Unknown2005-07-03 20:38:18
Well I don't know about most people, but if I'm sitting there thinking...
"I've got just about as powerful as I can in this game without spending any real money, and I suck. If I spend $250 I'll become awesome overnight."
...that isn't any motivation to buy credits at all. But I'm kinda weird that way.
"I've got just about as powerful as I can in this game without spending any real money, and I suck. If I spend $250 I'll become awesome overnight."
...that isn't any motivation to buy credits at all. But I'm kinda weird that way.
Unknown2005-07-03 21:52:16
I like the idea of this but there obviously have to be huge restrictions on this. The best idea would be a maximum total cap... say 50 Neocredits for example, which people under X time in the realms could gain for performing quests, or something. You couldn't have this be abused by higher players or for people making alts... so difficult to get something like the balanced right. The ideais nice in its principal, but hugely difficult in implemantation.
Unknown2005-07-03 22:18:48
I think a lesson-selling mob would work so long as a couple measures were taken:
The price fluctuates based on demand with some simple formula like... every time a lesson is purchased the price of a lesson increases by 5 gold and every hour the price drops by 10 (but not past some minimum value). So it can easily be set up that if some number of lessons (fifty-ish) are purchased in a day, the day to day price stays the same, if less it drops, if more it increases. So if someone decided to purchase a hundred credits, sell them off at 7K, then buy lessons with the gold, it only works up to a certain point. Of course these numbers would have to be played with a bit.
Make access to the mob, or perhaps the lessons it sells, cost real life money. The should remove any possibility of it costing IRE income and would also serve as a block between the lesson market and the credit market.
...something like that would also be a huge goldsink, and newbies might not have to get 60K together for their weapons and armour *grumble*
The price fluctuates based on demand with some simple formula like... every time a lesson is purchased the price of a lesson increases by 5 gold and every hour the price drops by 10 (but not past some minimum value). So it can easily be set up that if some number of lessons (fifty-ish) are purchased in a day, the day to day price stays the same, if less it drops, if more it increases. So if someone decided to purchase a hundred credits, sell them off at 7K, then buy lessons with the gold, it only works up to a certain point. Of course these numbers would have to be played with a bit.
Make access to the mob, or perhaps the lessons it sells, cost real life money. The should remove any possibility of it costing IRE income and would also serve as a block between the lesson market and the credit market.
...something like that would also be a huge goldsink, and newbies might not have to get 60K together for their weapons and armour *grumble*
Unknown2005-07-04 20:16:08
newbies don't have to get 60k together for their weapons and armour, unless they choose the wrong (expensive) designs. I'm pretty confident I can outfit someone for far less than that.
Kalidasha2005-07-04 22:27:01
Clarification: You get 1245 lessons/neocredit lessons from level 1 to 100. A skill costs 1767 from inept to trans.
Stangmar2005-07-05 18:19:35
I really really like the mob idea. And, to keep the credit market healthy, along with IRE's income, add more artifacts and things that can be bought with credits, like more items for helping tradeskills, like portable enchanting pentagrams that cost around 800-1000 credits, and a portable cook-set for around the same price.