Shishi2011-08-03 22:39:16
If you are going to have greathouses want to pack their bank vault how about giving rewards to those houses (That aren't family honour) for doing that, maybe RP like prizes like customized emotes or things for families having a certain amount of gold in their banks, because you know they are wealthy and deserve more of course.
Razenth2011-08-03 22:58:06
The smart thing would be just to let people resell credits from credit sales. I don't know why orgs don't.
Calixa2011-08-03 23:22:19
I thought the issue was also in there being too little credits in the market, especially due to the alt promo month being followed by an artifact sale month. Although I've seen that now the supply seems to be rather alright again. What could be done though to avoid extreme spikes is that the admins enter a credit vendor into the game that sells at say 10k so there is an artificial ceiling introduced.
As for credits that guilds and cities get, how about a separate credit market per org in which these can be put on sale, maybe with criteria like org rank or some such.
Maybe a coin vendor so we can keep spinning the wheel?
Collectibles are always a great sink as well. Something like curios, perhaps. Or something like trading cards, where you buy a deck, and then get to trade with others. Maybe a game you can play with the cards too and bet on?
As for credits that guilds and cities get, how about a separate credit market per org in which these can be put on sale, maybe with criteria like org rank or some such.
Maybe a coin vendor so we can keep spinning the wheel?
Collectibles are always a great sink as well. Something like curios, perhaps. Or something like trading cards, where you buy a deck, and then get to trade with others. Maybe a game you can play with the cards too and bet on?
Ssaliss2011-08-03 23:26:30
Collectibles are always neat, of course, but they're only a limited gold sink. Once you've got all the cards/dolls/what-have-you, you don't need to spend any more gold. I'd hardly say no to more collectibles though.
Ardmore2011-08-03 23:59:21
casks and craaaaaaates again
Rika2011-08-04 01:46:49
QUOTE (Razenth @ Aug 4 2011, 10:58 AM) <{POST_SNAPBACK}>
The smart thing would be just to let people resell credits from credit sales. I don't know why orgs don't.
It's not like anyone can do anything to prove that you are reselling credit sale credits.
Not that I believe that would do anything to fix the problem.
Lendren2011-08-04 01:53:12
QUOTE (shishi @ Aug 3 2011, 06:39 PM) <{POST_SNAPBACK}>
If you are going to have greathouses want to pack their bank vault how about giving rewards to those houses (That aren't family honour) for doing that, maybe RP like prizes like customized emotes or things for families having a certain amount of gold in their banks, because you know they are wealthy and deserve more of course.
There's no need for more incentive than the tiebreaker at present -- or at least there won't be, unless there's some change to the whole "everyone will be at the cap all the time" thing we're almost to already.
Janalon2011-08-04 02:34:06
QUOTE (rika @ Aug 3 2011, 09:46 PM) <{POST_SNAPBACK}>
It's not like anyone can do anything to prove that you are reselling credit sale credits.
Not that I believe that would do anything to fix the problem.
Not that I believe that would do anything to fix the problem.
No. There's no real way to prove... other than people being stupid and running his or her mouth off. That's never happened in my 3 RL years or so. Aside from that, the Nekotai can either begin to hoard credits and offer through guild incentives OR raise the guild credit sale price to 4k - 5k so that more gold funnels into the guild (which then funds more guild projects). One method incentive-izes manpower, the other increases guild capitol. It now seems silly to undersell ourselves (whether or not that guild mate chooses to resell guild credits on the open market).
Getting the topic somewhat back on track, I think many people have asked for a dingbat market to parallel credits. For example DINGBATS ALL OFFERS etc. Considering that dingbats are more and more regular via stockings, curios, and elite membership, it may be about time this was hard coded.
Ixion2011-08-04 03:01:27
QUOTE (Lendren @ Aug 3 2011, 05:39 PM) <{POST_SNAPBACK}>
I think they just instituted the biggest ever gold sink: stockpiled gold in bank accounts being the tiebreaker for the family system. In fact, a year from now, watch for Someone to decide there's way too much gold being stockpiled in banks, and put in some kind of change that will punish everyone who had nothing to do with that, in an attempt to try to address the stockpiling (which it won't actually do). You heard it here first.
