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Topic: Solutions to the Failing Economy

OK seriously... we all know that the economy is corrupt and impossible to read.. So ive thought of the few ideas and reasons for them below due to the fact of Gm's really talking about Economy failure do to the fact of the changes.. But seriously... if u think about it... no effence to the GM's but none of u have really stood to be... "Wealthy" and really is a lack of economy presistance and know how.

Solution/Problem 1 ~  We all know one thing that totally screwd up the economy and started the depression first of all of Gold and Hording of items was the removal of the repair NPC.  Now the gms all repeat the same thing.. no no it will cause a massive riot of being able to keep everything.. No.. it doesnt.. what u do realize that if u add this once agian.. but fluxuate the prices of repairs to certian .. Fair extents that people will not really be sooo sceptical of keeping or hording the items.. , cause as of right now when u get something rare.. what do u do.. u show it off in town.. its not like u go wack and lvl with a Dsword... its just to rare and irreplaceable.. By adding this Npc agian , it will broaden the ranges of weaponry.. ability of items actually being available, and strengthen the play for the newer people comming in the beginning... The noobs themselves have hard enough time relying on themselves to aquire the money that they have to be able to continuously afford more weapons, armor, and accesories or perishables.  The repair npc should be cheap and affordable for all low class.. items. On that note.. if u still dont feel that secure about the idea of putting this npc back in. to the MAX, enable it for awhile , but modify it to repair.. but taking off 5 dura of the max instead of 50% of a blacksmith capability... If you think about it.. the gameplay for all will increase and u might actually see more then 25 people back playing the game, and once again item fluxuation due to gold abundance will sustain throughout people.

Problem 2~  Drop rates.  This in itself allows for the inability for all to aquire the items that would be well suitable for use because of the vauluablility of time that u first put into aquireing the first item.  This would never make any sense to break a valuable for no reason.  If drop rates were increased say.. to and even .012.. sure may seem better.. but then demands and such would be alot less.. sense people would be able to aquire what they need without having to rely on the certian 4 people that only have that item in posession..  This would also help stabalize the gold fluxuation and be able to build up a bank account to support urself in case of the inability to get some drops.. so that u could afford to aquire it from someone else.

Problem 3 ~ Skill Limitability ~  This is a real hard one to modify that i wouldnt attempt right away myself.. but this is still a issue and an idea.  The real problem with faldon itself is the idea of being self innoficiant.. Even with the max skills of a Blacksmith the best thing u can make is a Battle axe and a Fullplate..  There is no ability to make the rest of the items even the Basic gauntlet, 2handed sword, or helmet.  Even with the ability to mine and blacksmith you still have to require your ability to aquire money to be able to support either other players or more enless, the Npc's in the game which inturns Destroys the money.  Why do the skills of great value never approach the ability of Claymores or Viking swords , or shields, or Maces. All basic items.. These items are KEY for lvling purposes.  Not for value. All the rest of the items such as Titan Claymores, Arctic Blades, Mourning stars, Magebanes, Mswords, Dswords.. are all the Valueable assets you aquire from Lvling or camping them completely.  If the skills were able to go up to the ability of basic needs then people could stabalize and make an economy or business for themselves.
ALSO~  Wrapping this idea into Skill Of blacksmith~  Why does the repair ability of a blacksmith never increase no matter how good the skill really is.. If you think about it , wouldnt it be a usefull task to be able to repair all your own equipment to ALMOST full durability, such as 5 off the max or something?.. yea then the skill itself would prove to be usefull and still not crash the economy gold wise due to the fact of people still running out after time. or missing materials

I would talk about the idea of the NpC Gold resale limit , but we know that if they didnt have one... people would abuse the fact and total bank everything and camp and resell all that was aquired.

Treat all as enemies, friends are never trusted.

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Re: Solutions to the Failing Economy

1)I am unable to modify the repair script. Repairing is done on the server and therefore unmodifiable, by me. This means I can not make it repair -5%, I can not restrict items from being repaired, I can not do any of these things. I can only open or close the repair NPC. For these reasons, it will remain closed. Only Zer/Coma can make the changes required to bring this NPC back.

