Gold sinks, the solution to inflation.
Tyrent Frath
Love house/furniture idea, but make it worth a lot, like 30-50k. Having to pay monthly (although this does go against what GW is all about) to rent the land would be effective as well.
Dont like travel stone idea.
Cosmetics would be fun, but should be limited (no miachel jackson).
Tans, hair-dyes, haircuts.
Advertising should cost a lot, and statues would be very expensive as well to be effective.
Dont like travel stone idea.
Cosmetics would be fun, but should be limited (no miachel jackson).
Tans, hair-dyes, haircuts.
Advertising should cost a lot, and statues would be very expensive as well to be effective.
Aenar Hakon
The other MMORPG I play (Asheron's Call) has houses, and they are a huge stress on the server. It may be because there is hardly any instancing, but I think it's mostly due to the number of items they have. There are 4 kinds, apartments, cottages, villas, and mansions. Mansions are for allegiances, which would be the equivalent of a guild. How their system works, is that a house or apartment has hooks placed throughout it. You can attach "attachable" items to a hook. There are ceiling, wall, and floor hooks. No chandeliers on your floor. When the game was highly active, houses were extremely valuable. Since they put a huge strain on the servers, they were fairly limited. I don't know how housing developments would work in the instanced world of GW, but they may require a monthly fee. I mean actualy subscription, not just in game monthly rent. If they could implement these without subscriptions, though, it would be awesome. And it would suck a bunch of gold.
Angela Marika
There are indeed some extremely interesting ideas here. I like the idea of a house actually. Maybe a small cottage house, to a villa, different housing types - sounds really cool man! And of course - potions lol - which is sorely lacking....
spiritofcat
Quote:
Originally Posted by Angela Marika
There are indeed some extremely interesting ideas here. I like the idea of a house actually. Maybe a small cottage house, to a villa, different housing types - sounds really cool man! And of course - potions lol - which is sorely lacking....
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Aenar, houses wouldn't be much of a drain on server resources here because they would only be accessible to the player that owns them, or maybe to a party of up to 8 players that they invite to come visit them.
KingKryton
there you go you got your money sink -=- Dwarven ale
*LOCK TOPIC*
*LOCK TOPIC*
DrSLUGFly
Quote:
Originally Posted by Poppinjay
Let people play for dancing lessons to learn the dances of other professions, or entirely new emotes.
I LOVE the idea of collecting trophies for named mobs. Let people throw firework shows in their guilds honor. I think my idea of increasingly large statues is a good idea as well. Also the materials they are made out of could vary in price. The top 7 best monuments could be called the wonders of the world and change periodically as people are outdone. |
As for the trophies, I'm currently just using screenshots, but I would easily pay a few plat to get a taxidermist working on restoring a drake for me. Perhaps the cost of taxidermy could reflect the level of the creature. Stuff a devourer for 500 gold, a Charr for 1 plat and a Frost Worm for... I don't know...5 plat or 10 plat.
And finally: on dancing. I would definately pay out 500 gold or a plat to learn a new dance... I'm elementalist... and I"m sad. I also would like to be able to pay to learn the dances of other genders and/or pay for other gender hair styles as well...
Edit: This is a fantastic thread and I hope people keep adding, supporting or constructively criticizing ideas.
On the menagerie idea (see my above quote from other thread). It would be cool to hire a special Necro/Ranger who has a unique skill (not learnable in any way) to capture an animal, but it has an incredibly long cast time. So to catch any animal (increasing in price with the level of the animal) you have to protect the caster (by killing other mobs, aggroing the target) and not kill the target for like, 1 minute or 30 seconds (also increasing with target level)
spiritofcat
Yes, I love the idea of taxidermy! I'd definitely pay to have a stuffed Earth Elemental or something displayed in my house/guild hall! Perhaps they would deteriorate over time or so that they only laster a week, a month, whatever, and you could pay some amount during that time to have it maintined, or more to make a new one if you let it fall into disrepair and get broken.
Learning dances sounds good to me too. I'm sick of the Male Elementalist dance, I want to dance like a monk!
Learning dances sounds good to me too. I'm sick of the Male Elementalist dance, I want to dance like a monk!
Jigokunoinu
Why bother with implementing gold sinks? Why not simply reduce the limit of gold a character can hold? Max gold per char 50k; storage 100k. It would also reduce the willingness to buy eBay gold too ...
