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Re: Faldon's Economy ** ANY GM PLEASE **

IFillInComplaints wrote:

No one forced them to do so. And if you are familair with faldon.. It changes all the time.

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Re: Faldon's Economy ** ANY GM PLEASE **

In short, there's noone willing to make such huge changes and invest a considerable amount of time in the current version. Zer and Wu are working on the new client etc. which just leaves me... and I don't really feel like doing it alone ;p

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Re: Faldon's Economy ** ANY GM PLEASE **

the only thing wrong with the economy is that the player base is incredibly low.

tbh there is NO hope for this game. look at the games that have just released and are to be released.
the hundreds of thousands of dollars invested in these free to play games, over a 1996, un updated game, with a player base of 40, 1/3rd of which dont speak english.

there's not enough players to have an "economy".
i think most changes trying to "fix" the game for new players will simply piss off all of the present players
and leave the game empty. unfortunate but true. the game is hopeless.

Try and please the ones who have invested their time into the game. not the ones complaining
because they dont want to camp for items.

hope makes the new world

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Re: Faldon's Economy ** ANY GM PLEASE **

Um i think indes items should be left alone. SB, Mrobe and Soul Blade are fine. Like IFillInComplaints said every game needs the ultra rare items which SB, Mrobe and Soul Blade are classified under. I do agree with the rest of his/her other points.

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Re: Faldon's Economy ** ANY GM PLEASE **

Forest Haven wrote:

Today 4:20 AM


Sir you get great timing

Evil Devil - Prometherion

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Re: Faldon's Economy ** ANY GM PLEASE **

420... I don't don't smoke pot.. That's just my credit score... Great Tshirt buy it at tshirthell.com...

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

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Re: Faldon's Economy ** ANY GM PLEASE **

Mumblee wrote:

I remember the time I removed Tinker and people went absolutely batshit crazy.  The funny part is, Tinker should have never existed to begin with - Zer's grand economic strategy for the current client was to increase drop rates from what they used to be considerably but to also increase item decay so that the items would cycle out.

I like how Chris10's first argument against removing Tinker is exactly the reason it should be done.  It would help to make crafting skills worthwhile.

Well said, I couldn't agree more. Tinker being added has now lead to high level players hoarding items who incidentally almost accidentally price fix items by basing current prices of items upon what have been previously  when the economy was more fluid and not stale. Faldons economy has become stale and will continue to be stale for as long as these suggestions are not put into place.
Zer had an economic plan for faldon and it has been destroyed by items not losing their durability.
Tinker was originally placed in Faldon because people were claiming to have high blacksmith skill, offering to repair other player’s items for them but simply stealing them instead. Tinker was supposed to be an npc blacksmith who people paid gold to rather than ignots to repair their items and not risk being scammed. Max durability was supposed to be decrease using tinker as well. However due to players hearing about the new NPC they begged and pleaded for max durability to remain the same and that is how tinker came to be. This is NPC was not designed by Zer and has now put contributed to a halt on faldons once fluid economy.

Mr Spy(fatty) wrote:

Blacksmithing does repair at better rates than 50% when you have high blacksmithing, however, the only player to have achieved such high smithing is Cazit as the standard blacksmithing skill maxes around 90-ish.

I agree that Tinker (or atleast his full repairs) should be removed, items are not meant to last forever. I think that with easier ways to get gold and higher drop rates on items people wont mind breaking an AB if during the lifetime of that AB they can use it to make enough money to buy two more.

I do not like indestructible items though, there can be very high dura items (say, 1000, assuming full repairs dont exist) but I don't think any item should last forever.



However, Faldon is too far along with almost a decade of shit piled up on top of other shit that it would be impossible to really fix anything at this point. All we can hope for is that the mistakes from the current version are NOT made in the next version.

