I wouldn't mind seeing NPC armor repair in Achaea. Turn it into a way to extend the life of weapons/armor before they decay.
Actually I think forging is a good gold sink.
say a rapier sells for 100 credits.
If we pretend that the credits are 6700 each and that person bought them with gold that's 670k per rapier. knights require two so 1.34 mil gold for a set of rapiers.
That gold however is transfered to the forger. However that forger spent a fuck ton from a npc shop to buy steel to make those rapiers.
Meaning in other words that's a pretty decent gold sink.
--
On the other hand since Forging seems so boring and an automation trap, and I think there's very few active forgers to begin with.. Something like this might be more worth wild.
Not seen or heard anything about weaponry changes though so I could be wrong about all of this.
NPC armor repair (until weaponry changes?) would be used like crazy for the extremely high-end ultra-rare weapons. The problem with that is there are only a few of those. The other weapons would just be cheaper to replace.
Rather than armour repair, I'd like to see armour customisation brought to somewhere everyone can access (like Delos) for gold. I know Houses can already offer stylised armour. It would be sort of neat if the rest of the world could sink some gold into making their armour look a little unusual.
I think @Aktillum had a good idea on the weapon/armour repair. Would have to be NPC that does the repair so it would actually qualify as a gold sink. Could be both exorbitantly expensive and decently expensive - scaling based on what type of weapon/armor and the stats on it. Which would make sense as a cheap sword is much easier to bang back together than finely sharpening a masterpiece.
Would max bring decay up to 30 RL days. That way people would still want to buy artefacts so they didn't have to bother with it - plus in the long run it'd be cheaper.
Coding-wise would be the formula for cost, which would have figured out and played with a bit - but otherwise I don't think adding a bit of decay time onto an item or the few commands for player interaction would be too hard core or overly time consuming.
The other advantages to this is that a) people would actually pay it - 100+k for super good rapiers or fantastic armour and 10s+k for decent equipment. So it acts as a sink at all levels and would get used. b) Plus it's not a one-shot deal, it just keeps going. and c) it's something that people might even buy RL credits to convert to gold to pay for.
I've heard several times that many higher level established players don't bash all that much and many others even if they do bash don't obsessively spend 10 hours a day doing it. So if they need a chunk of gold, they could buy credits to lay out for the upkeep. This would also stimulate the credit market as right now I don't know why anybody would sell credits unless they wanted to buy a ship.
I think @Aktillum had a good idea on the weapon/armour repair. Would have to be NPC that does the repair so it would actually qualify as a gold sink. Could be both exorbitantly expensive and decently expensive - scaling based on what type of weapon/armor and the stats on it. Which would make sense as a cheap sword is much easier to bang back together than finely sharpening a masterpiece.
Would max bring decay up to 30 RL days. That way people would still want to buy artefacts so they didn't have to bother with it - plus in the long run it'd be cheaper.
Coding-wise would be the formula for cost, which would have figured out and played with a bit - but otherwise I don't think adding a bit of decay time onto an item or the few commands for player interaction would be too hard core or overly time consuming.
The other advantages to this is that a) people would actually pay it - 100+k for super good rapiers or fantastic armour and 10s+k for decent equipment. So it acts as a sink at all levels and would get used. b) Plus it's not a one-shot deal, it just keeps going. and c) it's something that people might even buy RL credits to convert to gold to pay for.
I've heard several times that many higher level established players don't bash all that much and many others even if they do bash don't obsessively spend 10 hours a day doing it. So if they need a chunk of gold, they could buy credits to lay out for the upkeep. This would also stimulate the credit market as right now I don't know why anybody would sell credits unless they wanted to buy a ship.
How's that sound?
The bolded is incorrect. If they ever put it in (which they won't), it could function identically to jewelry repair, where the gold given to the jeweler goes 'POOF' and is consumed by repairing the item.
Now that the topic is back onto actual gold sinks, @Sarapis what are your thoughts on putting heron feathers into a shop in Genji or something at fair price? Wouldn't replace wings, due to the convenience of having them always available and their limitless use, but would supplement the demand of those who can't yet afford wings (or can't justify the 800cr immediate investment), but still want/need access to the clouds for various reasons.
