in Rome, do as the Romans do.
The DMs have shown us the way.
My one PC does not control the economy alone, sir.
My peers who share the same sentiment as your statement, do.


 
      
TormakSaber
 
PostPosted: Fri, Aug 13 2010, 5:09 AM 

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Then you will be the Caesar to my Brutus, and I shall drive the knife into your gullet as I wrench the economy away, in one overly dramamtic metaphor.

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brooksthegreat
 
PostPosted: Fri, Aug 13 2010, 6:31 AM 

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No taxation without representation! *kicks tea overboard*

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billytheid
 
PostPosted: Fri, Aug 13 2010, 6:46 AM 

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brooksthegreat wrote:
No taxation without representation! *kicks tea overboard*



Careful! The DMs aren't at war with the French...

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brooksthegreat
 
PostPosted: Fri, Aug 13 2010, 6:49 AM 

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billytheid wrote:
brooksthegreat wrote:
No taxation without representation! *kicks tea overboard*



Careful! The DMs aren't at war with the French...



..Frell.

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Pax Imperium
 
PostPosted: Fri, Aug 13 2010, 7:05 AM 

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What about a gold cost for leveling up IE for training this would of course be exponential with how high of a level you are. For example, your level to the exponents of three or four or five, perhaps with the exponent changing as you increase in levels would require the person to have more gold as they level up.

The problem with this is that, like other methods, it only sponsors more gold farming.

In my eyes, the economy became out of control a long time ago and, at this point, is unfixable unless there is a server wide item wipe and rebalancing of the Gold economy system. Anything that is done will be a minor patch that those people that are the problem will get around anyway. But let's see what can be done. That's why I gave my own suggestion with the training/leveling up cost. Trying to keep it positive.

Interesting discussion by the way. Gives much food for thought.

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Kjetta
 
PostPosted: Fri, Aug 13 2010, 7:15 AM 

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Leggomi Eggolas wrote:
I disagree. Gold is not routinely traded because it is not valuable. Gold is not valuable because it is too readily available. Gold is too readily available because a disparity exists between PC income and PC expenditures.

Currently the primary goldsink seems to be consumable items: (Potions, wands, scrolls, charged items) and the sources of income (Job System Gold, Monster Gold, Loot Sale). Loot sale is the most prominent source of income, since later-end lootbin items easily outpace the cost of adventuring far more than early-game items.


Agree with this. Adventuring is too profitable in the later levels, so I voted for hard merchant caps. I'd prefer a set amount of gold in each merchant, harsh rates and a capped price.

Need to kill the rampant in-going cash flow, money sinks only goes so far to boost the out-going.

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Last edited by Kjetta on Fri, Aug 13 2010, 7:18 AM, edited 1 time in total.

 
      
Dev Disco
 
PostPosted: Fri, Aug 13 2010, 7:16 AM 

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I think that "Money Sinks" is the "O, this is great, I'll let somebody else solve my issues" option, btw. It places the burden of thinking up and implementing a solution on the DM/Dev team.

I haven't read the rest of the thread, btw. I'd just like a solution that takes the money from the people who have too much, and doesn't make life a hell for starting characters (actually, 'starting players' is more important to me).

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TormakSaber
 
PostPosted: Fri, Aug 13 2010, 7:22 AM 

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Merchant caps don't affect starting characters at all, because they don't sell items of high enough value to hit the cap.

A gold wipe doesn't affect starting characters at all, because they'll have under the gold value.

Uncapping the respawn doesn't hurt starting players because they don't have enough gold to go over the 40k cap of 10% in the first place.

Arguably a forced respawn when dead-in-entry hurts starting players, but no more than it would anyone who has to respawn in the entry, so I think that one can be written off.

Taxes hurt every player just for existing on the server. I'd like to write that off on the "Definitely no fun" and "doesn't solve the problem" lines of thought.

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QPR
 
PostPosted: Fri, Aug 13 2010, 8:06 AM 

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This might be very hard to implement, but an idea I saw on a nwn 2 server that was never launched: A fixed amount of wealth in the server as a whole, divided into three pools: Player gold, Merchant gold, and "Loot", where wealth would go from pool to pool as players find loot, sell it, and buy stuff again. The Total amount of wealth aviable in the module would increase/decrease based on the amount of characters in play to hinder stagnation, and ofcourse by DM intervention through events. The advantage of this is ofcourse that wealth will be limited to a fixed amount, much like RL economy.