I discussed this in the game with ifillincomplaints. You make a valid point but no deadline has been set for the new client. However as ifillincomplaints new edited version points out this is not just about the new version. This is also about saving the current version. Without saving the current version and making it more accessible for new players we are cutting off the opportunity for a new player starting from scratch to develop in the game as well as losing a potential player who would start in the new client. The number of players has decreased severely and the stale economy is without a doubt a large contributing factor.
Spy, you are the only active GM still participating in the current client therefore the responsibility falls on your shoulders to fix this clients economy. I am aware you cannot make some of these changes alone but you can contact Wu and Zer and ask for their help to implement these changes.
IN SHORT MAKE A QUICK FIX FOR THIS VERSION IN THE HOPE THAT THERE IS A PLAYER BASE IN THE NEW CLIENT.
Thank you

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Re: Faldon's Economy ** ANY GM PLEASE **

Master Wu wrote:

I agree with everything you list, except the gambling thing which is another issue.

In development, we have discussed these issues many times before and I have come to the same conclusion. Items are too rare, and they shouldn't be indestructible, or be 100% repairable. There should be a better flowing cycle of item creation and decay. Items should have durability, but much higher then what exists now. Skill based repairing by players should take place, adding more use to skills. Agreed.

This might get rid of the permanent wealth scheme that currently exists, and give new players a chance.

The current version is such a mess in my opinion, that working out an item paradigm shift on an existing game  is just so much work it makes more sense to focus on the new version. Also, when we have a game that is as long running as this, the slightest "fix" can make many people angry. All the more reason to focus on something fresh.

So at this point, any change would have to be a simple fix: Doubling certain drop rates or adding in better item drops for low-mid level players.

Double drop rates, trebble gold drops and modify tinker so that max dura atleast decreases 20%. Eventually there will be a more fluid economy. These are simple fixes only involving basic number crunching.

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Re: Faldon's Economy ** ANY GM PLEASE **

Master Wu wrote:

I agree with everything you list, except the gambling thing which is another issue.

In development, we have discussed these issues many times before and I have come to the same conclusion. Items are too rare, and they shouldn't be indestructible, or be 100% repairable. There should be a better flowing cycle of item creation and decay. Items should have durability, but much higher then what exists now. Skill based repairing by players should take place, adding more use to skills. Agreed.

This might get rid of the permanent wealth scheme that currently exists, and give new players a chance.

The current version is such a mess in my opinion, that working out an item paradigm shift on an existing game  is just so much work it makes more sense to focus on the new version. Also, when we have a game that is as long running as this, the slightest "fix" can make many people angry. All the more reason to focus on something fresh.

So at this point, any change would have to be a simple fix: Doubling certain drop rates or adding in better item drops for low-mid level players.

I understand your view on the current client, and I also agree on it. But as I have said, the current client population will be the base of the new client population.

I would be happy with any simple fix, as the end of this client is coming near, you should make it easier for new players to get atleast to a mediocre wealth. Meaning, that they can afford to buy certain items to level with as they go along their lvls, and not being stuck with a claymore and gold plate at lvl 200. It has to be balanced so people will enjoy starting up.

It will also make my job easier as a "helper of the noobs" because that is something I put alot of time into in the game itself. Aswell as I could getter items slightly faster and getting easier gold, I could give them items or gold for certain jobs in game, i.e gathering materials.

I do also understand that the slightest fix would make alot of people mad, like removing tinker, or editing him. This does not have to happen, though it would help to balance the system. But if items and gold would be easier to get, it would be more accessible for new players, as more items would flow, it would decrease the costs of the items to buy from players.

Master Wu wrote:

By the way, you speak Brazilian Portuguese?

We are going to need a translator at some point, and if your Portuguese is as good or better then your English, we might have to recruit you.

I am not Brazillian, no. I am the one who have send you to this forum on MSN (if that is how you got here =p)

Then at last, I want to point out this part from Roachsta

Roachsta wrote:

I discussed this in the game with ifillincomplaints. You make a valid point but no deadline has been set for the new client. However as ifillincomplaints new edited version points out this is not just about the new version. This is also about saving the current version. Without saving the current version and making it more accessible for new players we are cutting off the opportunity for a new player starting from scratch to develop in the game as well as losing a potential player who would start in the new client. The number of players has decreased severely and the stale economy is without a doubt a large contributing factor.

Well said sir.