DrSLUGFly
limitations are bad... options are good.
I don't want gold sinks, I want options. The economic need for gold sinks provides me with justification for asking for these options
I don't want gold sinks, I want options. The economic need for gold sinks provides me with justification for asking for these options
spiritofcat
Quote:
Originally Posted by Jigokunoinu
Why bother with implementing gold sinks? Why not simply reduce the limit of gold a character can hold? Max gold per char 50k; storage 100k. It would also reduce the willingness to buy eBay gold too ...
|
Woulnd't you prefer to have something cool to spend money on than to be further limited in how much gold you can carry?
These gold sinks serve two purposes. They help the economy, and they add fun for the players.
Rhunex
Quote:
Originally Posted by spiritofcat
Like Slugfly said, limitations are bad, fun novelties are good.
Woulnd't you prefer to have something cool to spend money on than to be further limited in how much gold you can carry? These gold sinks serve two purposes. They help the economy, and they add fun for the players. |
And I agree, limitations as far as gold are never good, unless it's a cap like D2 has, at the multiple billion gold mark(or is it trillions? I can't remember...I've been done with that game for a year now...)
And, I have to admit in my more frivolous moments, I rather enjoy blowing 10s of thousands of gold in one sitting, it makes me feel rich and important to myself...gold sinks make me happy...in many many ways :P
spiritofcat
OMG! Brilliant a brilliant idea just came to me!
What about literal Gold Sinks? A sink made of gold. It would be another item of furniture for your house or guild hall. With all that killing and wandering about in the deserts and jungles a player is bound to get a bit dirty and need somewhere to wash their hands at least. So they need a Gold Sink, or perhaps it could be called a Golden Basin, just to disguise it
Now, on a more serious note, what if player armour became dirty over time and you could pay to have it cleaned? Even pay more for special polishing job that makes it shinier than normal!
What about literal Gold Sinks? A sink made of gold. It would be another item of furniture for your house or guild hall. With all that killing and wandering about in the deserts and jungles a player is bound to get a bit dirty and need somewhere to wash their hands at least. So they need a Gold Sink, or perhaps it could be called a Golden Basin, just to disguise it
Now, on a more serious note, what if player armour became dirty over time and you could pay to have it cleaned? Even pay more for special polishing job that makes it shinier than normal!
shady_knife
what "spiritofcat" said, 100% true and should be implenmented right now
eA-Zaku
Some armor is not really...armor...
Certain professions don't even wear metal.
Certain professions don't even wear metal.
DrSLUGFly
I like the dirty/clean armor thing. I don't like broken armor that needs repair, that would just be annoying. But I would seriously love to have things change for me over time. in fact (though it would be a lot of work) I'd like to see this happen to the guild also. Maybe the guild as a whole has to pay like 1 plat a month to keep it maintained or something, else it starts to decay.
RTSFirebat
gold sinks? See my thread on teleport stones:
Forget it.... deleted link, too many grumpys in that thread already.
Forget it.... deleted link, too many grumpys in that thread already.
spiritofcat
RTSFirebat, we already heard about teleport stones in this thread, and we decided that paying for map travel would be bad. But perhaps a mark and recall sort of things might be okay.
RTSFirebat
Quote:
Originally Posted by spiritofcat
RTSFirebat, we already heard about teleport stones in this thread, and we decided that paying for map travel would be bad. But perhaps a mark and recall sort of things might be okay.
|
Just cuase you don't like an idea doesn't mean people have to whine and swear... but then again this is the Internet.
Going to keep out of suggesting money sink ideas... since I can be dealing with PvP who think anything that is PvE is evil
Drakron
Quote:
Originally Posted by Jigokunoinu
Why bother with implementing gold sinks? Why not simply reduce the limit of gold a character can hold? Max gold per char 50k; storage 100k. It would also reduce the willingness to buy eBay gold too ...
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Almost everything else is avaible either by drops or by collectors, there is no point of buying anything from the merchants and that keeps gold in the players hands.
Also before this patch the economy was starting to move to a rune based one, if nothing changed we sould started to trade in runes instead of gold in about a month because gold is useless and easy to find.