2)I have attempted editing of items and monsters. It is a very difficult task which requires a lot of thought. This would not be a problem, but a single mistake could throw this game pretty well off-balance. You may think I am slightly overstating this, but, for me to get an update sent could take a months time. Imagine if that update had a large problem, I will not risk having such a problem for another month while waiting for updates. Especially, since it could take quite a few updates to get things right. If I had a test server, I would be more willing to attempt this problem.

3)Again, skills are on the server. I have no ability to change them. So, while skills may benefit by going a little further, this is out of my hands.

I do what I can for this game. I attempt to help it go in the right direction, I make it there every day to check on things. I have helped fix the problem with town guards, I have built you guys a duel-zone, I have rebuilt the entire war-system to allow better wars. I have done what I can, and I am not ignoring your suggestions, this you should know. I am simply telling you that I personally at this time, am unable to make the changes you have suggested. Complain all you wish, it does not change my ability to do these things.

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Re: Solutions to the Failing Economy

It may be complaintes , and an innability for u to do something about it first hand.. Even tho you cannot do it yourself, your the only way we can get through to the people who can.. Even tho these things may take months time.. If the Right people heard about it and helped u, such as Zur,Coma, and the rest. Then the idea would run faster, smoother, quicker, and more efficiantly then one person doing all the directed ideas and work.

Treat all as enemies, friends are never trusted.

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Re: Solutions to the Failing Economy

I do not have better contact with them than any of you. There is not too much I can really do.

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Re: Solutions to the Failing Economy

give me their e-mail so I can spam it to all hell.

It is high time I put something intelligent here.

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Re: Solutions to the Failing Economy

Spamming never gets things done.. if anything it reduces the chances of things getting completed.

I don't question my sexuality, my sexuality questions me.
Self Gratification is God's greatest gift to man.

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Re: Solutions to the Failing Economy

Lothar, i may just be a n00b, but what was the problem with the repair NPC in the first place?

Vitality's post seems to adress all of the major problems with the economy and makes a lot of sense, but could NPCs generate gold faster or have a higher gold limit than 200?

And why can you edit the maps but not the repair scripts?

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Re: Solutions to the Failing Economy

The problem with the repair script is two things. First, it should not fully repair an item. An item should lose some durability. Second, I should be able to limit which items are repaired. Not all items should be able to be repaired in this way. I can not change either of these because repairing is done on the server. It is not a scripted action, the script simply tells it to repair, it doesn't tell it how.

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Re: Solutions to the Failing Economy

Well heres the situation how i see it.

You camp baby dragons for 3 weeks for 8 hours a day everyday..then after 3 weeks ZOMG LEET ITEM DROP.

Hmm 20 dura....lets just wear it in town and go "Wow look how cool i am".

Time to lvl...lets bank that item and change into my trusty goldplate that jesus3 so graciously undercut the market on

Now that item is going to remain at 20/20 for..oh lets say THREE YEARS...because seriously even i have some items that i have never taken a dura from just to flash some e-peen.

Now you have 1 of 2 solutions.....Screw around trying to get some kind of repair system working so that people can repair their items...which they still wont use cause OMG IT LOSES DURA STILL.

OR..and i know you hate this Tim

Change the Mobinfo so that drops are a lot more common. I mean i slaved away at that mobinfo file for a week or two and inputting values like "Rat: drop Dagger 0.003%" just makes no freakin sense.

Give these items that no-one uses like Bastard shorts and shit a 10%-20% drop rate....with the rarer items perhaps a 0.5-1% drop rate. Thus increasing their presence in the game and decreasing their value and removing the fear of losing Dura.

People can use Blacksmiths to repair their items...and make decent money from the common shitty item drops by simply...killing lots of rats lets say for Dagger drops which can be sold to the new Weaponsmith NPC.

I'm opening up a shop that sells 13" rulers just so Fireborn stops complaining.

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Re: Solutions to the Failing Economy

Well heres the situation how i see it.

You camp baby dragons for 3 weeks for 8 hours a day everyday..then after 3 weeks ZOMG LEET ITEM DROP.

Hmm 20 dura....lets just wear it in town and go "Wow look how cool i am".