This i think would be a solution, but as I have zero knowledge of scripting, I don't even know if it's possible.

Edit: Also, low levels are not difficult, they are easy. All levels on Amia are easy.

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Dwagin
 
PostPosted: Fri, Aug 13 2010, 8:24 AM 

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Dev Disco wrote:
I think that "Money Sinks" is the "O, this is great, I'll let somebody else solve my issues" option, btw. It places the burden of thinking up and implementing a solution on the DM/Dev team.

I haven't read the rest of the thread, btw. I'd just like a solution that takes the money from the people who have too much, and doesn't make life a hell for starting characters (actually, 'starting players' is more important to me).



Unless you expect everyone to play with the same build/class/skill level and have the same amount of gold inflow/outflow. (All of this is statistically impossible to meet 1:1) you need to have something for those with excess to spend it on, without raising the bar too high to make the game unfun/unplayable for others.


There's been lots of suggestions. Gambling for Loot, Consumables, just.. 'stuff' to spend it on. Hell, even a new dungeon that required you to buy a new 'Thingy' to get into it, would be nifty. More useful loot in stores, that were flagged nodrop and could only be destroyed/binned. Mythal crystal recombinator! Put in expensive loot item, add gold to the mix for making a mythal from it (Even if its a percent chance for the higher quality ones.) I'd also really like to see the epic items from non-dm events be crafted by players from parts gathered, sorta like the old thayvian system and using expensive purchased components to augment it from npc's and put together by pc's. perhaps even expanding of the mythal system.

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Isaiah
 
PostPosted: Fri, Aug 13 2010, 9:09 AM 

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*light bulb dings above his head*

How about increase the amount it costs to use carts/boats based on the number of items one has in his/her inventory. After all, more items means more baggage and having extra baggage takes away space for other customers and thus less money for the cart driver/captain.

I think that is a fair way to take some gold from some people and it even has IC reasoning.

It won't effect new characters because they don't have many things in their inventories.

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Dramatic_Prince
 
PostPosted: Fri, Aug 13 2010, 12:05 PM 

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TormakSaber wrote:
Then you will be the Caesar to my Brutus, and I shall drive the knife into your gullet as I wrench the economy away, in one overly dramamtic metaphor.

Vini Vidi Vici
I am glad to die an emperor, and let he, Brutus, die a rebel.

It's just a game anyway :lol:

Oh as for an idea, reduce the value of the GP to a CP across the board.
Voila! My 600 GP bottle of water now costs only 6 GP!!
How's that for realism?

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Yurell
 
PostPosted: Fri, Aug 13 2010, 12:16 PM 

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Dramatic_Prince wrote:
Vini Vidi Vici
I am glad to die an emperor, and let he, Brutus, die a rebel.


Caesar wasn't emperor.

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corypx
 
PostPosted: Fri, Aug 13 2010, 12:46 PM 

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maglorine wrote:
Cory, you are making my point for me. Your PC wouldn't be running the Spires either because it's too low CL for a level 30 and you wouldn't run it if you got zero gold and zero loot. If you needed gold you'd be in a full party in a higher CL area and sharing the loot. A huge amount of gold is generated by high epics rampaging thru lower CL areas where they can one shot kill stuff, crank thru 100 spawns an hour, and pick up 30 pieces of moderate loot to sell. It's ridiculous.

The time to gold ratio of carefully soloing thru an area (remember you'll be careful because there's no gold cap on respawn now) very close to your CL is much higher as you'll simultaneously be using consumables all along the way, than blasting thru a lower CL area at no risk with no consumable use. This slows rampant gold accumulation and really, how realistic is it for a max level pc to go all Cuisinart in an area offering such little challenge? "Let's go massacre all the Beastmen......again!"

BTW, this wasn't my idea but I thought it was a good one so......



and my point is they added all the zones and now they wont get used as if you dont get gold or loot from them it will be a waste of server space to keep them and they might as well add 50 more zones for 30s.

a DM did a clue based event on Boss-mia to get people going around(I loved it but could not get the last clue) what a no loot/gold after you reach X-level you IC and OOC would have no reason to go there, they want people to check out the zones and use them not just use them to level and be done with it.