One thing that needs to happen is that whatever is bought from the gold input needs to be decay, no point in gold auctioning things and getting non-decay options because eventually there is no need to continue to buy them. Same goes for item repairing, i believe forged items are more of a gold sink than repairing would be, but once i get that uber weapon/armor it would be cheaper and far better to keep it repaired, however to make it initially it is likely that hundreds of those items had to be made and scrapped to get it in the first place and that is true for all items worth having indefinitely. Also letting that super speed axe, or super speed rapier decay is all some people on the business end of them have to look forward to. The idea of custom descriptions on forged goods for gold sinking is pretty nice, though because it is a true sink, whereby the original cost of the items isnt changed (and then doesnt change other dynamics inivolved) but the loss of gold is still there. Perhaps Clans should have to pay "org dues" which would force the clans to require dues of their own, base the org dues on membership levels, and then atleast there is a gold sink which has to be paid for either by cities, if its city owned, or individuals if its private. May even cut out the inactive clans that no one uses too.
only problem I have with the clan suggestion there is OOC clans @Decan, as pumping gold into those can't exactly be justified by any RP
Aurora says, "Tharvis, why are you always breaking things?!" Artemis says, "You are so high maintenance, Tharvis, gosh." Tecton says, "It's still your fault, Tharvis."
Adding in gold decay or forcing people to use banks will only raise credit market prices. At that point it's either use it or lose it and you will be forced to buy credits at whatever price to maintain the gold and save on bank fees.
i didnt mean gold should decay, just the things you buy with it should. For instance, collectable decks were a type of gold sink, but because they were non-decay there is a point where you no longer need to spend gold on them, except occasionally if at all. Obviously this no longer applies, but is only one example. Another is gold auction artifacts. Its a one time gold sink, which helps each time we have one but is like a bandaid for the problem. The goal would be to have almost as much gold leaving as is being made, to create a more finite limit on the total amount of gold in circulation. The problem is there are probably billions thats no longer in circulation due to inactive people with large bank accounts. Its a hairy situation to manage how ever its done.
Really the problem is Chinese gold farmers, you can't go an hour in Achaea without some random spam-account flooding Market with "BUY ACHAEA GOLD NOW WWW.ACHAEAGOLD.COM 10 MINUTES DELIVERY"
Personally, I'd like to see a lot more flavor tradeskills like tailoring/jewellery/heraldry/bookie/etc, all of which involve gold loss - potential gain for the license holder, but gold loss for the market. Customizable armor/weapons (Tecton or Sarapis said that was coming?) would be a nice touch. I can't think of other new ones at the moment, but creating both more player-made flavor (though less freedom than tailoring/jewellery, please. maybe something like cartels to control/limit designs?), and getting rid of gold in the process sounds like a win-win.
Collectible decks were not a gold sink. They were cheap to buy but limited availability. They exchanged good between players but didn't destroy it.
I wonder what's so wrong with that, though. Gold sinks are important as long as you have gold spouts, but if there were more ways to get gold from other players, there might be less need for gold spouts, and thus potentially less need for gold sinks.
Not that rare collectibles are the most ideal form of this, of course - just generally speaking.
Personally, I'd like to see a lot more flavor tradeskills like tailoring/jewellery/heraldry/bookie/etc, all of which involve gold loss - potential gain for the license holder, but gold loss for the market. Customizable armor/weapons (Tecton or Sarapis said that was coming?) would be a nice touch. I can't think of other new ones at the moment, but creating both more player-made flavor (though less freedom than tailoring/jewellery, please. maybe something like cartels to control/limit designs?), and getting rid of gold in the process sounds like a win-win.
Love the idea of cartels @Trevize. Speaking of crafting goldsinks, I was looking over the United Union of Crafters the other day and realized I almost never use my roleplayed tailor's mark anymore. Instead I almost always just pay to remove the markentirely. I'm not sure why I started doing that. Anyway, if designer labels were something that could be added to crafted items in sort of the same way emblazons are (but not via heraldry obviously), that would be very cool and a potential gold sink too, especially if you have to register it, pay extra to have it set onto a piece, colour it, etc.
I posted this in rants earlier by accident, but here goes again:
I technically quit forums, but I couldn't help but weigh in with a couple of ideas (which I already submitted in game).
