One suggestion

by Richter

Back to Ideas.

Richter2005-06-29 18:13:51
One way of lowering credit prices would be to make it so that all things requiring large amounts of gold are sold in credits instead. Clans would now be 200cr instead of 500,000gp, cartels 400cr, manses would be 70cr, whereas rooms would be 30cr, etc.

The one problem is that this would make in-game fundrasing harder...
Rhysus2005-06-29 18:19:40
Nah, this would be no good. People like to have the option of buying things for gold instead of credits, because gold can ALWAYS be had from somewhere or another, whereas credits aren't necessarily always available reasonably.
Daganev2005-06-29 18:24:33
Much simpler suggestion that us as players can do without the assitance of the admin... Set guild and commune credit prices at around 1800 or 2000 if your feeling greedy, and sell them more often.
Richter2005-06-29 18:43:56
QUOTE(daganev @ Jun 29 2005, 10:24 AM)
Much simpler suggestion that us as players can do without the assitance of the admin... Set guild and commune credit prices at around 1800 or 2000 if your feeling greedy, and sell them more often.
146676



That's never worked in the past. What happens is that a bunch of cheap credits get bought really fast. People make alts, or try to buy them all, and then half the time they get sold on the market. If I buy 10 commune credits for 2k and sell them on market, I make 30k. That doesn't help prices at all, in my opinion. That way, you make 30000 gold profit, or get 60 lessons for 20000 gold.

Or am I the only one who has ever thought that way? tongue.gif
Kaervas2005-06-29 18:44:02
Gold sinks do pretty well at lowering credit prices. Anyone remember when manses came out?
Richter2005-06-29 18:45:43
Yes, the market was flooded with cheap credits, which raised the price of manses, in credits. >_<

Olan2005-06-29 18:45:43
QUOTE(Richter @ Jun 29 2005, 11:13 AM)
One way of lowering credit prices would be to make it so that all things requiring large amounts of gold are sold in credits instead. Clans would now be 200cr instead of 500,000gp, cartels 400cr, manses would be 70cr, whereas rooms would be 30cr, etc.

The one problem is that this would make in-game fundrasing harder...
146664



I'm no Economist, but I'm going to have to disagree with you here.

If you make more things purchasable only by credits, it increases the demand for credits. The higher the demand, the higher price people will be willing to pay for resources that are growing more scarce.

In fact, the exact opposite of your post has historically been true in IRE games. If you introduce things that cost a LOT of GOLD, you have a drop in credit prices (at least temporarily, as all the newness-whores try it out, or buy one, or sign up, or whatever). I said on the introduction of Manses this would happen. It did happen, although the market has recovered some time ago now. If you increase high gold cost items, more people will need gold...and other than those astral bashers, the easiest way to get gold is to sell credits. If more people want to sell credits, they have to progressively lower their costs to sell, they can't raise them. If people see a flooded credit market with no movement, they will expect someone who is in a hurry to lower prices, so they won't buy those that have high, static prices.

Introducing things like Manses, heraldry, bookies, and all the other huge gold sinks are the way to lower credit prices, even in Lusternia, because plenty of people will still find selling credits the easiest way to make gold.
Richter2005-06-29 18:50:23
Erm.

Now I can't remember why I thought this would work. It made sense to me a few minutes ago.

And the new things typically lower the credit prices for only a bit, as people buy credits to try the new things. Several things then happen: Everyone has one, people run out of RL money to buy credits, or the new/cool-ness wears off.
Daganev2005-06-29 18:52:08
Richter, the difference is however that a guildmaster can see what you spend your credits on. I.e. he can see if your raising in rank and converting those credits, so if your found to just be reselling the credits once you get them you won't get credits sold to you anymore, and the general limit of 5-10 credits per person per month makes guild credits not a viable alternative to the credit market.

Untill recently, Ebonguard and Glomdoring rarely ever sold credits, and I reember in the ur'Guard it was rare to be able to buy credits also... I'm curious how often credits are sold in Serenwilde which has the largest player base... I'm guessing its only at times when they want money, and have a policy of hoarding their credits untill such a time when they sell lots at once...