The problem is there are no gold sinks to mare sure those 50k someone have are actually good for something besides getiing the 15k armor (that is not much better), there is the need of relative low priced items that have limited uses for cosmetic reasons only ... like custom made robes with unique models, the ability to change hair style for a fee, drinks, weapons with unique designs that never drop from monster, etc ...
If that is done we start to see people not having 50k lying around since they start to spend it, that makes the gold that is created also be destroyed instead of being hoarded.
spiritofcat
Quote:
Originally Posted by RTSFirebat
Aye... I wish that damn thread would go away... some of the comments are pretty rude...
Just cuase you don't like an idea doesn't mean people have to whine and swear... but then again this is the Internet. Going to keep out of suggesting money sink ideas... since I can be dealing with PvP who think anything that is PvE is evil |
You could go and delete all your posts in it and maybe it would go away, or maybe you can delete a topic if you were the creator. I don't know, I haven't tried.
Anyway, I think that it's a bad idea to start taxing people for a service that is already so integral to the game mechanic.
However, your idea still has merit in a modified form.
If people could pay to mark a spot in an exploration area, and then be able to pay again to warp to that spot we might have something that could work.
It would have to be planned very carefully though because there would be great possibility for abuse of such a system.
Acce
As I stated in another thread, one gold sink could be to introduce items that are actually worth buying (even the slightest improvement in stats/modifiers will work)? Some (of us) don't care about the costmetic part, so that gold sinc concept doesn't really work that group.
Personally I don't understand what the actuall problem is with this 'inflation' as I havn't found anything worth buying anyway (you need to id things to unlock them anyway, and there're hardly any items worth buying which you can't find yourself anyway apart from armors which are custom)
Personally I don't understand what the actuall problem is with this 'inflation' as I havn't found anything worth buying anyway (you need to id things to unlock them anyway, and there're hardly any items worth buying which you can't find yourself anyway apart from armors which are custom)
spiritofcat
Quote:
Originally Posted by Acce
As I stated in another thread, one gold sink could be to introduce items that are actually worth buying (even the slightest improvement in stats/modifiers will work)? Some (of us) don't care about the costmetic part, so that gold sinc concept doesn't really work that group.
Personally I don't understand what the actuall problem is with this 'inflation' as I havn't found anything worth buying anyway (you need to id things to unlock them anyway, and there're hardly any items worth buying which you can't find yourself anyway apart from armors which are custom) |
If there were Uber items available to be bought for high amounts of gold, then this would favour people who play a lot and thus have time to amass enough gold for it.
As it is at the moment, items don't make a large difference in who wins or loses a match.
The problem with inflation is that as people get more and more gold, it become worth less and less, so anything that can't be bought for a fixed price from an NPC becomes very 'expensive', that is, it costs a lot of gold to buy. But everyone will have a lot of gold anyway. It just makes things cumbersome. If nothing was being sold for less than 1k, then you could essentially divide everyone's gold by 1000 and it would just mean they had to type less zeros in when they want to purchase something.
Acce
I understand that, but my point is that most things that can be bought from NPC's (atleast what I've seen) are completely inferior to what can be found / purchused privately.
Galatea
Quote:
Originally Posted by spiritofcat
Now, on a more serious note, what if player armour became dirty over time and you could pay to have it cleaned? Even pay more for special polishing job that makes it shinier than normal!
|
The dirty/armor thing seems a bit hard to implement, since they'd have to make image designs that change overtime. Plus, there's different types of armor. What do the tattooed monks & scarred necros have to do? Take baths? lol.
FrogDevourer
Ascetic rewards (trophies, haircuts, greetings from NPCs...) is indeed a good way to get a lot of gold out of the economy. Many people already have commented on that, so I'll expand on gambling, as it is a mandatory way to get gold off rich players who don't mind having a dirty armor and an empty guild hall.
First of all, gambling means burning something valuable such a gold, items or materials in order to get a random effect. The important word in this sentence is random. In all games including GW, you want to play the game and to be rich, and your wealth will increase your intrinsic power. There is no such thing as "100% skill, 0% grind" unless the UAS is used (which would be a lot worse for the community and the game as a whole). If two players are equally skilled, the richest player will always win. Runes, and perfect items will make you stronger.
So why is gambling a good thing for game balance?
Because using random rewards is just a way to reduce the power/wealth ratio in the upper layers of the game economy.