1) Create the opposite of CFS (CFS- credits for purchase), which allows people to put up offers to -buy- credits, like any normal currency exchange. This would lower credit prices dramatically, as it would no longer be a seller-controlled market. If a player uses either market, they may not use the other for 24 hours (which prevents gaming the market and minimizing gap).
2) Sell stat potions for gold, since Mayan Crowns are out.
So, I find the economics of a game absolutely fascinating. I've been following this thread and have been wanting to make a post, but didn't want to do so until I actually had something to contribute.
Most of the games I've played before were sandbox games with a very player-driven economy. I loved A Tale in the Desert before it pretty much died. I don't blame the lack of resource-sinks on that one, but rather slow implementation of game content that made a lot of people bored. Achaea doesn't seem to suffer from that problem, but does on the inflation side. Gold is desirable because you can buy credits, which is the best and most stable form of currency. Credit prices may fluctuate, but the actual value of the credits are pretty constant, if not "increasing" since artifacts lower in price more often than increase. I can get my Hunter's Belt for 400 credits whether I paid 5000 gold per credit or 6500 gold per credit. The influx of credits is controlled by the purchasing of them with real life money. This is, in general, a good thing for the game as the servers will then keep running and content will hopefully continue to be implemented and everyone gets to enjoy their roleplaying or PvP or whatever.
My understanding of Achaea's problem from reading this thread is that there are a handful of players that acquire an astonishing amount of wealth every day with practically nothing to spend it on. Wealth continues to accumulate and then when something amazing comes along they are the only ones in contention to purchase it. Of course, the more money you make, the easier it is to make more money, and it snowballs from there.
If you reduce the gold generated from where they currently obtain their gold, they'll find different areas to farm. An across the board reduction is going to hurt new players and casual players more since they will be less motivated to achieve their goals (potentially) since it will take more time, and those that farm extensively will still farm extensively and make a lot of gold.
I do have a few ideas for gold sinks, some temporary, some more on-going, none will be a cure-all but maybe they'll jostle some better ideas from people's brains.
- Lottery vs. Auction
If you host a lottery versus an auction, I would wager you'd draw out more gold depending on how must-have the item is. Arguably, everyone has a chance to get the item, meaning it will draw gold from many different sources. If the item is truly awesome, the big money players would drop large quantities of gold to make their chances as high as possible to get the item. On the flip side, they might not do much because they don't want to risk their gold and get nothing. 5 elite gold bashers each dropping 5 million gold to win a private island or something would pull out more than one person winning the island at auction for 15 million. Something to consider at least.
- Higher Stakes Gambling
Voluntary gold sinks with the chance at a tangible reward, as long as it is a net gold sink, might help. Kind of like those globes of shifting continents. There is the chance to get really good stuff, but more than likely you're going to get crap. What if you could purchase something similar for 250k, with the potential for good and even amazing things, but you buy it pretty much expecting to get ripped off. Maybe nobody would ever buy them, maybe people would buy them like crazy, I don't know. Just an idea to consider.
- Thieves, Bandits, and Ruffians, oh my!
So, if I heard about some guy who is raking in a million gold a day, that sounds like it could be a pretty sweet take. Sure, he's killing death knights and fairies and whatever else is amazingly rich. But if I had a roaming gang of thieves and bandits we could probably take him. Implement roaming bands of bandits that could jump you at any time outside of city walls. There'd be no successful fighting your way out of it, no successful running away, you're going to get stabbed and all your millions of gold stolen. Sure, it would suck, but there is a way to avoid it. Naturally you could just pay them off to leave you alone. Have it based off of some time-averaged value of the gold you took in over the last Achaean year, the more gold the higher the percentage since you'd have to pay off more bandits and thereby more gold. People would be inclined to use banks, which if I recall have a withdrawl fee. Probably a little too gruesome and random-ish to be popular, be if you want to be making a million gold a day it would fit into the theme of the game that some group would be interested in taking some or all of that from you. Either people would be more cautious to not draw "attention" to themselves by limiting the amount they earn, or they would use banks, they run the risk of getting robbed, or pay off the bandits -- all four ultimately take money out of the game. Just an idea.
