Interest Banking

A place for The Mana World players to discuss game-related topics outside the scope of development including guilds, player interactions, game meta and more.


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triforce_hyrule
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Interest Banking

Post by triforce_hyrule »

can we make a bank that pays you interest when you deposit GP?

5% each month or something like that, because hunting will not make you rich enough to purchase toy sable, crown etc etc
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Cassy
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Re: Interest Banking

Post by Cassy »

I already saw a topic about this and was against it.

People with a lot of money would become richer and richer without doing anything, even with a time frame of one month.
I'm having around 2kk GP right now, which would mean 100k GP at 5% interest for me - far too much.

Of course you could lower the 5% to e.g. 1% but we have people with over 10kk GP and IIRC even over 30kk GP.
The difference is too high to set a reasonable percentage.

I know it sounds nice from a player point of view, but it's really not good for the game IMO :wink:
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Ginaria
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Re: Interest Banking

Post by Ginaria »

Cassy wrote:I already saw a topic about this and was against it.

People with a lot of money would become richer and richer without doing anything, even with a time frame of one month.
I'm having around 2kk GP right now, which would mean 100k GP at 5% interest for me - far too much.

Of course you could lower the 5% to e.g. 1% but we have people with over 10kk GP and IIRC even over 30kk GP.
The difference is too high to set a reasonable percentage.

I know it sounds nice from a player point of view, but it's really not good for the game IMO :wink:
+1
Money should be collected by selling items to shops+players, daily quests, ...

But probably DEV and community could find together a better solution for offering such expensive items.
For example 10kk for a toy sabre, which is completely useless, is not good for the game too.
If a NPC really sell such expensive items, then please give such items a senseful bonus.
If we reduce the price, then players complain about they bought it for more money. Ok, they got this item sooner, but its still no good solution.
Probably this NPC should not offer these items anymore!? But i dont know, if that is good...
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Re: Interest Banking

Post by Hello=) »

triforce_hyrule wrote:5% each month or something like that, because hunting will not make you rich enough to purchase toy sable, crown etc etc
In real world it somewhat compensates economy inflation (usually not fully, btw). In fact, in real world economy you lose "GPs" if you just do nothing, "thanks" to inflation. Since TMW NPC prices are mostly fixed and more money introduced by players hunting stuff, free money for doing nothing seems to be really wrong idea as it would turn value of GPs to nothing in long run.
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Re: Interest Banking

Post by Hello=) »

Ginaria wrote:For example 10kk for a toy sabre, which is completely useless, is not good for the game too.
It makes a loud sound, which makes it a weapoin of choice for trolls and prankers who want to have some fun :mrgreen:
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Re: Interest Banking

Post by Ginaria »

t3st3r wrote:
Ginaria wrote:For example 10kk for a toy sabre, which is completely useless, is not good for the game too.
It makes a loud sound, which makes it a weapoin of choice for trolls and prankers who want to have some fun :mrgreen:
okay, I WANT ONE :D, lol
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Crush
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Re: Interest Banking

Post by Crush »

Positive interest rates don't make any economical sense in the context of an MMO with a faucet/drain economy.

It would make more sense to have negative interest (your savings get lower every day), because this gives an incentive for players to spend their money quickly which stimulates player/player trading.
In real world it somewhat compensates economy inflation (usually not fully, btw).
That's not entirely correct. Interest rates do not compensate economy inflation, they actively cause it. That's one of the reasons central banks adjust the prime interest rate: To influence inflation positively or negatively.
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Re: Interest Banking

Post by Hello=) »

Crush wrote:It would make more sense to have negative interest (your savings get lower every day),
Would not work. Players would abandon using money and resort to storing "GPs" as something else aka valuable items. And if you would remove expensive items over time I doubt you'll find masochists who would play this game.