A good money sink is designed to get gold and items off rich players, not from poor weaklings. Veteran players already have gathered many runes, items and they have the most expensive armors/weapons in the game. The random reward ensures they can get some ultra-rare <whatever> that few other people have. Why does it have to be random instead of a fixed but exensive item (such as 15k armor)? Because gambling is addictive, and especially to players who have a lot of gold, and a lot of spare time to farm and to get more gold, or to PvP extensively for PvP rewards.
With gambling, you give useless to average rewards most of the time (read: acceptable for beginners and junk for rich players), but once in a while gamblers will get some very rare <whatever> that they can sell to keep gambling, or burn for their own use.
If the gambling fee and the reward are finely tuned, you remove gold from the economy and you inject only little wealth in return. This feature is good in that it doesn't needlessly hinder the average gamer, and it removes a lot of gold from top players. To that extent, it is the contrary of bags or ID/salvage kits. These are removing a marginal amount of gold from the economy and they are only affecting poor/average players. That's why they are very bad money sinks.
What would players want to gamble for?
- Random ascetic rewards: I know many players who would burn dozens of thousands of gold in order to have a unique and stylish weapon, armor aura or whatever. Just have a look at the popularity of black dyes, chaos axes or dragon swords. How does it translate in game? Example: Add a NPC able to randomly enchant your weapon and to change its look. 0.01% of the time, you can get a cool and very rare glow similar to chaos axe or collector edition emotes. With such a gamble, many players would burn gold, looking for stylish weapons, and very rich or very lucky players would get an ultra-rare collector weapon. Meanwhile unneeded gold is removed from the player economy.
- The perfect + epsilon item: burn gold to get a reroll your sword's mods from a crafter NPC. 99.99% of the time, you get average to good mods. Once in a while, you can hope to get very rare and valuable item such as a 15/23 sword or 17AL shields, in addition to existing mods. The ingame power of this rare mod should be small enough for casual or poor players not to be as disavantaged as when lacking superior runes or rare skills. Yet rich and competitive players would gamble quite a lot of gold in the hope of getting a perfect+epsilon item they can't buy/craft. As a result, you drastically reduced the wealth/power ratio. You have to sacrifice mountains of gold for a very small result. The power of gambling + diminishing returns.
- New quests and missions: create areas similar to UW/FoW and make them impossible to enter unless you give special items (let's call that kudzons) as entrance fee. These PvE places have average drops but they give good XP, as well as quests for elite skills (which you can still capture normally).
Each place require a kudzon of a given color. Some kudzons are common (eg: pink kudzon), some are rare, and some are incredibly rare (eg: black kudzon). You can get one of each kudzons from quests (to ensure that all players are able to play in these areas), and you can get common/rare kudzons from collectors.
Average players can visit these places at least once with fixed kudzons, and they don't need to play these areas repeatedly to enjoy the game. Grinders (read: people enjoying grind) can happily farm for kudzons and sell them to other players. Rich and lazy players will buy black kudzons for a good amount of money (thus only transfering money from one player to another).
Now let's add gamble in that. In addition to this 'fixed' way to get kudzons, add a NPC which sells random kudzons for a relatively high fee. Most of the time you would get common kudzons but once in a while you can get an ultra rare black kudzon. Casual players are not affected if they enjoy their own kudzons, and since black kudzon area won't give them anything special. Rich and lazy players who want shortcuts can get better XPs and elite skills (or just cool PvE sessions) with black kudzons, so they gamble and ditch useless kudzons. Gold is removed from the economy.
The new quests & areas do not bring anything into the economy. They only provide a shortcut for experienced and rich players. Faster leveling for alternate PvE characters, skills unlocked more easily. Casual player can play normally and go to these places once, while playing the game normally. However the main way to get to these places repeatedly is to gamble and therefore to burn gold. Rich players get a boost from their wealth (as usual) by being able to use shortcuts, but the power/wealth ratio is reduced.
- Unlocking: many PvP players are complaining about being forced to play PvE again and again to unlock skills, runes & components. This is also true for PvE players. Why can't I start playing my new W/E with the ubber Ice Spear I have unlocked with my ascended E/Mo?
After the last mission, add a NPC able to unlock skills (or component/runes for PvP only) in exchange for an item (kudzoo) that you get in PvE (quests, missions, and random drops) as well as in PvP (especially as consolation prize if you lose the game). You can get 'component kudzoos', 'skill kudzoos', and 'rune kudzoos'.
