Ok I was reading farjat's older topic about creating a stable economy for nemesis, despite the fact that we are on a high exp server, and I thought of some ideas that may help balance the money/trade skills/player level gap. Of course this is just an idea, and might require some ingame depth examination from behalf of the admin staff, but I'm pretty sure this is more or less how we could get working farjat's idea.
My suggestion: the exact amount of gold rate should be between x1 and x3. Read the changes I suggest for everything, and, at least in my mind, everything will be set right if everything is applied in game. Please feel free to add or correct anything :)
Here are the steps that may help us reach this goal:
-----------------------------------------------------------------------------------------------------------------------
Gold for new players
Ok first of all: the first thing that pops in our mind when adressing this problem is, as of course, the amount of gold that is dropped by monsters. Usually the gold has to be at the same % as the exp given, so players can buy items according to their levels. As of course, lowering the gold to its original setup, may be very harmful to new players, who will end up leveling very fast, not earning the proper amount of money to pay for items they need at such levels. Several amounts of drop rate have been set in the past, yet, none have work (right now we are at x5, wich is still pretty high).
The problem is, we have always modified the gold rate, but its in at least my opinion, the prices that should be modified. Lets take a look to what items do new players (only new players) actually buy from the blacksmith npc:
**(plz note that this are the items a new player to the server will purchase to help him level up, and not items a new character of an older player may purchase)**
lvls 20-50:
- sabre
- great sword
- flamberge
- plate legginss
- plate mail
- hauberk
- full helm
- scale mail
- chain mail
- rapier/esterk
- wand ms0/ms10/ms20
lvls 50-100:
- k flamberge
- k great sword
- k plate mail
- k plate leggins
- k hauberk
- k full helm
- w hauberk
- wing helm
Ok. As we may all notice, no 180 character (or in some cases, pl raiders with lvl cap of 140) will actually purchase this items. Since 180 chars get a dk set and pl raiders will aim for manu armors, and use weapons such as dk sword or bbh, and stated versions of baxe, bh or gis, this items don't exist in a player's mind (at least after a week of playing on the server). This example also applies for magic spells and cloth related armor sold at shop (robes, mage caps, etc).
My suggestion is to lower the cost of these items by half or even reduce them to a 30% of their actual price, and make them more friendly towards new players. This way it doesn't matter if the gold rate is x1 or x2, cause these items that are most needed by new players will be accesible in bulk for the amount of just 2k or 3k, wich is in reallity, not that hard to get. This way, the items purchased by a 140-180 player will still have a relativly high price, while leaving the new players untouched (at least until they pass lvl 100, which by that time, according to my suggestion, they will have a balanced amount of money).
-------------------------------------------------------------------------------------------------------------------
How to earn money?
a)Trade skills
Ok most important thing, is balancing the trade skills to be useful for high level characters. One of the most important things I would change is the formula and the amount of times you need to get 1% of the skill up. I'm not saying it should be a lot easier, but maybe, if it took 5000 times to get to 100% instead of 10000 times, it would certainly make players more interested in leveling these skills.
Mining: Ok, a very popular skill, doesn't actually need a change since players usually train this for materials to use in crafting, and well, in manufacturing.
Fishing: Fishing will be used, if a lower gold rate is set, and by increasing the amount of money some fish sell for, might make it even more appealing for players (also remember some skills like alchemy do need fish as materials for potions, making it even more usefull if we have lots of alchemists)
Farming: Just like fishing, a good easy way to make money if the selling prices are increased, and the materials are also needed for alchemy
Manufacturing: Ok here some change is needed, and one of those changes should be informing players of the great weapon advantages manufacturing can offer to them. First thing, manu weapons can be upgraded to +10 (instead of the normal +7). If the % in upgrading is changed for manufactured items, making them easier to upgrade than normal or stated weapons, we should see an increased use of this skill. Also, players should notice that manufacturing already adds a few "plus" to some weapons, like baxe or gis, which come in versions already containing a +2 upgrade. Combined with a bunch of xstones, and a bit of luck, a manu baxe could actually become a baxe+2+10, which would be an incredible nice weapon for pl raiding, and I'm dam sure a baxe+12 will (or at least should) hit more than a bbh+2 or a sharp bh.
Alchemy: Now here is a nice skill, with the unfortunate mistake of only having nice items above 50% of the skill. Still, invi pots are always usefull, super pots are amazing, and you always have the nice flavour of potsto change how your character looks like. Still the hardest of alchemy is getting the materials. Since we play on a high exp server, most low lvl pits are barely used (except for scorps), making very hard to get materials such as ant leg or orc meat. Also, many materials that are easy to aquire, like scorp pincer, take 1 space of the bag individually. Making some of this materials stackable would make much easier the material gathering, and, like I suggested above, making the skill a bit easier to train, will make it more appealing for everyone. Also, alchemy opens a gate for skills like fishing and farming.
b)Grinding/Hunting
Well here is the easiest and most common way of getting money. Killing monsters for their gold (duh!). Most monsters have quite a good avarage for dropping gold. On a wyvern hunt you can get not only gold, but gold pockets (wich are 5k, 10k and 50k worth of gold).
Also, selling useless items to npc (like a strong flam n/s) or good items, that are not hard to get, to another player (like an exp20% flam or pd40 rapier) for gold is a nice way of making money, plus, cleaning the pits filled with trash and reducing lag.
c)Quests
Quests should have a better reward, in both exp and money. If you think about it, by doing quest, not only you gain contributions, but you also gain the normal exp that you get from monsters, plus a big amount of cash or exp when turning in the complete quest
d)Begging
Not the best way, and will probably get you on /tooff very quickly, but still some wealthy player might spare you some bucks.
-------------------------------------------------------------------------------------------------------------------------
Making players spend their gold
The main thing that makes money important in the game, is how much of it is spent. There are a number of ways that may help players constantly spend their money:
Increase prices for teleports: The tp to d2, bf and ml, should have higher prices (in the case of bf and ml, at least cost something)
Keep pots at higher prices: Potions are the most used item ingame and they should be worth what they cost when a town looses heldian, and for the looser town make them double (winning town: 130g, looser town: 260g)
Lucky tickets: Make lucky tickets more appealing. For example, increasing the rate of ancient pieces of stone to be won, or adding a very very very low % of getting a rare item (blood axe, dark executor, df10 neck, poison resistance necklace, etc). Also increasing their price from 50k to 75k (150k for loosing town).
Adding costs to the game: There are many ways to do this. For example, when a town looses crusade, the server (meaning the city) will take off 15% of a players gold (both bag and wh). The role-playing excuse for this could be "tax for reconstruction of damaged buildings". This will not only keep the economy stabled, but will also encourage players to play sade more often.
------------------------------------------------------------------------------------------------------
Some notes:
- When it comes to weapons, its directly link to the damage they do. A good weapon will be sold or bought often, while useless weapons will not, so when thinking of manufacturing, we should also consider if the damage set for the weapon is ok.
- Many thing can be added or removed to make the economy more stable, this are just some things I came up with
- It should be noted that many of these changes could have a negative impact on other aspects of the game such as hunting or pvp, and will also lower the price of actual items used very often ingame.
- My intention is to keep the game as original as possible, without creating a massive amount of new things. So please if you want to add or correct something, don't add a suggestion like "manufacturing should create xelima weapons".
I'm making this topic on the general forum, because its an important matter according to the GMs, and something most players would want to have an opinion of it, so since general has the most views, I posted here. If its inapropiate, please move it to suggestion's forum, and accept my apologises :P :P