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Re: Faldon's Economy ** ANY GM PLEASE **

IFillInComplaints wrote:

I am not Brazillian, no. I am the one who have send you to this forum on MSN (if that is how you got here =p)

This isn't completely true, you can speak alittle bit of Portugese, it would be time consuming but you might be capable of making an initial translation and then sending what you have written to a Brazillian for proof-reading and further editing.

Last edited by Roachsta (March 13th, 2011 5:03 AM)

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Re: Faldon's Economy ** ANY GM PLEASE **

Faldons economy has failed miserably since Tinker returned I can agree with that 100%  I'd love to see people take the time to raise skills to achieve their greatness instead of wasting all their time leveling when they can go to tinker afterwards and full repair themselves and act like they never leveled at all.  The only way people get rich anymore is spending more and more usd to afford things because people ask outrageous prices for items...for new players who want a simple bliss the price 3-400k sounds like an impossible task.. Who the fuck is really gonna sell 300k worth of dscales, piles of bone, etc. If it isn't USD being spent it's hoping for a lucky event.  Note that faldons population reaches near the 70's during events like halloween, xmas, etc.  Cause people hope they'll get something worth while...we can't have new players praying for xmas to get here sooner so that maybe they'll have a chance to get as rich as others.  There is ALOT that would need changed to fix the economy....but lets face it....it's not gonna happen....this client isn't ruined but is definently too far gone to bring back to an equal state.  Rick is only one man and it's not like anyone else is gonna jump for GM to help him out.  Everytime something is changed to help someone it causes something else to be fucked up....no matter what we do we can't fix it...We could remove TInker and give every player 500kgp and it wouldn't fix anything...I could go on and on about the things that are fucked in this client but I choose not to have carpel tunnel....i never played the previous client but from what i hear it was better monitored than this one...Lets get that new client up and hope that we don't make the same mistakes as we did in this one....I still have hope for this game, as do many others....why else would we still post in this forum.  Good Luck!

~If in life you don't succeed, say FUCK IT ALL and smoke some weed~
~*FP OWNS ALL*~

37

Re: Faldon's Economy ** ANY GM PLEASE **

Roachsta wrote:
IFillInComplaints wrote:

I am not Brazillian, no. I am the one who have send you to this forum on MSN (if that is how you got here =p)

This isn't completely true, you can speak alittle bit of Portugese, it would be time consuming but you might be capable of making an initial translation and then sending what you have written to a Brazillian for proof-reading and further editing.

I guess thats true, hehe.

Hempz420YEAH wrote:

Faldons economy has failed miserably since Tinker returned I can agree with that 100%  I'd love to see people take the time to raise skills to achieve their greatness instead of wasting all their time leveling when they can go to tinker afterwards and full repair themselves and act like they never leveled at all.  The only way people get rich anymore is spending more and more usd to afford things because people ask outrageous prices for items...for new players who want a simple bliss the price 3-400k sounds like an impossible task.. Who the fuck is really gonna sell 300k worth of dscales, piles of bone, etc. If it isn't USD being spent it's hoping for a lucky event.  Note that faldons population reaches near the 70's during events like halloween, xmas, etc.  Cause people hope they'll get something worth while...we can't have new players praying for xmas to get here sooner so that maybe they'll have a chance to get as rich as others.  There is ALOT that would need changed to fix the economy....but lets face it....it's not gonna happen....this client isn't ruined but is definently too far gone to bring back to an equal state.  Rick is only one man and it's not like anyone else is gonna jump for GM to help him out.  Everytime something is changed to help someone it causes something else to be fucked up....no matter what we do we can't fix it...We could remove TInker and give every player 500kgp and it wouldn't fix anything...I could go on and on about the things that are fucked in this client but I choose not to have carpel tunnel....i never played the previous client but from what i hear it was better monitored than this one...Lets get that new client up and hope that we don't make the same mistakes as we did in this one....I still have hope for this game, as do many others....why else would we still post in this forum.  Good Luck!

This is true, but as I see it, that this client is at its end. And as wu said, doubling drop rates, or maybe trebbling would already make a world of difference for new players. As mith slimes arnt that hard to get, aswell as 100 taming (takes like 2-3hours) they would have a little better chance.

The chances are just minor fixes, and can be done. Except removing tinker, if that woulda be done now, several solutions will have to put in place to catch the blow.


I'd like to thank everyone for responding already.  lol

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Re: Faldon's Economy ** ANY GM PLEASE **

Thank you Joey for your insights i agree completely. Thank you Ifillincomplaints for incorperating some of my ideas in your post and getting the ball roling and perhaps even awakening some people to the stale economy and coming up with some solutions.

39

Re: Faldon's Economy ** ANY GM PLEASE **

Lol like Joey said  lets face it none of these are going to happen anytime soon. The never do.

Last edited by Forest Haven (March 13th, 2011 3:45 PM)

40

Re: Faldon's Economy ** ANY GM PLEASE **

What about more events, they dont have to be like the ones at easter or halloween, but it would be nice to have events on regular base. Mfests with high gold dropage (Teleport and Greed disabled), or some items.

Higher drop rate on items and higher gold dropage on monsters.

And focus on the lower level mobs for gold, so it is easier to buy pots and such.

I dont think these will end badly, if they are put in with some thought.

41

Re: Faldon's Economy ** ANY GM PLEASE **

nice ideas just hope the gms read them and use them=P

Last edited by lord13516 (March 13th, 2011 11:53 PM)

Faldon will ROCK YOUR SOKS OFF

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Re: Faldon's Economy ** ANY GM PLEASE **

Events are always nice but even with that you'd have to have and event every week for things to become somewhat stable in this poor economy.  Unless new client is estimated sometime next year the next 8 months should be time to think of a way to get the easier things fixed and out of the way....you guys need to remember ...it's just Rick doing these things....and most of us do have a life outside of the game so it can't be done right away and be constant.  And honestly even with another GM's help I don't think it will make it any faster.  You all can just join me in the PK circle and wait for new client.

~If in life you don't succeed, say FUCK IT ALL and smoke some weed~
~*FP OWNS ALL*~

43

Re: Faldon's Economy ** ANY GM PLEASE **

The new client will not magically fix all the inbalances that exist, in fact, the game content will not change at all. (although new client may make it easier to fix some issues)

As for the events, they wouldn't really be events any more if they are held weekly or more. That and I don't have the time for it, so it'd have to be something automated. What could be done is removing some of the limitations on the pit and royal sewers such as an increase of drop chances and changing the x amount of runs per Faldon day. And I guess it'll be fairly easy to add more of these places.

However, I don't really feel like making changes which will have such a large effect on the game without knowing for sure that they will 'fix' the problems as they will probably piss off a large portion of the player base.

Last edited by Mr Spy (March 14th, 2011 5:39 PM)

44

Re: Faldon's Economy ** ANY GM PLEASE **

make pit and sewer unlimited it would actualy help alot because the pit is pretty cool

Faldon will ROCK YOUR SOKS OFF

45

Re: Faldon's Economy ** ANY GM PLEASE **

Fuck it take tinker out I'll lvl butt naked with my sb on CHEAAAAAAA

46

Re: Faldon's Economy ** ANY GM PLEASE **

If there was a like button id like that^^^

47

Re: Faldon's Economy ** ANY GM PLEASE **

Remove tinker and make player repairs able to go to 100% with sufficient skill and items.

For example to repair to 70% takes journeyman,
75% expert
80% master, etc.

As you go up in quality of repair it would take more and rarer raw materials thus creating an income for low level players who can gather them.

That brings us back to the problem of people stealing items while repairing - and I have to assume it's not possible to code in a 'repair window' á la trade window.  This however isn't the GM's problem.  You wouldn't bring your watch to a sketchy guy on a street corner to get it fixed.

---

Option 2 (which just came to me):  Require materials as well as gold be given to the tinker which scale on the 'quality' of repair being selected.  Quality of repair determining the % of durability returned.

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Re: Faldon's Economy ** ANY GM PLEASE **

Its such a shame that some of these suggestions will never be added.
Its great that Rick added NPC Rick