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Kathkusa

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1) buying FE-packages or therm-serp and sell them for gc to re-invest in thos helmets, that like direct buying

2) 1/10000 is low and if ppl spend 100$ on rostogols a day you can afford 30-50$ for this too.

 

so i was right, but no judgement at this point, just a pointer :D

 

No it isn't.

If someone buys some item (EFE, therm serp, etc.) for real money and sell it for gold to the players, the gold is coming from the players, and then exits from the game via those helms.

Now, for some this is the same thing, but it isn't, because this method encourages the money to dissapear from the game thus reducing the inflation (at the expense of having some rare items in the game via 'artificial' means).

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If someone buys some item (EFE, therm serp, etc.) for real money and sell it for gold to the players, the gold is coming from the players, and then exits from the game via those helms.

Now, for some this is the same thing, but it isn't, because this method encourages the money to dissapear from the game thus reducing the inflation (at the expense of having some rare items in the game via 'artificial' means).

 

The problem with this economy is not inflation (which is usually caused by overdemand), but deflation (which is caused by oversupply).

 

And while the purpose of high food cooldown would be to decrease the supply, but instead it sinks more money in buying feasting pots, thus decreasing the demand. And with decreased working times, it increases supply even more. In short terms, prices are risen, but with the lack of demand they will fall even fastwer (according to my economic knowledge).

 

And I don't want to say that it's not a good idea, because it adds more strategy to manufacturing, but it won't solve the economic problems in EL. And also, I sell most of my wares to NPC-s, so deflation is even good for me, but for ppl who make items for sale on the market, just don't like it.

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The problem with this economy is not inflation (which is usually caused by overdemand), but deflation (which is caused by oversupply).

Yes and no:

Inflation : an increase in the volume of money and credit relative to available goods and services resulting in a continuing rise in the general price level

Deflation: 2 : a contraction in the volume of available money or credit that results in a general decline in prices

 

EL has an increase in the volume of money and in the volume of goods, so we are trying to address both issues (with the cooldowns and with the very expensive items).

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in order to make the prices for certain items stay the same you need to keep the amount of that item more or les static ingame.. by adding the breaking feature some time ago, an attemp to do this was done. imho this isnt enough... there are still too many serps / plate armors out there. one way to fix this issue (or at least try) is to make items upgradable. lets say you have 2 serps, you forge them together using one extra EFE (or something) and that makes a Serp lvl 2 sword.. two of those could be forged to a lvl 3 etc etc. This could be done with all better items in the game, and maybe they would have a different look to them as well.. ofc you would need a sufficient lvl in the nessesary skills in order to suceed in the process.. people would use the items in the game, forge them together, again and again.. and the "amount" of total items would decease.

 

someting like this can be found in other games, ie - conquer online, where the economy works flawlessly.. im not suggesting to copy their economy system, but it would be stupid Not to look at working example when trying to set up one.

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Guest stalag

The question is "who uses high tec armour and swords" ?

 

high pk players thats the answer and those are few. I dont see the normal players, the common on, killing gargs or goblins with serps and plates...besides cooldown with the sr and be cool off dont help to the use of high armour. Almost everybody has a serp getting dust in the inventory....

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thats true.. maybe the system needs a redo so you dont loose items at death, but simply loose EXP, that way everyone would start using all the High Tech items.. also, when a item Breaks, you should be able to repair it - wit a 100% sucess rate, for alot of cash.. That way people wouldnt havent to worry about that either..

 

then you might be wondering: wouldnt this make the total amount of items ingame steadily increase?..

 

yes and no:

if there was a way to alwys updrade the items, where you need 2 serps (as said above) to get a better one for example, And you paid some Npc for the formula, each time... that would lead in decrease of items, inrease of demand of the items, and increase of USAGE of the itms. It would also suck out cash from them game... depending on the prices of th formulas..

 

 

srry for all the typos, laptop keyboard susx :)

Edited by Tropicano

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Guest stalag

The upgrade items seeems a nice ideia that may have legs to go and will keep manu busy and the players also cuz at least one everybody want to have.