Time to lvl...lets bank that item and change into my trusty goldplate that jesus3 so graciously undercut the market on

Now that item is going to remain at 20/20 for..oh lets say THREE YEARS...because seriously even i have some items that i have never taken a dura from just to flash some e-peen.

Now you have 1 of 2 solutions.....Screw around trying to get some kind of repair system working so that people can repair their items...which they still wont use cause OMG IT LOSES DURA STILL.

OR..and i know you hate this Tim

Change the Mobinfo so that drops are a lot more common. I mean i slaved away at that mobinfo file for a week or two and inputting values like "Rat: drop Dagger 0.003%" just makes no freakin sense.

Give these items that no-one uses like Bastard shorts and shit a 10%-20% drop rate....with the rarer items perhaps a 0.5-1% drop rate. Thus increasing their presence in the game and decreasing their value and removing the fear of losing Dura.

People can use Blacksmiths to repair their items...and make decent money from the common shitty item drops by simply...killing lots of rats lets say for Dagger drops which can be sold to the new Weaponsmith NPC.

Jesus, I would love nothing more than to edit monster/item files. You need to understand the process, however. First, I must make the changes. This, as you know is not too difficult, it can take some time, but is pretty straight-forward. Then, I send the file to Coma whom when gets a chance uploads the files. Then, when Coma can remember he lets Zer know to update the files on the server. Then, when Zer gets time he does this.

Now, you may think, that is fine, that I could make the updates and while it may take a while to get them in the game, at least they will happen. But, there is a major problem. If I make a mistake, that is a mistake that I must deal with for a time of a length which I do not know. If the mistake is large it could throw things even further off-balance. I have made some minor changes to things since being GM, but I don't feel comfortable trying to "rework" the system.

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Re: Solutions to the Failing Economy

The system obviously doesn't work though. I understand the process and know it would be great to do anything possible to not go through it...But i still think the time would be worth the outcome.

In terms of making a mistake...well the only mistake i can think of is putting in the wrong value for an item drop...which effectively wont change much anyways.

My system plays on having High drop rates on shitty items and having an NPC which buys those items...while bringing the prices down on those big rare items to make them more available to the common player.

Either way i love the C only implementations....peasant characters have been given a free ride for far too long.

I'm opening up a shop that sells 13" rulers just so Fireborn stops complaining.

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Re: Solutions to the Failing Economy

The system obviously doesn't work though. I understand the process and know it would be great to do anything possible to not go through it...But i still think the time would be worth the outcome.

In terms of making a mistake...well the only mistake i can think of is putting in the wrong value for an item drop...which effectively wont change much anyways.

My system plays on having High drop rates on shitty items and having an NPC which buys those items...while bringing the prices down on those big rare items to make them more available to the common player.

Either way i love the C only implementations....peasant characters have been given a free ride for far too long.

As much as you believe that making a mistake is not a big deal, I still believe it is. Because of this, I refuse to make the changes. There is no convincing me here, I can not risk a month or longer with a fatal mistake. If anyone has ideas I can safely implement, I will consider them, but this, Caff and myself have considered. In fact, we have even worked on this, however, we stopped due to the troubles with upload, and the fear of mistakes.

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Re: Solutions to the Failing Economy

But what sort of mistake could you make ?

i mean Zammbi did it alright tongue

I'm not talking about item changes..just drop rate changes.

You make an item have a high drop rate..and you kill its value..hence making it more affordable<-- not a problem imo.

I mean...look at what was done to the Mace and Chain..used to sell for 80k..now if i remember right it sells at an NPC for like 8k.

I'm opening up a shop that sells 13" rulers just so Fireborn stops complaining.

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Re: Solutions to the Failing Economy

Zammbi didnt just make a mistake.. he OBLITERATED everything =p

I don't question my sexuality, my sexuality questions me.
Self Gratification is God's greatest gift to man.

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Re: Solutions to the Failing Economy

You are right, there really are no mistakes in just changing drop-rates. But really, I don't see how this would really help. First, you all complain things need to drop more, really, I think they need to drop a lot less. The only things that need to drop more are items on low-level monsters. But, this wouldn't really help. The items need reworked, most low-level weapons are weak and useless. There are probably 4 swords used before CM. Then, there are very little high-level weapons used. They all do too much damage, and CM, the most-used weapon is available at an NPC. You would think once you got high-level people would start using some more rare items.