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Xaviera
 
PostPosted: Fri, Aug 13 2010, 13:58 PM 

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TormakSaber wrote:
Merchant caps don't affect starting characters at all, because they don't sell items of high enough value to hit the cap.

A gold wipe doesn't affect starting characters at all, because they'll have under the gold value.

Uncapping the respawn doesn't hurt starting players because they don't have enough gold to go over the 40k cap of 10% in the first place.

Arguably a forced respawn when dead-in-entry hurts starting players, but no more than it would anyone who has to respawn in the entry, so I think that one can be written off.

Taxes hurt every player just for existing on the server. I'd like to write that off on the "Definitely no fun" and "doesn't solve the problem" lines of thought.

This, except for the last one.

As I said before, the merchant buy cap and removing gold from spawns are the only poll options that actually reduce the amount of money entering the module, which is the cause of all the problems. A gold wipe (and I say dont wipe it but reduce it to the square root of the current amount) doesn't solve anything unless the merchant cap (at least) and deleted gold drops are instituted simultaneously. To wipe items would unbalance existing build/gearsets and unleash a spate of farming the likes of which the server has never seen while everyone tries to re-equip themselves. At least if you devalue gold, players might sell some of their excess items to build their reserves back up. However, without a constant drain (ie. tax), those wallets will get thicker again, just more slowly.

My tax system is basically communistic. It gives to the poor and takes away from the rich and ensures that everyone has a standard of living appropriate to their level (level ^ 2 * 100 gp). If you do nothing, you will eventually end up with that amount of money - sufficient for most basic (RP) needs.

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Glyph
 
PostPosted: Fri, Aug 13 2010, 14:26 PM 

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from in game last nite

"return when you have seeked out your fortunes"

nuff said. I agree with prescia still, also I had a similar idea to the CP thing, 100 is basically 1 like dollars and pounds, if your honestly going to system wide oocly do something about gold, do that.

ed: however if you want to ICly do something I suggest start a costly war that effects -all- amians, just like ww2. this might just...oh wait top dogs has the cash, right...well, at least i'm thinking ICly...


 
      
Dramatic_Prince
 
PostPosted: Fri, Aug 13 2010, 17:28 PM 

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Yurell wrote:
Caesar wasn't emperor.

Neither were Cao Cao, Genghis Khan or Joseph Stalin.

Nekhy wrote:
The player-driven market prices have gone up, quite a bit. It's a natural follow-up if money is being pushed into the market in endless amounts, but it doesn't really go away. It doesn't circulate, like it should in a healthy economy.

Back on topic, quoting this from another thread.
So what, my fellow players, is the perceived problem with our pseudo-economy?
Obviously, real life economics cannot be brought into the equation since Amian currency isn't backed by federal reserves.
Let us not even talk about stock markets and paper losses on money that doesn't even exist.

NWN =/= PnP. You cannot equate the prices of a steak in NWN to a steak in PnP.
My suggestion of reducing the currency unit down to a copper piece accomplishes the hundred-fold devaluation.
You get realistic prices back in game, where your bottle of exotic spring water doesn't cost 600 GP but 600 CP.

Quote:
At least if you devalue gold, players might sell some of their excess items to build their reserves back up.

Sell to whom and what for? If a partial wipe can be done once, it can be done again. If the server lives long enough for round 2.
A player's time would be better spent RPing or bossfarming.
At least your DCs and epic loot currency isn't subject to wiping.


 
      
brooksthegreat
 
PostPosted: Fri, Aug 13 2010, 18:26 PM 

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Just a side-comment on the last few posts - Isn't the very purpose of adventuring to go out and seek you fortunes, blah blah blah. D&D has its very roots in the idea that gold was one of the primary reasons you went out in the first place. You were out for adventure! ..which.. almost invariably meant that somewhere out there was a beast to be slain which had about it a nice big hoard of treasure.

So. If not to seek fame and fortune, why is the big motivation to go risking your life every day in the first place? Yes, you have some types that have that..higher calling thing. Paladins, some Clerics, etc. But, ICLy, seems as though a great many types of character and personality are going to have no reason to bother if a welfare system and tiered tax are implemented.