- Extravagant Challenges requiring gold
So in A Tale in the Desert there were a ton of tests that usually required a stupid amount of resources to accomplish. You had to build towers, or obelisks, or funeral temples, and so on. Each one took enormous quantities of resources out of the game. People wanted to be "first" so they could hurry up and wait, and it was a giant race to see how many resources they could get. I'm not sure how it would work in Achaea, but maybe something like animal husbandry to breed horses or falcons or snakes or puppies for show and prestige. Or make a huge monument and whoever's is biggest gets some fancy title. When someone builds one bigger, they get the title.
The biggest problem with voluntary gold sinks is coming up with something people want. If they want it bad enough, they'll spend 32 million gold or however much they have. The problem with involuntary gold sinks is that they cause discontent and frustration. I know if I spent an hour questing to get 10,000 gold and then got robbed on the way to the bank, I'd be pissed. It is a very fine line to walk and nobody is going to be terribly happy with whatever solutions are implemented.
Make forging worth it, and increase commodity prices by a ton, so that you don't have to use a gajillion steel to get anything decent. That way, though people are buying less of it, more people'd probably try their hand at it, so I suspect a bigger effect'd be felt across the game.
Have prices for commodities been looked at, in general, for a while? I remember prices being the same from RL years ago, and it's probably time to look into them, to reflect Achaeans' pockets. Same goes for empty vials.
ETA: When I say 'a ton', I mostly mean like, double 'em, so you're paying 182 for steel. Paying 910 gold for the comms for one rapier is fine, if you only have to forge, say, fifty to get something good, instead of three hundred.
I'd rather pay 20k+ on comms per rapier and be guaranteed to get something worthwhile every time. There are all kinds of advantages to not having variable stats on weapons when it comes to balancing, no idea if that's something the weaponry and tradeskill changes will include though.
I'd rather pay 20k+ on comms per rapier and be guaranteed to get something worthwhile every time. There are all kinds of advantages to not having variable stats on weapons when it comes to balancing, no idea if that's something the weaponry and tradeskill changes will include though.
I really think there should be varied stats up to a certain point, but I wouldn't say no to there being say, a much higher cost/weapon and a -usable- base stats, for instance.
usable base stats are personal preference, i dont think making it easier to produce high end forgings is better, eventually everyone starts forging them, and then there is high supply versus lower demand, not to mention at that point its not whatt you can make, its how much you charge, and there will always be someone trying to undercut the compitition.
Mellowing out extremes would be good, yeah, so more weapons are usable, but less are extreme (unlike the rapier anomaly of the current status quo), and you can make weapons decay faster, so they need to be forged more often.
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Album of Bluef during her time in Achaea
...what do you mean everyone doesn't have pet eagles?
Artemis says, "You are so high maintenance, Tharvis, gosh."
Tecton says, "It's still your fault, Tharvis."
Site: https://github.com/trevize-achaea/scripts/releases
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I wonder what's so wrong with that, though. Gold sinks are important as long as you have gold spouts, but if there were more ways to get gold from other players, there might be less need for gold spouts, and thus potentially less need for gold sinks.
Not that rare collectibles are the most ideal form of this, of course - just generally speaking.
Album of Bluef during her time in Achaea
So, I find the economics of a game absolutely fascinating. I've been following this thread and have been wanting to make a post, but didn't want to do so until I actually had something to contribute.
Most of the games I've played before were sandbox games with a very player-driven economy. I loved A Tale in the Desert before it pretty much died. I don't blame the lack of resource-sinks on that one, but rather slow implementation of game content that made a lot of people bored. Achaea doesn't seem to suffer from that problem, but does on the inflation side. Gold is desirable because you can buy credits, which is the best and most stable form of currency. Credit prices may fluctuate, but the actual value of the credits are pretty constant, if not "increasing" since artifacts lower in price more often than increase. I can get my Hunter's Belt for 400 credits whether I paid 5000 gold per credit or 6500 gold per credit. The influx of credits is controlled by the purchasing of them with real life money. This is, in general, a good thing for the game as the servers will then keep running and content will hopefully continue to be implemented and everyone gets to enjoy their roleplaying or PvP or whatever.
