Raeri2011-11-10 12:09:46
Ssaliss:
What will accrue masses of gold are the rarely-killed things (Maeve, nexus-guardians, etc).
Depends if influencing with charity draws from the same goldpool and has the same accumulating effect!
Anisu2011-11-10 12:10:23
Kiradawea:
The crystals in the Hallifax nexus world are gonna end up carrying tons of gold for sure.
how about those fae guards >.>
Or village denizens
Ssaliss2011-11-10 12:11:24
Ah, nice. So a mob will never really carry more than they used to (if I understood your earlier post correctly), but most likely less. Thumbsup for this change!
Unknown2011-11-10 12:26:00
Time to raid nature avatars.
Iosai2011-11-10 12:27:24
Raeri:
Depends if influencing with charity draws from the same goldpool and has the same accumulating effect!
It does!
Ssaliss:
Ah, nice. So a mob will never really carry more than they used to (if I understood your earlier post correctly), but most likely less. Thumbsup for this change!
Actually, they can carry more than they used to, but anything regularly killed will never get that high. We would expect most bashing/influencing spots to generate about 66% less gold than before the change. However, if you find a spot that hasn't been hit for about 10 RL days, you might earn up to 66% more than before.
Raeri2011-11-10 12:39:28
Iosai:
It does!
Actually, they can carry more than they used to, but anything regularly killed will never get that high. We would expect most bashing/influencing spots to generate about 66% less gold than before the change. However, if you find a spot that hasn't been hit for about 10 RL days, you might earn up to 66% more than before.
Does it also mean every mob has to die at least once before it switches over to the new system and starts to build gold? And as for things like ice devils - does that mean the devil has to be alive a long time, or does it start counting from larvae stage?
That said, Nexus guardstacks are going to turn into big golden pinatas after a few years.
Unknown2011-11-10 12:42:33
Iosai:
Actually, they can carry more than they used to, but anything regularly killed will never get that high. We would expect most bashing/influencing spots to generate about 66% less gold than before the change. However, if you find a spot that hasn't been hit for about 10 RL days, you might earn up to 66% more than before.
10 RL Days?
I think you're going to find that this means as more people try more things, no mob is going to last for more than 3 RL days or so, at least for everything that isn't org-loyal. I admittedly haven't bashed or played much at all in the last several weeks, so I don't really have a finger on the pulse, but it's something to watch for alongside the other numbers.
Iosai2011-11-10 13:01:06
Raeri:
Does it also mean every mob has to die at least once before it switches over to the new system and starts to build gold? And as for things like ice devils - does that mean the devil has to be alive a long time, or does it start counting from larvae stage?
That said, Nexus guardstacks are going to turn into big golden pinatas after a few years.
Every mob has to die (or be successfully begged from) once to be converted to the new system, yes. Ice devils and domoth creatures will not accumulate gold (because the first time you kill them to bring them into the system is the only time they die).
10 RL Days?
I think you're going to find that this means as more people try more things, no mob is going to last for more than 3 RL days or so, at least for everything that isn't org-loyal. I admittedly haven't bashed or played much at all in the last several weeks, so I don't really have a finger on the pulse, but it's something to watch for alongside the other numbers.
It takes 10 RL days to reach the maximum available, but we obviously don't expect bashing mobs to last that long between deaths - it's just a bonus for ones that are killed irregularly. As it currently stands, mobs will reach normal (old) gold drops after about 12 RL hours of being alive/unbegged (this may change if deemed too quick).
Ssaliss2011-11-10 13:04:28
Even one RL day will be far from the norm. Which is perfectly fine with me!
Iosai2011-11-10 13:10:16
We agree. Our educated guess was that regular bashing spots are hit every 3-4 hours. Again, we may review this in a few days if that estimate is off.
Ssaliss2011-11-10 13:20:06
Just out of curiosity... Is something similar planned for hand-in quests (which is the second part of gold-generation), or will those remain as-is? I can't think of a simple solution myself that wouldn't include modifying every single quest, but then again, I can't see how it's done code-wise, only guess.
Raeri2011-11-10 13:21:03
Iosai:
Every mob has to die (or be successfully begged from) once to be converted to the new system, yes. Ice devils and domoth creatures will not accumulate gold (because the first time you kill them to bring them into the system is the only time they die).
What about for org guards, newly summoned? How does this work with them?
Ssaliss2011-11-10 13:22:32
Hmm. That does remind me... Does this work off of their reset timers (meaning things that don't reset, like guards, won't experience this at all, and things that reset slowly will accumulate gold slower than average)?
Iosai2011-11-10 13:23:54
Anything 'new' will have to be brought into the system either by death or begging. No, it does not work based off reset timers.
Quest drops may be reviewed, but that would have be done on a case-by-case basis and so would be a project in and of itself.
Quest drops may be reviewed, but that would have be done on a case-by-case basis and so would be a project in and of itself.
Ixion2011-11-10 13:56:31
But still a huge huge drop in gold earnings overall, which I assume was the entire point of the change.
Fayneix2011-11-10 16:35:34
So, I suppose that things that aren't hunted frequently, i.e. entities, fish, clockwork things, crystals, etc., are going to become more popular. I know of at least one place that doesn't get cleared out often, so I have new ways of making the gold.
Ssaliss2011-11-10 16:50:57
While they give more if they've been alive for a while, it looks like you get more gold out of killing the same thing four times a day rather than killing them once a day. And since people will run around to find "hidden" bashing areas, odds are few will remain unbashed for any length of time (with the exception of org-"controlled" areas like Faethorn). I can definitely see high-end bashing areas become more profitable though (such as Dio or Muud), since far from everyone can survive up there.
Lehki2011-11-10 17:01:03
Ssaliss:
I can definitely see high-end bashing areas become more profitable though (such as Dio or Muud), since far from everyone can survive up there.
If only Muud dropped gold. ):
Dio might become profitable since as you said it's pretty high-end bashing, and it can also be a pain to actually get there.
Calixa2011-11-10 18:43:09
Failing to see why this was implemented as it was. Off-peak hunting already carries huge advantages. Less chance of getting jumped, less chance of being bashed out. So why does off-peak playing get further buffed by having richer mobs? If you want less gold drops, just nerf it across the board. Or for off-peak, but don't see how you can implement that fairly. Still, further skewing something skewed seems counter-productive imo.
Ssaliss2011-11-10 18:48:56
Off-peak also means you likely won't get resurrected, and it's harder to find people for guild-advancement or RP or even ask questions. Plus, most events happen on-peak, which means those that can only play off-peak hurt in other areas.