By playing the PvE game normally, you'll get enough kudzoos to unlock what you need for a few extra characters. If you want to PvP only, you can unlock stuff by getting kudzoos in PvP. If you want to unlock more or faster, you can grind and burn your wealth to buy kudzoos from a gambler NPC. Pay a few thousands of gold and you may randomly get a component kudzoo, or a skill kudzoo or even an elite skill kudzoo. Gambling is not mandatory here, but it adds a small addictive reward for players to come back and gamble for more.
Now to make it an efficient money sink, kudzoos could unlock things only temporarily, such as 24h of play time. If you don't want to play PvE extensively, just use your gold to buy kudzoos to keep your favourite setup unlocked. Gold is removed from the economy.
Conclusion: gambling is good as long as it provides items that you can get in a fixed way by playing the game. Its purpose is to provide random shortcuts to rich and lazy players who have completed all missions, as well as to promote trading between players. Using random rewards is just a way to reduce the power/wealth ratio. As long as you can still obtain what you need normally, gambling is a good way to remove gold from the player economy without injecting anything good in return.
First of all, gambling means burning something valuable such a gold, items or materials in order to get a random effect. The important word in this sentence is random. In all games including GW, you want to play the game and to be rich, and your wealth will increase your intrinsic power. There is no such thing as "100% skill, 0% grind" unless the UAS is used (which would be a lot worse for the community and the game as a whole). If two players are equally skilled, the richest player will always win. Runes, and perfect items will make you stronger.
So why is gambling a good thing for game balance?
Because using random rewards is just a way to reduce the power/wealth ratio in the upper layers of the game economy.
A good money sink is designed to get gold and items off rich players, not from poor weaklings. Veteran players already have gathered many runes, items and they have the most expensive armors/weapons in the game. The random reward ensures they can get some ultra-rare <whatever> that few other people have. Why does it have to be random instead of a fixed but exensive item (such as 15k armor)? Because gambling is addictive, and especially to players who have a lot of gold, and a lot of spare time to farm and to get more gold, or to PvP extensively for PvP rewards.
With gambling, you give useless to average rewards most of the time (read: acceptable for beginners and junk for rich players), but once in a while gamblers will get some very rare <whatever> that they can sell to keep gambling, or burn for their own use.
If the gambling fee and the reward are finely tuned, you remove gold from the economy and you inject only little wealth in return. This feature is good in that it doesn't needlessly hinder the average gamer, and it removes a lot of gold from top players. To that extent, it is the contrary of bags or ID/salvage kits. These are removing a marginal amount of gold from the economy and they are only affecting poor/average players. That's why they are very bad money sinks.
What would players want to gamble for?
- Random ascetic rewards: I know many players who would burn dozens of thousands of gold in order to have a unique and stylish weapon, armor aura or whatever. Just have a look at the popularity of black dyes, chaos axes or dragon swords. How does it translate in game? Example: Add a NPC able to randomly enchant your weapon and to change its look. 0.01% of the time, you can get a cool and very rare glow similar to chaos axe or collector edition emotes. With such a gamble, many players would burn gold, looking for stylish weapons, and very rich or very lucky players would get an ultra-rare collector weapon. Meanwhile unneeded gold is removed from the player economy.
- The perfect + epsilon item: burn gold to get a reroll your sword's mods from a crafter NPC. 99.99% of the time, you get average to good mods. Once in a while, you can hope to get very rare and valuable item such as a 15/23 sword or 17AL shields, in addition to existing mods. The ingame power of this rare mod should be small enough for casual or poor players not to be as disavantaged as when lacking superior runes or rare skills. Yet rich and competitive players would gamble quite a lot of gold in the hope of getting a perfect+epsilon item they can't buy/craft. As a result, you drastically reduced the wealth/power ratio. You have to sacrifice mountains of gold for a very small result. The power of gambling + diminishing returns.
- New quests and missions: create areas similar to UW/FoW and make them impossible to enter unless you give special items (let's call that kudzons) as entrance fee. These PvE places have average drops but they give good XP, as well as quests for elite skills (which you can still capture normally).