 

And yes the repair sucess rate should at least be 80/20 and not 60/40 is ridculous...the failure rate is so high tahts almost stupidity try to fix anything cuz very prolly will failure and u have waste lots of coins.

 

Why dont u put in use the Charm thing ? More charm less failure rate for example. More charm monsters tend to attack u less if your def is low and u are more likely to have a first critical hit. For example if orcs attack u until def 50 with charm at 6 it would be at def 48 and go on... More charm npc sell things at lower costs and buy at higher prices seems kind of easy to implement is a bunch of if else conditions.

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The whole chance of an item to actually Break as in turning into notingness makes the whole system very hard to play around with.. Sure, you could make 1000 new flashy items, colorful and nice.. they would robably make the game look very nice in Non-k maps, but in the end: Noone would Dare to use them knowing that tey could break at Any time, or tat you could drop them at the slightest bit of lagg... The drop/break system has to go if people are to actually Use the items Roja and oters spend so much time in to making.. Just look at other great games, such as WoW (world of warcraft): where your items Do break (sure, they have durability, but thats not nessesary... they could just turn in to a "broken item") but for a heafty fee (depending of the ites value ofc) you can repair them.. in tat game you dont drop anything at death: wich leads to a Much greater PK environment, where everyone actually brings their best equipment into the battlefield and chases others off.. The only thing that happens in wow when you die is that you loose some durability on your items.. but whos to say that loosing some EXP cant work as well?

Edited by Tropicano

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no, dont do xp-loss when dying, in my eyes thats the most annoying elements in lvl-based games ever !!! dropping stuff is bad enough

 

btw, the most annoying part when i die at monster-training is, that i loose alot of time walking back to spawn, get no xp in this time and have the possibility to loose a spawn!

 

 

yes, forging as a basic idea doesnt sound too bad :-)

 

 

entropy: good point, the $ help to get ingame cash out of the game, but other way around ppl do alot of stupid cash-creating stuff like endless iron-ore harvesting to get the cash in the game, just to buy expensive shop-items!

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the walking back might eve be Enough punishment... maybe some cash loss? but as ive said above: if people are to use the items in the game while fighting eachother or monsters: breaking (loosing items) and dropping has to be removed (or at least changed in one way or another)

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thats true.. maybe the system needs a redo so you dont loose items at death, but simply loose EXP, that way everyone would start using all the High Tech items.. also, when a item Breaks, you should be able to repair it - wit a 100% sucess rate, for alot of cash.. That way people wouldnt havent to worry about that either..

 

then you might be wondering: wouldnt this make the total amount of items ingame steadily increase?..

 

yes and no:

if there was a way to alwys updrade the items, where you need 2 serps (as said above) to get a better one for example, And you paid some Npc for the formula, each time... that would lead in decrease of items, inrease of demand of the items, and increase of USAGE of the itms. It would also suck out cash from them game... depending on the prices of th formulas..

 

 

srry for all the typos, laptop keyboard susx :hug:

 

lol this sounds exactly like Conquer Online. Is that where you got it from? :hug:

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thats true.. maybe the system needs a redo so you dont loose items at death, but simply loose EXP, that way everyone would start using all the High Tech items.. also, when a item Breaks, you should be able to repair it - wit a 100% sucess rate, for alot of cash.. That way people wouldnt havent to worry about that either..

 

then you might be wondering: wouldnt this make the total amount of items ingame steadily increase?..

 

yes and no:

if there was a way to alwys updrade the items, where you need 2 serps (as said above) to get a better one for example, And you paid some Npc for the formula, each time... that would lead in decrease of items, inrease of demand of the items, and increase of USAGE of the itms. It would also suck out cash from them game... depending on the prices of th formulas..

 

 

srry for all the typos, laptop keyboard susx :hug:

 

lol this sounds exactly like Conquer Online. Is that where you got it from? :D

 

someting like this can be found in other games, ie - conquer online

 

now what makes you say that? :hug: i just took that system as a working example.

Edited by Tropicano

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