Or, they can change it to something numerical and less nonsensical and inane.
Calixa that coin vendor idea is nifty too.
Siam2011-08-04 08:56:02
Crates and casks, please.
Aerotan2011-08-04 10:08:47
Aetherspace Tollways: Give gold (from the empath's inventory) to a gnafia ship, they send you through subspace to another part of aetherspace a la wormholes. These should only ever be from one far-off spot to another, none of them starting or ending near the aetherplex/city/planar/godrealm docks and none within a certain range of bubbles. Possibly also one way trips?
Talan2011-08-04 10:35:44
I think Calixa is right, the issue with the credit market right now is probably more to do with the fact that the last and current promotional sales though IRE have not been on credits, but rather on lessons and artifact packages.
I think the problem with curios as a gold sink were that they were available without spending gold on them. Their being sold directly through the website meant that the people who would be inclined to spend money on them, instead of buying credits, selling them through the credit market, then buying caskets with the gold, were able to bypass the credit market to acquire gold-based items. This may be an issue with the aethership stuff being available for direct purchase as well.
That they were available for free in the form of daily incentive and event rewards (via wheel spins) also served to devalue the individual pieces, so that they were less of a gold sink on a smaller scale than they might have been. In the beginning, and now at the end, curios were priced in the range of 100k. In the midst of their popularity they were being traded for 15-30k, because people had just been given curios with no idea of the value they'd been assigned.
Obviously to test this theory, we will need some flashy new curios (crows, peacocks, & magikarps, please!) and the re-release of caskets/casks in-game only!
I do not want to see any more blessings purchased for gold, they're already 'rented' for karma (which can be easily bought with gold anyway in the form of esteem), and that's enough. I also would not like to see direct coin vender, rather just see the casks restocked at Jeremiah.
To Ssaliss -- This is not a pointed comment, merely an observation. I find it interesting that a player owning three shops boasting low-low prices is asking for a gold sink. There certainly are things that we players could do to help the gold economy in Lusternia, and not devaluing trade skills in general is possibly the biggest one!
I think the problem with curios as a gold sink were that they were available without spending gold on them. Their being sold directly through the website meant that the people who would be inclined to spend money on them, instead of buying credits, selling them through the credit market, then buying caskets with the gold, were able to bypass the credit market to acquire gold-based items. This may be an issue with the aethership stuff being available for direct purchase as well.
That they were available for free in the form of daily incentive and event rewards (via wheel spins) also served to devalue the individual pieces, so that they were less of a gold sink on a smaller scale than they might have been. In the beginning, and now at the end, curios were priced in the range of 100k. In the midst of their popularity they were being traded for 15-30k, because people had just been given curios with no idea of the value they'd been assigned.
Obviously to test this theory, we will need some flashy new curios (crows, peacocks, & magikarps, please!) and the re-release of caskets/casks in-game only!
I do not want to see any more blessings purchased for gold, they're already 'rented' for karma (which can be easily bought with gold anyway in the form of esteem), and that's enough. I also would not like to see direct coin vender, rather just see the casks restocked at Jeremiah.
To Ssaliss -- This is not a pointed comment, merely an observation. I find it interesting that a player owning three shops boasting low-low prices is asking for a gold sink. There certainly are things that we players could do to help the gold economy in Lusternia, and not devaluing trade skills in general is possibly the biggest one!
Neos2011-08-04 11:18:38
QUOTE (Talan @ Aug 4 2011, 06:35 AM) <{POST_SNAPBACK}>
magikarps
I want to be able to throw it into the Inner Sea and it evolves into a Gyarados.
For gold.
Luenn2011-08-04 14:18:17
QUOTE (Calixa @ Aug 4 2011, 09:52 AM) <{POST_SNAPBACK}>
Maybe a coin vendor so we can keep spinning the wheel?
Collectibles are always a great sink as well. Something like curios, perhaps. Or something like trading cards, where you buy a deck, and then get to trade with others. Maybe a game you can play with the cards too and bet on?