My understanding of Achaea's problem from reading this thread is that there are a handful of players that acquire an astonishing amount of wealth every day with practically nothing to spend it on. Wealth continues to accumulate and then when something amazing comes along they are the only ones in contention to purchase it. Of course, the more money you make, the easier it is to make more money, and it snowballs from there.
If you reduce the gold generated from where they currently obtain their gold, they'll find different areas to farm. An across the board reduction is going to hurt new players and casual players more since they will be less motivated to achieve their goals (potentially) since it will take more time, and those that farm extensively will still farm extensively and make a lot of gold.
I do have a few ideas for gold sinks, some temporary, some more on-going, none will be a cure-all but maybe they'll jostle some better ideas from people's brains.
- Lottery vs. Auction
If you host a lottery versus an auction, I would wager you'd draw out more gold depending on how must-have the item is. Arguably, everyone has a chance to get the item, meaning it will draw gold from many different sources. If the item is truly awesome, the big money players would drop large quantities of gold to make their chances as high as possible to get the item. On the flip side, they might not do much because they don't want to risk their gold and get nothing. 5 elite gold bashers each dropping 5 million gold to win a private island or something would pull out more than one person winning the island at auction for 15 million. Something to consider at least.
- Higher Stakes Gambling
Voluntary gold sinks with the chance at a tangible reward, as long as it is a net gold sink, might help. Kind of like those globes of shifting continents. There is the chance to get really good stuff, but more than likely you're going to get crap. What if you could purchase something similar for 250k, with the potential for good and even amazing things, but you buy it pretty much expecting to get ripped off. Maybe nobody would ever buy them, maybe people would buy them like crazy, I don't know. Just an idea to consider.
- Thieves, Bandits, and Ruffians, oh my!
So, if I heard about some guy who is raking in a million gold a day, that sounds like it could be a pretty sweet take. Sure, he's killing death knights and fairies and whatever else is amazingly rich. But if I had a roaming gang of thieves and bandits we could probably take him. Implement roaming bands of bandits that could jump you at any time outside of city walls. There'd be no successful fighting your way out of it, no successful running away, you're going to get stabbed and all your millions of gold stolen. Sure, it would suck, but there is a way to avoid it. Naturally you could just pay them off to leave you alone. Have it based off of some time-averaged value of the gold you took in over the last Achaean year, the more gold the higher the percentage since you'd have to pay off more bandits and thereby more gold. People would be inclined to use banks, which if I recall have a withdrawl fee. Probably a little too gruesome and random-ish to be popular, be if you want to be making a million gold a day it would fit into the theme of the game that some group would be interested in taking some or all of that from you. Either people would be more cautious to not draw "attention" to themselves by limiting the amount they earn, or they would use banks, they run the risk of getting robbed, or pay off the bandits -- all four ultimately take money out of the game. Just an idea.
- Extravagant Challenges requiring gold
So in A Tale in the Desert there were a ton of tests that usually required a stupid amount of resources to accomplish. You had to build towers, or obelisks, or funeral temples, and so on. Each one took enormous quantities of resources out of the game. People wanted to be "first" so they could hurry up and wait, and it was a giant race to see how many resources they could get. I'm not sure how it would work in Achaea, but maybe something like animal husbandry to breed horses or falcons or snakes or puppies for show and prestige. Or make a huge monument and whoever's is biggest gets some fancy title. When someone builds one bigger, they get the title.
The biggest problem with voluntary gold sinks is coming up with something people want. If they want it bad enough, they'll spend 32 million gold or however much they have. The problem with involuntary gold sinks is that they cause discontent and frustration. I know if I spent an hour questing to get 10,000 gold and then got robbed on the way to the bank, I'd be pissed. It is a very fine line to walk and nobody is going to be terribly happy with whatever solutions are implemented.
Have prices for commodities been looked at, in general, for a while? I remember prices being the same from RL years ago, and it's probably time to look into them, to reflect Achaeans' pockets. Same goes for empty vials.
ETA: When I say 'a ton', I mostly mean like, double 'em, so you're paying 182 for steel. Paying 910 gold for the comms for one rapier is fine, if you only have to forge, say, fifty to get something good, instead of three hundred.
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