Thoughts about possible future economy.

Danmarr

Dalayan Beginner
As it stands right now, from what I've seen thus far on WR, the player economy is based almost solely on bartering items. trading one item for another, etc. As it is, there is no use for money that I can find other than buying spells and training skills. If a level 50 character goes out and gets a decent item for a level 20 character, why would the level 50 want money? At that level they can easily get enough for their basic needs.

I think the best solution is to make high end items craftable. From what I've heard tailoring can be used well to make some decent items. but for a large player economy I think trade skills should be more strongly emphasized. Of course at this stage in development this really isn't possible as to my knowledge tailoring is the only real crafting skill implemented.

But in the future I think there should be extensive crafting systems. Smithing, Tailoring, Alchemy, Jewel Crafting, and perhaps a collaboration of these skills and others to make high end items. for example say theres a Breastplate you can make at master skill only, and still have a 90% fail rate. Not only that but you need items that only a master jewler can make, and you also need 100 in a certain magic skill to embue the magic effects to the gems and breastplate. After all these needed items and a fairly high fail rate, this would be a very worthwhile item. now imagine these types of items craftable for all armour wearing types. I think these would be items you could only trade for high end items or a large amount of gold, with which perhaps you could buy other high end items from maybe a tailor.

of course this still lends only a small use for money in the whole scheme of the game. I had heard before that things like guild halls or houses might be able to be purchased down the road. I personally have no clue how this would work, except that there would be keys set up as triggers for flagged doors *shrugs* this also would provide for more use of money. And as the world expands perhaps personal homes could also be purchased, but I have no clue on that stance.

There could also be certain quests down the road that require money, either to purchase an item, maybe pay for an assassination for part of a quest, or to bribe people for further info on a quest.

Just trying to make money more useful. At this juncture in the game I can see why it has little use, but down the road I think ideas such as these might be of some use.
 
adding crafted items that take insanely high skill and still have high faliure rates is a good way to make people pull their hair out, especially if the components needed for the item are very rare. thats what verant has done for a lot of trade skills and the items crafted where nothing great (altough there are some really nice ones now)

for example, cultural smithing / tailoring. no one does it, why? the time it takes to collect the regents is way too high for the resulting items, most poeple don't have the urge to run around zones all day foraging and looking for things on the ground for a mace with +2 wis. especially when they can kill a green for something better.

i do agree with the post, but items that need to be crafted by someone with a grandmaster's skill (master is only 100) should be very good items. the time it takes to develop that skill to 200-250 should be rewarded with something more then making trinkets for players to twink with. if i had my way item quality would go
drop < crafted < quested
but thats me.
 
Yeah.

That's you, and that's not the way it'll be. ;)

That said, I don't know about the crafting stuff, but for a way to use money, there's always #buyaa
 
twist said:
drop < crafted < quested
but thats me.

Then why would anyone ever bother killing high end mobs, when they could buy better stuff from a_smith_bot255?
 
put high end crafting / quest items on the mobs.

i mean the high end crafted stuff, not <200 skill.
 
twist said:
put high end crafting / quest items on the mobs.

i mean the high end crafted stuff, not <200 skill.

And that changes... what? That you need a combine from a 255 smithing person to get the breastplate of uberness instead of getting it right from the mob? Do you presume that guilds who kill mobs like that will sell the bps to other people, when there's guildies that need them? And is there any difference between that and droppable loot?
 
you asked why people would kill high level mobs, i gave you a reason. i answered your question directly.

i could care less what guilds do with them, they can shove them up their asses for all i care. lord forbid there was something besides kill mob, get loot, rince, repeat in eq.

now tell me this what should be a better item.
a) drop of some mob
b) crafting component drops of same mob, item is trivial at 225 and requires other parts
c) quest part form same mob requires killing other mobs

the way it is now is a > c > b, that makes about sense as giving necro's ch.

as for economy, if you needed item a for some tailored thing that was rare and someone was selling it because they were not a tailor would you buy it? yes. people sell\trade things they can't use. which is why most of the trading on the server now is quest components.

now here's a question for you.
how many people have a tradeskill over 100? how many people are level 60? what is it 0-15+, maybe 1-15+. why? who the hell is gonna spend time raising up a skill for no reason, very, very few people.

it would probably take longer to raise my tailoring to about 150 then to level from 40-60. so why bother? its your server, do what you want. just doesn't make much sense to do tradeskills if they are of NO use.
 
twist said:
you asked why people would kill high level mobs, i gave you a reason. i answered your question directly.

i could care less what guilds do with them, they can shove them up their asses for all i care. lord forbid there was something besides kill mob, get loot, rince, repeat in eq.

now tell me this what should be a better item.
a) drop of some mob
b) crafting component drops of same mob, item is trivial at 225 and requires other parts
c) quest part form same mob requires killing other mobs

the way it is now is a > c > b, that makes about sense as giving necro's ch.

as for economy, if you needed item a for some tailored thing that was rare and someone was selling it because they were not a tailor would you buy it? yes. people sell\trade things they can't use. which is why most of the trading on the server now is quest components.

now here's a question for you.
how many people have a tradeskill over 100? how many people are level 60? what is it 0-15+, maybe 1-15+. why? who the hell is gonna spend time raising up a skill for no reason, very, very few people.

it would probably take longer to raise my tailoring to about 150 then to level from 40-60. so why bother? its your server, do what you want. just doesn't make much sense to do tradeskills if they are of NO use.

I'm not counting out the idea, just saying it's largely irrelevant to the major economy issue. It only adds another requirement beyond killing the mob.
 
I suppose my post on this ended up becoming a advert for crafting items, which isn't what I intended in the original post, but in rereading it, I can see that that is what I ended up doing.

After talking to Wiz about the economic issue in WR, I learned about #buyaa, which Ic already said. That is a way for 51-60 players to buy aa frankly, instead of XPing for it. Costs 5kpp, which would make money more of a want in the game.

One question I have that wasn't adressed in IRC (Wiz was working on the finicky server while discussing this stuff with me) is on how much XP does it take to get AA. If it would be terribly easier to get xp for aa, then it would still make #buyaa all but irrelevant. But in the case that XPing for AA is pretty rough, then selling higher end items for money would become more lucrative. People could sell some decent items, make a good deal of money, and get AA that way. As it is though, I really don't know which is easier to get for AA, plat from killing and gem drops (main source of income in the game that I've seen thus far) or just XPing for it.
 
Danmarr said:
I suppose my post on this ended up becoming a advert for crafting items, which isn't what I intended in the original post, but in rereading it, I can see that that is what I ended up doing.

After talking to Wiz about the economic issue in WR, I learned about #buyaa, which Ic already said. That is a way for 51-60 players to buy aa frankly, instead of XPing for it. Costs 5kpp, which would make money more of a want in the game.

One question I have that wasn't adressed in IRC (Wiz was working on the finicky server while discussing this stuff with me) is on how much XP does it take to get AA. If it would be terribly easier to get xp for aa, then it would still make #buyaa all but irrelevant. But in the case that XPing for AA is pretty rough, then selling higher end items for money would become more lucrative. People could sell some decent items, make a good deal of money, and get AA that way. As it is though, I really don't know which is easier to get for AA, plat from killing and gem drops (main source of income in the game that I've seen thus far) or just XPing for it.

Hard exping gets you AA faster than say, farming greens, but that's not the point. #buyaa isn't meant to seriously up the amount of AA gained, it's meant to be a moneysink for the cash that people DO rack in, so it doesn't just accumulate on a pile and become worthless in the future.
 
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