Each place require a kudzon of a given color. Some kudzons are common (eg: pink kudzon), some are rare, and some are incredibly rare (eg: black kudzon). You can get one of each kudzons from quests (to ensure that all players are able to play in these areas), and you can get common/rare kudzons from collectors.
Average players can visit these places at least once with fixed kudzons, and they don't need to play these areas repeatedly to enjoy the game. Grinders (read: people enjoying grind) can happily farm for kudzons and sell them to other players. Rich and lazy players will buy black kudzons for a good amount of money (thus only transfering money from one player to another).
Now let's add gamble in that. In addition to this 'fixed' way to get kudzons, add a NPC which sells random kudzons for a relatively high fee. Most of the time you would get common kudzons but once in a while you can get an ultra rare black kudzon. Casual players are not affected if they enjoy their own kudzons, and since black kudzon area won't give them anything special. Rich and lazy players who want shortcuts can get better XPs and elite skills (or just cool PvE sessions) with black kudzons, so they gamble and ditch useless kudzons. Gold is removed from the economy.
The new quests & areas do not bring anything into the economy. They only provide a shortcut for experienced and rich players. Faster leveling for alternate PvE characters, skills unlocked more easily. Casual player can play normally and go to these places once, while playing the game normally. However the main way to get to these places repeatedly is to gamble and therefore to burn gold. Rich players get a boost from their wealth (as usual) by being able to use shortcuts, but the power/wealth ratio is reduced.
- Unlocking: many PvP players are complaining about being forced to play PvE again and again to unlock skills, runes & components. This is also true for PvE players. Why can't I start playing my new W/E with the ubber Ice Spear I have unlocked with my ascended E/Mo?
After the last mission, add a NPC able to unlock skills (or component/runes for PvP only) in exchange for an item (kudzoo) that you get in PvE (quests, missions, and random drops) as well as in PvP (especially as consolation prize if you lose the game). You can get 'component kudzoos', 'skill kudzoos', and 'rune kudzoos'.
By playing the PvE game normally, you'll get enough kudzoos to unlock what you need for a few extra characters. If you want to PvP only, you can unlock stuff by getting kudzoos in PvP. If you want to unlock more or faster, you can grind and burn your wealth to buy kudzoos from a gambler NPC. Pay a few thousands of gold and you may randomly get a component kudzoo, or a skill kudzoo or even an elite skill kudzoo. Gambling is not mandatory here, but it adds a small addictive reward for players to come back and gamble for more.
Now to make it an efficient money sink, kudzoos could unlock things only temporarily, such as 24h of play time. If you don't want to play PvE extensively, just use your gold to buy kudzoos to keep your favourite setup unlocked. Gold is removed from the economy.
Conclusion: gambling is good as long as it provides items that you can get in a fixed way by playing the game. Its purpose is to provide random shortcuts to rich and lazy players who have completed all missions, as well as to promote trading between players. Using random rewards is just a way to reduce the power/wealth ratio. As long as you can still obtain what you need normally, gambling is a good way to remove gold from the player economy without injecting anything good in return.
Daedric Akaul
How about charging a fee for a ticket to watch a GvG or any PvP fight.You can watch from a players view like when your dead.When you enter the arenas you have the option of "spectator" then buy a ticket to the fights.The higher level tournements would cost more than lower ones.Guilds could watch other guilds strategies like in real sports.hence the tournement options.I know lots of people would love to watch PvP.We could hold player tournements with the higher the level the guilds competing the higher the price of tickets to watch.That would create a great gold sink without giving anyone an advantage.There would be more focus on strategies by guilds to make new ones and puts focus on the guild ladder system.There wouldn't need to be a change in much programming since it already exists.It gives something the players can all get involved in regardless of their level.There's also the option of guilds charging there own prices to watch fights put on at their guildhall.
This gold sink couldn't be affected by farming or grinding and gives tons more content to the game.Imagine standing by the fire and talking to other players about last nights fight.This gives a chance to let others see certain guilds in action and become popular.Even on an individual basis with players.Seeing people win big in a fight and knowing who they are.I would definetly give respect to a fellow player in town that I saw kick butt in the PvP stuff.