There are just so many things that need changed. I have checked into getting a test-server, but Zer said it would not work with the client currently. I asked about formulas so I could do the changes properly, but he said he wasn't sure what they were, nor where they were. So, it is very difficult for me to properly do the changes needed. Also, I am VERY busy lately with school, so I really don't have the time to do such things.

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Re: Solutions to the Failing Economy

Well heres how increasing drop rates helps.

Currently the Economy is Inflated and there is a hard time to earn money for most people.

So you have mobs with high drop rates on low lvl swords etc making it easier for them to get them and sell them to your new NPC for gp.

High lvl items are never used because they are too rare..so no-one wants to lose dura on them..you increase their drop rate...and in effect you lower their value putting more things at an even lvl.

I'm opening up a shop that sells 13" rulers just so Fireborn stops complaining.

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Re: Solutions to the Failing Economy

Flooding the game with more of the things is not an answer. Items should be rare. People should not expect to always be able to have their items. People should not be able to use the same equipment forever. Things wear out, that is the way it is. As for the noob stuff, I believe my recent changes are more than enough. I have lowered prices on weapons, I have added more options to sell, I have removed much of the traffic caused by spam-sellers. I have done all I can really do at this time. With that said, I have also tested this system. I have created and played a noob, I have reached without problems around level 50. I will admit at this point it has become somewhat tedious due to the fact that I can barely kill baby-dragons, and skeletal lords are very low on experience. But, I am able to get along, and my leveling itself does pay off the potions while providing me enough money to put away for later use. The main problem is with the equipment, and the fact that I can not upgrade really for another 30 levels. This is because the next step up is CM, which I have increased the level requirement. I don't consider this a bad move on my part, but I do think noobs need more equipment choices.

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Re: Solutions to the Failing Economy

I remember when Viking Swords were teh shit this client then bam!  Fireborn and Furyos got Claymores and my Battle Axe just didn't have the AR to compete with FB no more...

Many weapons had ridiculous equipping stats.

Theology: The study of elaborate verbal disguises for non-ideas

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Re: Solutions to the Failing Economy

Well heres how increasing drop rates helps.

Currently the Economy is Inflated and there is a hard time to earn money for most people.

So you have mobs with high drop rates on low lvl swords etc making it easier for them to get them and sell them to your new NPC for gp.

High lvl items are never used because they are too rare..so no-one wants to lose dura on them..you increase their drop rate...and in effect you lower their value putting more things at an even lvl.

I played faldon again the other day and prices seem to have dropped, as money is draining out of the game.

But this does not solve the problem, there is now simply not much money in the game and few items aswel, not only this but there is still a big gap. I.e. some people still have millions of Gold but most of the "middle class" group of the game has very little money.

Cm should be cheaper and have its ar brought back down(not sure if it was brought down as i havent played for so long but they seem slower than they used to).

There needs to be a two way warp between midguard and valour.

Cb should also be slightly cheaper but that is not as important as lowering cm price.

A major fix would be to get tinker working but not repairing to full only, say 90%. But lothar stated that this would be hard to be so meh.

Anyway theres my thoughts.

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Re: Solutions to the Failing Economy

CM was made cheaper, and the AR seems fine to me..

Midgard is meant to be separate. Members of Midgard however, can warp back and forth via TP. TP takes you to Valour and the warps there take you to Midgard, if you are a citizen.

And doing partial repair would be SIMPLE, it is getting Zer to do it that is difficult.

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Re: Solutions to the Failing Economy

We need tinker back, and blacksmiths should be able to make anything in the game.  They should be able to make abs, at divine, and cms at royal, zanbas at godly etc, and at low durablities, and it should use alot of materials to make these items, but i think it is justifiable to bring back tinker.  Tinker was a great part of the economy for fuck sake Zer, bring him back, only like 30 people play faldon, MAX goddamn, ill reveal every bug and hack i know for tinker.

-Brandon

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Re: Solutions to the Failing Economy

Lol Brandon you Goof.. the last person ( before you ) to post on this Topic.. was in 06 lol:lol::lol::lol: