Moneysink Alternatives to Charms.

Jun

Dalayan Beginner
After reading part of a reply, made by Xeldan, to Azrate's post, I decided to bring up some moneysink alternatives to the 1 million plat charms.

1) Custom title, gained by large donations to certain areas, such as Athica or even towards the rebuilding of Kelethin, which *I think* is returning shortly. 1 million charms are probably too powerful, but they are a status symbol. With a lack of any GM fame point yielding events, titles are less and less common, and theirful would suffice as a replacement status symbol.

2) Implementation of the player bought boats. I really liked the idea way back when it was still asked about/discussed, and barring any techincal problems, I still think its a fine idea, and not much of an advantage considering the recent change to include Odus in a teleport type travel system.

3) Player bought homes/guildhalls -- I know this is a donator only type of thing, but if you are unable to donate and play enough that you can amass 1 million PP, chances are you are contirbuting to the game in another way. This would also serve as an alternative to guilds meeting in Rivervale, Athica, other spots not intended to be used as a mass Teleport launch pad.

Post any other thoughts here
 
Ideas 1 and 2 sound legit...

Jun said:
3) Player bought homes/guildhalls -- I know this is a donator only type of thing, but if you are unable to donate and play enough that you can amass 1 million PP, chances are you are contirbuting to the game in another way.

Wait...so someone can make 1 million pp but not come up with 5 bucks a month? Hey if you wanna give me 1 million plat I'll buy you a donator status for a year and then yay...we all win. :p

I don't believe in the "I can't donate" thing. It's either "I will" or "I won't", but not "I can't".

Your other ideas sound decent though. :)
 
I think it was brought up before but tradeskill items being no drop.

Here is a way it could work. You would make an item with lets say tailoring. Lets call it uberitem01 its got raid tier stats and FT 2. Pretty awesome stuff. The item itself is made and is combined with another item to give uberitem01 in a box. click the box and it summons 1 of said item. The item you combine it with would be expensive and store bought. draining cash out of the system.

Combine this with charms, and perhaps player purchased housing or some other ideas and you would create a better economy imo.
 
Also, titles obviously wouldnt cost 1 million pp, and neither would a guild hall or boat. But each could have an initial set amount, and then an upkeep. Such as repairs on the boat, rent on the house, or continued donations to maintain the title.

And a fourth idea... I remember reading something about advancing your char further through the use of Tomes... perhaps all/some of these could be purchased with platinum or EXP.
 
Oh man, that would never work. None of those options would get a guild to commit to making $$$. Unless the boats were stupid cheap, like 100k, I cant see many people giong for it. Sure, 2, maybe 3 people would, but then no one else.

There's a game I used to play, called Legends of Kesmai, which had by far the best cash sink I've seen.
LoK was a skill-based game. Skills rose up quickly at the early levels, but within days your skills rose slower than a slug traveling up a window. That's when training came in. You'd go to a trainer, and dump an exhorbinant amount of money on him, in order to get your skillls to raise further, and faster. You would get, say, staff skill to level 10. Then you would drop the equivilant of 5,000 plat to 'cover' your training untill you are level 10.5 in staff. You'd drop 5k more, then you're covered till you are staff skill 11. In order to train further than that, you'd drop the equivalent of 20,000 plat to cover you to 11.5. The prices of training raised by 4x the previous level.

It wasn't a situation where you HAD to train, though. Skills did raise on their own. Even a minimum of training was really necessary to keep you leveling. However, maxing out your training was a major boon.

I'm thinking that sort of system could be implemented along with the new proposed unlimited-AA type thing. I'm not sure how the system will work, but perhaps having a scaling cash-sink to go with it, that would speed up your exp gain for a certain % of a level.
 
Lector said:
Oh man, that would never work. None of those options would get a guild to commit to making $$$. Unless the boats were stupid cheap, like 100k, I cant see many people giong for it. Sure, 2, maybe 3 people would, but then no one else

If guilds dont commit to making insane amounts of $$$, there is no need for a money sink.
 
Jun said:
If guilds dont commit to making insane amounts of $$$, there is no need for a money sink.


I think he's saying a guild would much rather put the money towards getting more charms than getting a house.
 
Yea but still... other charms are an alternative money sink to 1 million plat charm...
 
give me 2 eternals and 2 race changes ( any of my choice on zhak / podge ) and i'll give u 1.2.
 
Zhak, are you suggesting that hiring a doctor to operate on you for a set exhorbitant amount would be another good plat sink?

It's like Michael Jackson, but instead of becoming white, you're becoming Gnome!
 
heh I just saw this after posting my thoughts in your other thread...copied here so they're in one post for admin:

Quote
We need good suggestions for moneysinks other than charms to counter the suggestions of removing the top tier charm.

Just throwing out ideas here...my apologies if things I mention here are already implemented in some manner or are just plain stupid ideas that will not work...

1. Non-charm purchaseable items - Introduce a few 'uber' items for range slot (or other slot) that are scaled along the same vein as the charms are - offer items that cannot be player created, heck, even some of the 'special' little things that are sometimes gifted during server events. Sold only in major cities by certain vendors.

2. Tradeskills - Ability for tradeskillers to become 'grandmasters' (yeah, sort of stealing this from that 'other' game) - with the ability to become masters in two tradeskills (obviously ones that compliment one another) - max out two skills, then use them in conjunction to create new items that require both found (in higher zones) and bought items (expensive), other players would purchase...for hefty prices.

3. Tradeskills - cooking. Sounds silly, but money will be spent on items to create stat foods/drinks as well as by players to buy such products.

4. Ability to purchase housing/lease (instead of being donator-only).

Just a few thoughts.
 
Minqe said:
heh I just saw this after posting my thoughts in your other thread...copied here so they're in one post for admin:

That wasn't my thread... that was Azrate :mad:
 
zOmg I'm sorry...can't they make him change his board name :(

Anyways, thanks to *you* for making *this* post...

/forgive me
 
not every money sink has to evolve poopsockers eating all the money out of the economy by farming all the droppable crap they can get their mits on

i would strongly support removing the 1.2 mil charms and adding a plat sink that takes money from the economy more evenly. im not sure what form that should take, though. making tradeskill items no-drop would be an interesting solution.
 
As for no drop tradeskill items, I still feel the need to push for no drop armor dyes :rolleyes:
 
im not sure what form that should take, though. making tradeskill items no-drop would be an interesting solution.

I'd like to brainstorm on this some more, I'm a former tradeskiller that has not gotten into the trades here on SoD, but see some potential in your line of thought there. Can you please expand upon "making tradeskill items no-drop" to give me a bit of direction? Are you talking high-end tradeskilling components, or actual created items?

I'm not sure what types of quests are in game right now that involve significant and multiple tradeskill levels, but progressive questing that includes tradeskills could be fun (and allow for an outflow of money toward leveling trades as well).

An example:

I visit quest mob. Quest mob gives me quest to gather/kill for Item X. I return to questor with Item X. Quest Mob gives me another quest to gather/kill for Item Z. I return to questor with Item X and Item Z. Quest mob tells me that I must use the pottery tradeskill (with min lvl req. for combination at 75) to create ItemA. I work up my pottery to lvl 76, and combine Item X and Item Z, I succeed and now have ItemA. I return to quest giver with ItemA. Quest mob gives me quest to gather/kill for ItemB. I return to questor with ItemA and ItemB. Quest mob gives me quest to gather/kill for ItemC. I return to quest mob with ItemA, ItemB, and ItemC. Quest mob tells me that I must use the blacksmith tradeskill (with min lvl req. for combine at 100) to create ItemD. etc. etc.

A progressive quest that utlizes all available tradeskills at moderate to high level skill to ultimately create "uber-item-01" for the questee (which is no-drop).

And actually, such quests could be available for a range of tradeskill and xp levels. I'd be willing to try and sketch out a "real" example if you think this is a valid suggestion and viable.
 
Ok, so this would take some time implementing, and not sure if it'd be even possible... but... how about a system for guilds attacking cities, and a system for rebuilding those cities, requiring money? Every guild would chose 1 city then, getting a neck for that city,, and, depending on money invested on that city, they'd have moer or less advantages (like banker, tradekill sellers, etc) Od course, some cities would have to be shared, and starting cities would be excluded. To regulate indiscriminate attacks against a city, make one guild only able to "raid a city" once a month. This, imo, would add roleplay perspective, rivalship between guilds, a money sink, and a new type of raid.
 
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