I think this would give more purpose to all aspects of the game now and create a gold sink with having a great option to a much enjoyable game that no one else offers.This is my suggestion take it for what its worth
Deadric Akaul
This gold sink couldn't be affected by farming or grinding and gives tons more content to the game.Imagine standing by the fire and talking to other players about last nights fight.This gives a chance to let others see certain guilds in action and become popular.Even on an individual basis with players.Seeing people win big in a fight and knowing who they are.I would definetly give respect to a fellow player in town that I saw kick butt in the PvP stuff.
I think this would give more purpose to all aspects of the game now and create a gold sink with having a great option to a much enjoyable game that no one else offers.This is my suggestion take it for what its worth
Deadric Akaul
spiritofcat
Frog Dev and Akul, thanks, all your ideas sound great!
I agree that there needs to be something to sink the gold of players who don't care about looks.
I agree that there needs to be something to sink the gold of players who don't care about looks.
eA-Zaku
I like the Ascetic gambling and I like the item re-rolling even more.
Diablo II's item gambler were a huge gold sink. People would hide gold in PvP to stop others from stealing it, others would burn away their gold by gambling, in the hopes that they get something good as well as prevent the winner from picking up loot, and many, like myself, simply go PvP when we're broke and try to snag as much gold as we can from fallen players. Then we go gamble.
Diablo II's item gambler were a huge gold sink. People would hide gold in PvP to stop others from stealing it, others would burn away their gold by gambling, in the hopes that they get something good as well as prevent the winner from picking up loot, and many, like myself, simply go PvP when we're broke and try to snag as much gold as we can from fallen players. Then we go gamble.
Mo/R9
Do the ales even do anything?
spiritofcat
Quote:
Originally Posted by Galatea
The dirty/armor thing seems a bit hard to implement, since they'd have to make image designs that change overtime. Plus, there's different types of armor. What do the tattooed monks & scarred necros have to do? Take baths? lol.
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I don't think dirty armour would be hard to implement. It would simply be a matter of reducing the shine and changing the colour towards a dirty brown.
Mo/R9, Yes, the Ale makes your screen go wobbly.
spikydude
I like the idea of barbers to change your hair style and hair color
I also like the idea of being able to build your own house, and be able to furnish it.
I also like the idea of being able to build your own house, and be able to furnish it.
BlaineTog
Quote:
Originally Posted by Daedric Akaul
How about charging a fee for a ticket to watch a GvG or any PvP fight.You can watch from a players view like when your dead.When you enter the arenas you have the option of "spectator" then buy a ticket to the fights.The higher level tournements would cost more than lower ones.Guilds could watch other guilds strategies like in real sports.hence the tournement options.I know lots of people would love to watch PvP.We could hold player tournements with the higher the level the guilds competing the higher the price of tickets to watch.That would create a great gold sink without giving anyone an advantage.There would be more focus on strategies by guilds to make new ones and puts focus on the guild ladder system.There wouldn't need to be a change in much programming since it already exists.It gives something the players can all get involved in regardless of their level.There's also the option of guilds charging there own prices to watch fights put on at their guildhall.
This gold sink couldn't be affected by farming or grinding and gives tons more content to the game.Imagine standing by the fire and talking to other players about last nights fight.This gives a chance to let others see certain guilds in action and become popular.Even on an individual basis with players.Seeing people win big in a fight and knowing who they are.I would definetly give respect to a fellow player in town that I saw kick butt in the PvP stuff. I think this would give more purpose to all aspects of the game now and create a gold sink with having a great option to a much enjoyable game that no one else offers.This is my suggestion take it for what its worth Deadric Akaul |
The objection presents itself that a particular Guild may not want observers sitting in and taking notes. The way to fix this would be simple: if either side does not wish the match to be public, they hit a button before starting.
That would be rather cool. I know I'de pay to see a particualrly good fight, especially if it was advertised. (Monsters could drop flyers a few days before a particualrly big fight, or there could be postings in Lion's Arch or Ascalon or something).
ManadartheHealer
Quote:
Originally Posted by BlaineTog
The objection presents itself that a particular Guild may not want observers sitting in and taking notes. The way to fix this would be simple: if either side does not wish the match to be public, they hit a button before starting.
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Mandy Memory
Last night I was thinking about the addition of gambling as well. It could be implemented rather easily, and would create a huge money sink.
for example:
A kind of spinning disk game where whatever it lands on, you get.