"Hm. I could go and make that great score.. Or I could sit here and wait for my Cordorian check to come in, gods bless those generous mooks. A'course, If I made that score those blighters would take half of it anyway. Somehow, they always know what's in my pockets."

The end result? You might increase in-city chitchat types of RP, yes.. But people who don't care for that playing style are going to be out of luck under a communist type system.

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AlphaWaves
 
PostPosted: Fri, Aug 13 2010, 18:50 PM 

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brooksthegreat wrote:
Just a side-comment on the last few posts - Isn't the very purpose of adventuring to go out and seek you fortunes, blah blah blah.



For some, but not the majority.

There are many reasons for adventure. And as you mentioned D&D specifically as a core, here's some stuff from the player's handbook.

"Adventuring is the best chance barbarians have of finding a place in civilized society."
"Bards see adventures as an opportunity to learn."
"Ideally, a cleric's adventures support his god's causes, at least in a general way. A good cleric, for example, helps those in need."
"Druids adventure to gain knowledge, especially of animals, plants unfamiliar to them."
"Most fighters see adventures, raids, and dangerous missions as their job."
"Monks approach adventures as if they were personal tests."
"Paladins take their adventures seriously and have a penchant for referring to them as 'quests'."
"Rangers often accept the role of protector, aiding those who live or travel through the woods."
"Rogues adventure for the same reason they do most things: to get what they can get. Some are after loot, others experience."
"The typical sorcerer adventures in order to improve his abilities."
"[Wizards]... seek knowledge, power, and the resources to conduct their studies."

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Murex
 
PostPosted: Sat, Aug 14 2010, 5:25 AM 

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If there was a way to script each merchant to rip a character off 1% per character level, I think that would work out nicely.

I challange someone to point out how this is a bad solution.

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TormakSaber
 
PostPosted: Sat, Aug 14 2010, 5:31 AM 

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Murex wrote:
If there was a way to script each merchant to rip a character off 1% per character level, I think that would work out nicely.

I challange someone to point out how this is a bad solution.


"Hey lowbie, sell this for me so I can skirt past the blatantly metagaming mrchant system. I'll pay you."

"Okay."

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Murex
 
PostPosted: Sat, Aug 14 2010, 5:34 AM 

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I would assume that would be illegal.

Edit: Metagaming merchant system? I think a merchant would be trying to get the best sell price off of a character who looks like they have money.

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Last edited by Murex on Sat, Aug 14 2010, 5:35 AM, edited 1 time in total.

 
      
corypx
 
PostPosted: Sat, Aug 14 2010, 5:34 AM 

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TormakSaber wrote:
Murex wrote:
If there was a way to script each merchant to rip a character off 1% per character level, I think that would work out nicely.

I challange someone to point out how this is a bad solution.


"Hey lowbie, sell this for me so I can skirt past the blatantly metagaming mrchant system. I'll pay you."

"Okay."


I was thinking more of someone doing a self rebuild from 30 so they are a level 2 and have afew mil, and they sit infront of the NPC buying peoples vender loot to sell for more gold then they would.

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Colapops
 
PostPosted: Sat, Aug 14 2010, 5:35 AM 

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Require all people operating out of Cordor to register with an Adventurer's Guild and pay an Adventurer's Tax. Appoint a player to play a tax collecter. If someone refuses to pay their taxes, based on their Adventurer Ranking (level), then they are outlaws and will be banned from the city until they pay up.

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Murex
 
PostPosted: Sat, Aug 14 2010, 5:36 AM 

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corypx wrote:

I was thinking more of someone doing a self rebuild from 30 so they are a level 2 and have afew mil, and they sit infront of the NPC buying peoples vender loot to sell for more gold then they would.


Allright. You found a hole in my idea. Congrats. :D

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Liz
 
PostPosted: Sat, Aug 14 2010, 10:51 AM 

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TormakSaber wrote:
Lizzie wrote:
... 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?
It only encourages the super-super rich to interact with each other because the super-super rich control the items and the gold, thus controlling both economies and making sure that everything happens on their terms and that no one outside it has a chance to break into it without themselves farming endlessly to become one of the super rich.
Hmm... I must say...

This.

I stand corrected.

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