Announce 1903

by Ssaliss

Back to Common Grounds.

Eventru2011-11-11 04:10:43

I am complaining about how they INCREASED GOLD DROPS ON MOBS, and now MAKE THEM WORSE THAN BEFORE THE INCREASE. Bipolar game changes. I am fine with rectifying a mistake, but not the approach of 'take one step forward, take two back'. (even though this likely won't drop credit prices. Credit prices and gold overflow are probably caused by the coin spins and curio crates.)


It's not really 'bipolar'. We increased the effect of mob levels on health and experience, so mobs were harder to kill but more rewarding. A side effect of that was that gold drops went up (because XP and gold are related).

Recognizing this has made a glut of gold in the economy, and having observed to see if it would fade or not, they've sliced the gold drops by 66% (or 2/3s). As an added bonus, mobs that are not killed as often are worth more.

My impression is the scaling is slow-going. It only rewards 'off-peak' players by a fairly small amount, and of course it's back to ground level once they do that.

The costs of items will naturally go down as the gold glut spreads around and/or is removed from the economy, particularly those that only have an input resource of 'time'. Nature of inflation.
Unknown2011-11-11 04:21:12
Eventru:

The costs of items will naturally go down as the gold glut spreads around and/or is removed from the economy, particularly those that only have an input resource of 'time'. Nature of inflation.

Which, of course, is the goal here. I'm glad to see it being addressed, and in such an agreeable way.
Lilian2011-11-11 13:04:05
Eventru:


It's not really 'bipolar'. We increased the effect of mob levels on health and experience, so mobs were harder to kill but more rewarding. A side effect of that was that gold drops went up (because XP and gold are related).

Recognizing this has made a glut of gold in the economy, and having observed to see if it would fade or not, they've sliced the gold drops by 66% (or 2/3s). As an added bonus, mobs that are not killed as often are worth more.

My impression is the scaling is slow-going. It only rewards 'off-peak' players by a fairly small amount, and of course it's back to ground level once they do that.

The costs of items will naturally go down as the gold glut spreads around and/or is removed from the economy, particularly those that only have an input resource of 'time'. Nature of inflation.


Item prices have never been a problem. During the time of my alt, items were actually much more pricier. I suppose there was a smaller player base, and less people to compete against. It is indeed strange that rings in the alt's time were sold for 250-500 gold, and today with goods with double comm costs...rings still sell for 250-500 gold. Gems have been devalued from 50g to 30g, herbs from 10-12 for common herbs to 5-8 gold, powerstones from 2000+ to 1000 gold. (Forging in particular! Maybe only Artisans have truly suffered from the double comm/commodity shops in villages change with prices to their goods.) There are more examples, but the cost of items are NOT expensive. They keep getting cheaper, even when the costs of making them and the availability of gold having both increased.

The problem is the skyrocketed price of credits. In fact, I would encourage price increase of player-created goods. People sell way too low as is! So blame people undervaluing themselves so much that gold gets hoarded. And from what I understand, told to me by several intelligent people, the gold glut and credit price increase (while not originating) was put into motion by curio crates and the rewards from coin spins. There's a lot of gold and credits and dingbats you can get from those spins (with potential additional coins/curios for MORE spins), as well as artifacts. Combine that with the FB credit promotion (which has sadly, if wisely, been discontinued), and it isn't a wonder of how unbound credits would rise dramatically in price.

To someone who hunted to make gold and credits (because they are too poor for the $$$ kind :<), making the mobiles harder to kill and drop less gold is...not a happy thing. I went with someone to hunt gardead and they are typically positive of the admin. THEY agreed that it had gone down far below what they used to hunt the things for. Most drops were in the 40-50 gold range (that is 20 or sometimes even less gold shared between the two of us XD for mobiles that gang up on you, and afflict you with everything including blackout and is a prime spot for enemy org gankings!). That is far below the 66% of what they used to drop :/

So people that actually hunt for gold...they aren't going to be happy with such a dramatic and sudden change.
Ssaliss2011-11-11 14:20:31

Item prices have never been a problem. During the time of my alt, items were actually much more pricier. I suppose there was a smaller player base, and less people to compete against. It is indeed strange that rings in the alt's time were sold for 250-500 gold, and today with goods with double comm costs...rings still sell for 250-500 gold. Gems have been devalued from 50g to 30g, herbs from 10-12 for common herbs to 5-8 gold, powerstones from 2000+ to 1000 gold. (Forging in particular! Maybe only Artisans have truly suffered from the double comm/commodity shops in villages change with prices to their goods.) There are more examples, but the cost of items are NOT expensive. They keep getting cheaper, even when the costs of making them and the availability of gold having both increased.