Collectibles are always a great sink as well. Something like curios, perhaps. Or something like trading cards, where you buy a deck, and then get to trade with others. Maybe a game you can play with the cards too and bet on?
These two are my favourite ideas on this list. There are two problems with a coin vendor that I can see:
1.It introduces extra dingbats and credits into the game for "free" (Presumably something the divine don't want to give away too much of)
2. I can vaguely recall Estarra mentioning that there may be a quest in the future that pays out coins. A vendor that sells these could potentially interfere with said quest.
The first is potentially solved by reducing the payout of credits/dingbats to negligible levels. The wheel did give out other cool stuff (Truefavour, crit runes and of course, curios). Obviously I have no idea how to solve the second one, or if it is even really a problem.
And of course, collectible card games are just awesome.
Unknown2011-08-04 14:28:11
The issue I'm really drawing from the original post is such. The problem isn't really the inflation itself, but rather, the gap, or preceived gap, between what some people are able to raise over time and what others are.
The gold, as a mechanical object, comes from relatively few sources.
Aetherhunting
Hunting
Influence-begging
Questing
The secondary market for gold includes:
Selling credits
Selling esteem
Plying trades
Assorted other (selling sands, org promotions, other odd things that don't really fit but usually aren't a huge factor on a large scale anyway).
Ruling out organizational factors (ackleberry can't hunt the fuzzywuzles due to commune law) then, the ability to generate gold from primary sources, and indeed, for much of the secondary, depends largely on knowledge and ability.
Knowledge being, you have to know what to hunt, what to influence, what to quest(and how to quest) to generate the best income you can. The problem here is, people can be incredibly tight lipped about their cash cows, and some in the past have even verged (or arguably were) illicit. You can find them yourself, you can try and pry the pearl from the proverbial oyster, or we could start a nice little thread over in survival guides about where to go for gold and how much it yields. Hopefully with a public venue, there would be enough interest to slowly circumvent at least most of the secrecy surrounding gold bashing. It certainly couldn't hurt.
Ability is trickier. It boils down to archetype, guild, level, even artifacts at times. This even applies to the "money" trade of herbs! We can have massive threads on who can bash what and how it's fair or not, but it tends to get overly specific. Is it fair that Ascendant Dum, the Troll Punchmaster, can clear out all the keph hives, the catacombs, and the asylum substantially faster than average and yield 2 million gold a day? While Titan Dee, the Smurf Calligraphist struggles to just not to die in the most meager of rooms of the above? Its the sort of thing you have to leave to the admin, who I imagine would have a far easier time collecting data on who can get how much how fast and how they are doing it.
As for gold sinks, I'm on board for the NPC selling sparkle! The current situation with sparkle certainly has the potential to be rather broken at times, and the NPC would take gold straight out of the market instead of merely redirecting it. I'm sure some people would pay over market price at an NPC (to an extent) rather than feed the beast on this one.
Another option! Let people buy temporary demigod powers for gold. Or some other expires over time blessing.
The gold, as a mechanical object, comes from relatively few sources.
Aetherhunting
Hunting
Influence-begging
Questing
The secondary market for gold includes:
Selling credits
Selling esteem
Plying trades
Assorted other (selling sands, org promotions, other odd things that don't really fit but usually aren't a huge factor on a large scale anyway).
Ruling out organizational factors (ackleberry can't hunt the fuzzywuzles due to commune law) then, the ability to generate gold from primary sources, and indeed, for much of the secondary, depends largely on knowledge and ability.
Knowledge being, you have to know what to hunt, what to influence, what to quest(and how to quest) to generate the best income you can. The problem here is, people can be incredibly tight lipped about their cash cows, and some in the past have even verged (or arguably were) illicit. You can find them yourself, you can try and pry the pearl from the proverbial oyster, or we could start a nice little thread over in survival guides about where to go for gold and how much it yields. Hopefully with a public venue, there would be enough interest to slowly circumvent at least most of the secrecy surrounding gold bashing. It certainly couldn't hurt.