100 possible slots, 1000 gold to play
all weapons are customized to the person who won it
25 slots are blank, Better luck next time
1 slot has a max damage gold rare item (of a random type) with 2 upgrades (not prefixes or suffixes, but like 15% while enchanted and 15% while health is above 50%) or a superior rune
4 slots have purple items, these would be 1 step down, but still good weapons or major runes
15 light blue decent items or minor runes
55 white items
so you want that slight edge of having a bonus while enchanted and while health is above 50%? well you have a 1 in 100 chance of getting it(1%) and a (approx) 1 in 50 chance of the rare being the sword you want (2% of 1% or .02%) at 1k per play and a .02% of getting that item you would have to spend, on average, 5,000,000 gold to get it, or have a night with lady luck
and this is just 1 game that could be implemented, what if there was a whole place where you could gamble on an island near the cometitive arena?
for example:
A kind of spinning disk game where whatever it lands on, you get.
100 possible slots, 1000 gold to play
all weapons are customized to the person who won it
25 slots are blank, Better luck next time
1 slot has a max damage gold rare item (of a random type) with 2 upgrades (not prefixes or suffixes, but like 15% while enchanted and 15% while health is above 50%) or a superior rune
4 slots have purple items, these would be 1 step down, but still good weapons or major runes
15 light blue decent items or minor runes
55 white items
so you want that slight edge of having a bonus while enchanted and while health is above 50%? well you have a 1 in 100 chance of getting it(1%) and a (approx) 1 in 50 chance of the rare being the sword you want (2% of 1% or .02%) at 1k per play and a .02% of getting that item you would have to spend, on average, 5,000,000 gold to get it, or have a night with lady luck
and this is just 1 game that could be implemented, what if there was a whole place where you could gamble on an island near the cometitive arena?
Quantum_Cats
Player-Housing and hairdressing both come from UO originally, not Runescape.
Nomad
I have heard a good deal of players mention that they wanted a 1v1 PvP arena. And with the amount of talking on here about gold sinks and gambling and an idea hit me.
A gladatorial arena, with an entry fee for all particapants (gold sink 1) say 1k from each competitor with the winner gettin 1500 gold back. Instead of charging admission to spectate the fights, during the 20 secs before the fight all the spectators get each participants level and class (and perhaps their 1v1 record) and can place bets from there, its quite common for the house to impose a small fee on all wagers (say 10%, Gold sink 2)...as extra incentive the gladiator with the best winning % every month could have a statue of himself in Lions Arch (at no cost). This idea could easily be expanded to include ladders for certain prizes.
I think that idea would be hours of entertainment for everyone, and if popular enough siphon off a ton a gold.
Nomad
PS i am really tired, so if this isnt clear i will elaborate on the idea in the morning.
A gladatorial arena, with an entry fee for all particapants (gold sink 1) say 1k from each competitor with the winner gettin 1500 gold back. Instead of charging admission to spectate the fights, during the 20 secs before the fight all the spectators get each participants level and class (and perhaps their 1v1 record) and can place bets from there, its quite common for the house to impose a small fee on all wagers (say 10%, Gold sink 2)...as extra incentive the gladiator with the best winning % every month could have a statue of himself in Lions Arch (at no cost). This idea could easily be expanded to include ladders for certain prizes.
I think that idea would be hours of entertainment for everyone, and if popular enough siphon off a ton a gold.
Nomad
PS i am really tired, so if this isnt clear i will elaborate on the idea in the morning.
Galatea
I'm all for the hair-dresser & player housing/extra storage ideas.
BlaineTog
Quote:
Originally Posted by ManadartheHealer
This goes back to the argument someone else brought up that, in real life sports, opposing teams cannot opt to get rid of the crowd just because they don't want their strategy noted...
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ComMan
The long and short of it is that there need to be more things that can ONLY be gotten from vendors. If people can just get things from monsters (and only monsters, in many cases), then things will just go on as they are. People will farm to get their stuff, generating a ton of gold in the process, then spend it buying stuff that other players have farmed.
Nomad
no doubt comman, the problem is finding somthing that is fun for players, and dosnt upset game balance. Consumable items have come up many times, i dont know what spells could possible be put into the consumables, i really liked the idea of reducing death penalty. However they could never contain healing spells (i didnt start a monk to be replaced by a vial of healing juice) and could never be usable in PvP, so really quickly the viability of consumables is reduced, im not going to pay much for a nonheal, no pvp potion.