The problem is the skyrocketed price of credits. In fact, I would encourage price increase of player-created goods. People sell way too low as is! So blame people undervaluing themselves so much that gold gets hoarded. And from what I understand, told to me by several intelligent people, the gold glut and credit price increase (while not originating) was put into motion by curio crates and the rewards from coin spins. There's a lot of gold and credits and dingbats you can get from those spins (with potential additional coins/curios for MORE spins), as well as artifacts. Combine that with the FB credit promotion (which has sadly, if wisely, been discontinued), and it isn't a wonder of how unbound credits would rise dramatically in price.

To someone who hunted to make gold and credits (because they are too poor for the $$$ kind :<), making the mobiles harder to kill and drop less gold is...not a happy thing. I went with someone to hunt gardead and they are typically positive of the admin. THEY agreed that it had gone down far below what they used to hunt the things for. Most drops were in the 40-50 gold range (that is 20 or sometimes even less gold shared between the two of us XD for mobiles that gang up on you, and afflict you with everything including blackout and is a prime spot for enemy org gankings!). That is far below the 66% of what they used to drop :/

So people that actually hunt for gold...they aren't going to be happy with such a dramatic and sudden change.

Personally, I don't believe that the problem is people undervaluing themselves. It's more an issue of supply and demand. Right now, the supply of most things is far far greater than the demand of them (I know that I, personally, would probably be able to supply the entire basin with alchemy-stuff, and I'm far from the only alchemist around).

As for crates giving a massive gold-influx... I don't agree with you there. I have logs going back quite a while, and I saw no difference in credit prices before, during and after 2011-06-13, which is when curios and casks were introduced. Of course, credit prices aren't definite proof of gold influx, but it's at least indicative of such; if there was a sudden massive gold influx, I would expect credit prices to increase to match.
Unknown2011-11-11 19:01:47

So people that actually hunt for gold...they aren't going to be happy with such a dramatic and sudden change.

Yeah no. I, and many others on this thread hunt for gold and are happy about this change. I'm sorry that you are being inconvenienced by this change, but it is for the best. When gold is valuable, it takes less to buy things, like credits, so once the transitional period is over it will be for the better.
Laxinova2011-11-14 09:57:10
Has anyone noticed if astral has dropped too? Any idea how that works, as they seem to be different spawns, not the same spawns.
Janalon2011-11-14 11:09:45
foolofsound:

Yeah no. I, and many others on this thread hunt for gold and are happy about this change. I'm sorry that you are being inconvenienced by this change, but it is for the best. When gold is valuable, it takes less to buy things, like credits, so once the transitional period is over it will be for the better.


Not saying 'good' nor 'bad.' But you really believe credit prices will fall? And after what amount of time?
Ssaliss2011-11-14 11:28:55
Personally, I also believe the credit prices will fall. It will take a while though (i.e. several months), since there's lots of gold around in the system already.
Kiradawea2011-11-14 11:31:51
All it did however was reduce the influx of gold into the system. While the actual prices may fall, credits may still end up being even more expensive, relatively speaking, as long as gold carries such low value.
Enyalida2011-11-14 18:06:22
Kiradawea:

All it did however was reduce the influx of gold into the system. While the actual prices may fall, credits may still end up being even more expensive, relatively speaking, as long as gold carries such low value.


Which means that the 'old money' will again be better (yay, revaluation of commune/city enormous gold stocks!). This is a really weird solution, but dropping gold is fine by me.
Unknown2011-11-14 19:18:18
This alone won't solve the problem of course. I assume that they plan to combine this with large gold sinks to try and get all the "old money" out of the system. Perhaps make wheel coins buyable and give each org a few large, expensive items that they can buy.
Fayneix2011-11-15 16:34:19
foolofsound:

Perhaps make wheel coins buyable and give each org a few large, expensive items that they can buy.


YES! WE MUST HAVE IT!!!