That is the practice that most people do to increase maximum value.. however if our goal as players is to reduce credit prices, then changing that practice to be more common might do it.
Unknown2005-06-29 19:02:18
Could just make guild credits neos and still buy them but are unable te resell them.
Richter2005-06-29 19:02:18
You said that you were going to lower prices by selling guild ones low, but then you say that it will be rare, and I -know- we don't have many credits.

And this ability to see where you spend them, what is it, and why doesn't the GA have it? sad.gif
Richter2005-06-29 20:04:41
QUOTE(SuperFrog @ Jun 29 2005, 11:02 AM)
Could just make guild credits neos and still buy them but are unable te resell them.
146712



Interesting idea. But some of the ideas I have for our guild involve credit rewards for merit. Helped out a lot and we won the villiage? Here, have two credits. You just got 12 lessons or Ten Thousand Gold. biggrin.gif
Daganev2005-06-29 22:42:24
Yeah, I was explaining that such schemes by single guilds have not worked in the past because of the low amounts each guild or single community has, but if we worked as a group, it might actually have an affect.

I was commenting on the possible problems with it as well.


and Richter, GAs do have the ability, it just requires some creativity and using more than one skill at once. tongue.gif but GUILD SKILLS (player} and GUILD INVENTORY (player) are just 2 of them.
Murphy2005-06-29 22:52:58
I know, introduce an artifact that costs a -buckerload- of gold, like 1 million or so, people would still buy CR to sell for gold to buy said artifact, and the gold whores could also buy it too.

don\\t have it anything major, just maybe like a customisable room entrance, or something nifty like that. Maybe have customisation of weapons cost gold to SOMETHING to drain all that gold out of the economy.

Hell I have 100k in the bank that usually is 200k, and I don't hoard it or try to increase it
Daganev2005-06-29 23:04:27
I would love gold artifacts, but it won't solve the problem.

Manses still exist and are still a gold sink, such things lower the price for a short period of time while the novelty of the new artifact exists, that would require the Admin comming up with a new artifact every month or so, and that would just be annoying.


If people really want lower prices get your Leaders to organize low credit prices where you live, and have them get sold often.

If your community allready has an Arena there really shouldn't be any reason to keep credits hoarded, except to make more money off of them, so if your willing to make less easy money for your community (what do you reall spend it on anyways) and enchance the game for many players, then start organizing to just lower credit prices. Since free credits exist, a price cap can be created.
Richter2005-06-29 23:08:58
Manses aren't shiny anymore and saving for an arena is something that some people feel is useless. I wouldn't mind seeing another place to sink some gold into, but then I'd have to have one. I'm the guy that always gets all the main or unique items in an RPG.

I suggest airships.
Cwin2005-06-30 01:30:09
There's always city/commune upgrades. Train the guards, upkeep the streets, water the forests, feed the villages you have in control (say, along with the commune quests and such, a city/commune could sink money into villages to help them product commodities.. or if they don't put enough in the village suffers), more requests for money by the gods...airships, cute emoty effects, ext. Suddenly the city needs/wants/greeds for money.

And we all know who pays for it in the end. *Drools over Murphy's bank account*


That's not even looking into events: "Oh NO, an oversize turtle is comming! But we have a tool that can stop it, but the builders are demanding 5000k by the end of the year! PAY UP FOLKS!!"

Ok, the last bit was silly. Ignore me. tongue.gif
Murphy2005-06-30 02:20:23
I seriously gave gold coming out of every orifice, credits and lessons i haven't bothered to use, its insane.

We need a big gold sink, i think a hugely expensive gold artifact thats useful would be good, if it was expensive it would take a lot of people time to save the gold
Raezon2005-06-30 02:28:21
Actually, the easiest way to combat them selling it is to only sell to people of a certain might. If they've already obtained credits, then theoretically they have the means.
Unknown2005-06-30 02:44:21
You're talking about city credits, right? We'd need an objective measure of might, then.