No question that gold in circulation right now is pretty insane, which is driving credit prices up, and wrecking all sorts of havoc. Let's talk.
My first idea:
Sell non-decay for gold. Really no huge in game impact, makes sense, and wouldn't hit IRE's revenue stream too hard.
Second idea:
Get rid of remedies, harvesting, and alchemy.
Reason: Everyone uses elixirs/plants/minerals. This wouldn't have a HUGE impact, the initial impact of it would hurt with refunding the skills but in all honesty, they aren't super expensive to trans out as it is, so it wouldn't be a massive impact. This would have a huge effect on the world gold and would cause everyone to have to purchase plants from npc's. Allow shops to still carry plants, tuns (elixirs/alchemy), and minerals bought from the npc's that way if they ever do bought out, monopolies wouldn't boom up. Or make the npc carry unlimited amounts of them and still allow it, that way it causes people to buy from their city shops still but it is still something that makes the gold slowly fade from player hands. This would effectively remove a couple arties from the market, but most of those artifacts are the arties that people either buy for the long haul or last just because why not.
Toxicology can remain due to it not being universally needed for everyone in the game, and the classes that do use venoms are usually the most expensive to artie out. Minus DW.
Feel free to dispute/discuss my ideas and suggest your own!
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The insane amounts of gold that people are sitting on would mean a lot of things could be turned non-decay quite easily, which I suspect would be going against former admin stance, but I don't know what the stance is now on that.
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If these were removed, I'd probably not hunt or be involved with combat because keeping supplied with curatives would be far more effort than it's worth. Especially since I'm prone to hunting affliction-heavy areas for gold in the first place.
When I was sitting on a surplus of 20+ million gold, I was buying ships for people, changing my coat of arms several times a RL year (Tecton used to love getting those "Yeah, it's about that time again, could you please reset my coat of arms?" messages from me), and buying out cities for inks at ridiculous prices. Not to mention buying bulk commodities for things like housing and forging.
There's plenty of things for people to spend their gold on if they are so inclined, but I'd honestly be pretty pissed to lose three trade skills, the 150cr I spent on the permits, the lesson investment since it's increasing for every trade skill learned, the cost of artifacts plus an extra 25cr for every artifact power I've transferred to something else for my own convenience.
I'd like to be able to spend my gold on more things that are useful. The elixirs from the Shop of Wonders, being able to rent a ship from a city for X amount of days for fishing/diving/doing trades and having the crew keelhaul you when time runs out, having housing decorations and seasonal stuff available all year round to dress up H/houses without the duration of normal furniture.
Hell, I'd probably spend a lot of gold on formal designing and customisation services too. I have about 8 rooms in my house that still need to be decorated and a couple of artifacts that need prettying up.
I'd likely throw the most amount of gold at the credit market if it was fixed at around 5k per credit and always available. I always need credits for things and I'm reluctant to spend my gold with the market being so bad.
Or housing commodities to make a house...
Or.... uh...
Being able to spend gold to buy Shop Of Wonders items like the elixers for +STATS and +XP... and possibly even Heron Feathers & Shrouds would be nifty.
In order to not price non-dragons/low level people out of being able to participate, the cost of consumable curatives would have to be so low that it wouldn't really make a dent on the amount of gold some people have stockpiled. The amount of gold coming in would still vastly outweigh the amount of gold going out of the game.
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A solution would perhaps run promotions that are tied to credit purchases, but not necessarily use them up. Talisman pieces every X credits bought comes to mind, for example. I'm sure a lot of you have better ideas! You would essentially want the playerbase to aim for these pieces; the credits sort of become the "bonus" that they can then sell on market.
If I want those talismans, I might buy credits, but you know what I'll do with them? I'll sit on them and then I will trade them directly for talisman pieces to somebody else who bought credits for talisman pieces. I will only sell credits for gold if I specifically want gold for something, because I would rather be sitting on a pile of credits than a pile of gold.
The problem here is that there is only one answer to the gold problem, and that is that gold_in cannot be vastly greater than gold_out. If you want to solve the economy problem you have to heavily throttle the gold income. You can't have a gold cap of 250k/day if people are only spending pennies a day on the refills to farm it.
I wonder what this one might bring.
1. Keeps credits from continuously inflating.
2. Stops plays on the credit market.
3. Isn't a ridiculous gold sink.
Set a standard price for credits and get rid of CFS.
Credits sell for 6k, period.
No one can farm gold by hedging the market. There is no fluctuation or inflation, and there won't need to be so many adjustments to bashing values and gold sinks.
With the implementation of multiclass, I'd like to suggest reevaluating the credit:lesson ratio - this way, more people would be attracted to purchase credits for lessons ("better value for rl money", 6:1 is horrible given how the lesson requirement scales per class) but maintain the current price of artefacts, so people will be tempted/forced to buy artie weapons for their new classes through credit purchases.
Edit : Actually, that won't work.
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You cannot hide your gold, for through your divine patron's piercing eye, the truth will be known. You may choose to stash your gold away in certain locations, but that risk is on you.
10000 gold stored = 100 gold tax
100000 gold stored = 1000 gold tax
1000000 gold stored = 10000 gold tax
1000000000 gold stored = 10000000 gold tax.
There are many other ways to generate gold, and people would still hunt for experience. They just wouldn't be able to do both at once quite so effortlessly.
For those thinking of griefing by giving someone 1 million gold. Hey...he just gained 1 million gold, would be on him for giving it back.
Alternatively, since it's Wheel spinning month, I welcome gold for spins. 150k per spin should be enough to drive some of the price down.
Also, I was joking on TMC only the other day that maybe they should have an honoursline for X number of credits sold on the market. >_> Like actually sold not just put up for sale.
Jus sayin'.
Also make every combat action take 10 gold.
have to get 5 in a row to land a hit.
But that'd require a playerbase that is focused on the good of the game and the common player over their own self-interests.