Ability is trickier. It boils down to archetype, guild, level, even artifacts at times. This even applies to the "money" trade of herbs! We can have massive threads on who can bash what and how it's fair or not, but it tends to get overly specific. Is it fair that Ascendant Dum, the Troll Punchmaster, can clear out all the keph hives, the catacombs, and the asylum substantially faster than average and yield 2 million gold a day? While Titan Dee, the Smurf Calligraphist struggles to just not to die in the most meager of rooms of the above? Its the sort of thing you have to leave to the admin, who I imagine would have a far easier time collecting data on who can get how much how fast and how they are doing it.
As for gold sinks, I'm on board for the NPC selling sparkle! The current situation with sparkle certainly has the potential to be rather broken at times, and the NPC would take gold straight out of the market instead of merely redirecting it. I'm sure some people would pay over market price at an NPC (to an extent) rather than feed the beast on this one.
Another option! Let people buy temporary demigod powers for gold. Or some other expires over time blessing.
Unknown2011-08-04 14:55:01
Perhaps holding the highest level figurine in the basin of life should grant some passive honour every month.
Silly as it may sound, I'd also prefer that to MHF being decided in the case of ties via bank accounts. Uck.
Silly as it may sound, I'd also prefer that to MHF being decided in the case of ties via bank accounts. Uck.
Ssaliss2011-08-04 15:18:14
Mostly directed to Eventru... Do you guys keep track of how much gold is in the system, and if it increases/decreases?
Unknown2011-08-04 16:07:31
QUOTE (Janalon @ Aug 3 2011, 06:33 PM) <{POST_SNAPBACK}>
On a more serious, and side topic (still related to open market inflation)... I am wondering if Org & Guild leadership has considered adjusting credit sale prices.
The Nekotai currently hosts the occasional in-guild credit sale for about 3k a pop, with a limit of 5 credit per person per weave while supplies last. In a 6k per credit open market, that cost seemed appropriate. Now selling guild credits at 3k gold in a 9k market either seems entirely appropriate or foolish. Sure, guildmates can get credits at a more reasonable price (especially the newbies), but it poses more of a temptation to resell on the open market for a 300% markup. Thoughts on this particular topic?
The Nekotai currently hosts the occasional in-guild credit sale for about 3k a pop, with a limit of 5 credit per person per weave while supplies last. In a 6k per credit open market, that cost seemed appropriate. Now selling guild credits at 3k gold in a 9k market either seems entirely appropriate or foolish. Sure, guildmates can get credits at a more reasonable price (especially the newbies), but it poses more of a temptation to resell on the open market for a 300% markup. Thoughts on this particular topic?
Ahh, but guild and cities don't get their credits from the open market, they get it as part of their cut from player purchases, and that doesn't sink gold, it just moves it to city coffers. There's no valid reason to increase the price. You are not attempting to sell the city/guild credits at a massive profit, nor are you having to suffer from the open market prices and taking a net loss. You are trying to make life easier for your members while generating enough revenue to cover ministry costs.
Also, if I buy 10 credits on an alt from the city, resell them on the open market and then use the profits to buy myself a set of bashing weapons or fieldplate, have I done wrong?
Malarious2011-08-04 20:43:49
Time for Lusternia the CCG, maybe can make it a living card game!
Booster packs: 5000 gold
Superior packs: 10000 gold
Promo packs : 25000 gold
Somethin like that? PS we need more Fate tourneys
Booster packs: 5000 gold
Superior packs: 10000 gold
Promo packs : 25000 gold
Somethin like that? PS we need more Fate tourneys
Neos2011-08-04 20:52:39
QUOTE (Malarious @ Aug 4 2011, 04:43 PM) <{POST_SNAPBACK}>
Time for Lusternia the CCG, maybe can make it a living card game!
Booster packs: 5000 gold
Superior packs: 10000 gold
Promo packs : 25000 gold
Somethin like that? PS we need more Fate tourneys
Booster packs: 5000 gold
Superior packs: 10000 gold
Promo packs : 25000 gold
Somethin like that? PS we need more Fate tourneys
I shall be... The King of Games