In IRL economy its more tricky. You dont lose any units over time. Inflation slowly decreases value of single unit. It makes prices corrected country- or even world-wide, etc. Whole economy upscales and those who do not do the same are in loss since their 100 units of money can buy less things than it was before upscale. Some games like OpenTTD implement a real inflation in economy simulation but you see, it's an economy-inclined game... :mrgreen:
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triforce_hyrule
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Re: Interest Banking

Post by triforce_hyrule »

well, seems that this will be an impossible idea. i understand the inflation but i still dont understand those ridiculus prices of toy sabre, crowns on that exotic shop i really dont undertans that a crown cost 30kk, i want one and still on 1.9kk so that is a broken dream. mostly crowns that are on circulation are fron the beginings of the game when platyna gave to some players in exchange of items?. Farming for gp is hard for some players. Anyway thanks for your ideas and comments. I finally killed this idea forever.
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Re: Interest Banking

Post by tux9th »

The exotic trader was introduced as a money sink. Thus reducing the amount of money in the game.

There are players who have enourmous amounts of money, and the total amount of money is going up not down.

giving intrest on the bank makes no sense because the bank itself does not do anything with the money. in real life banks give you intrest for your money because they then give the money to other people who ask for a loan and collect higher intrest rates on them.
Introducing this into the MMO is impossible to realize.

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Re: Interest Banking

Post by bell chick »

tux9th wrote:The exotic trader was introduced as a money sink. Thus reducing the amount of money in the game.

There are players who have enourmous amounts of money, and the total amount of money is going up not down.
creating the money sink especially with these items was a bad idea. theres no feasible way a newer player is ever going to get 30 million. i could understand if the stats were useless but 3- sp can be very important for dedicated healers who run out of mana frequently.

i agree interest is a bad idea but there needs to be a more convenient way for newer players to make money as money sonks and making money harder and harder to get are just keeping the old players rich and the new players poor
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Re: Interest Banking

Post by Hello=) »

tux9th wrote:Introducing this into the MMO is impossible to realize.
I guess its theoretically possible. Say, OpenTTD simulates whole global scale economy. But even here, inflation is an player-selectable option. And since MMORPG is not an economy simulator, it sounds like a really horrible overkill since it requires global worldwide scaling of absolutely all prices. Interest banking is not going to work well without fuily implementing complete economy with inflation, ability of banks to give loans and invest money, etc.
bell chick wrote:creating the money sink especially with these items was a bad idea. theres no feasible way a newer player is ever going to get 30 million.
As far as I know, at least some players did 30M on crown and 10M on toy saber by just grinding slimes. And haven't you told once that good items are needed to distinguish dedicated players from random newcomers? This could be a case. High priest crown is not very much use in gameplay terms, as well as toy sabre. These are really useless for new players in terms of gameplay. Want decent magic? Go for wiz. hat, its just lvl 70 quest and wiz. hat is far better for mages in general, so even many crown owners would usually wear wiz. hat during actions. Want decent sword? Setzer FTW and far cheaper than 10M. IMO mentioned items are "status" items as they existing. No real use in real MMO actions has been observed.
i could understand if the stats were useless but 3- sp can be very important for dedicated healers who run out of mana frequently.
Grimoire + extra SPs from int boost by wiz hat could be very nice and not so much loss to crown. And:
1) IMO, healing in TMW is really overpowered (compared to most other games, etc). It takes little SP, no HP and fully heals targed in one shot, instantly. I would call such set of properties really debatable in terms of balancing.
2) In fact being dedicated healer in TMW is quite pointless idea.
3) The only dedicated healers I've seen so far were ... bots
You see, support classes arent too widely used in TMW, and dedicated healer is something that makes no real sense with overall current implementation. Heal XP is quite low and awarded in strange ways, OTOH heals are very strong.
i agree interest is a bad idea but there needs to be a more convenient way for newer players to make money
If all items are easy to get, everyone would get them fast and... lose motivation to play :mrgreen:. After all, when you reached max level, some "exclusive" items could make players playing it further. It's not my invention, its just some existing practice in RPGs. After all it's impossible to have infinite number of levels without causing ulitmate disbalancing in gameplay.

And from global, world-wide view, tux9th is right. If players are introducing new GPs in game, there should be ways to spend them. If no ways to spend GPs, they would accumulate and lose value. Since inflation is not implemented, this would really break ability to use GPs as trade tool, i.e. some universal measurement of value of some other items. If air exists everywhere, it costs you nothing. Same applies to GPs as well. If they're everywhere and no obvious ways to spend them for someting funny, their value would fall to zero. Economy and gameplay would enter wrecked state where NPCs assume GPs have some value, but real ingame state of things is different. Game turns sanbdox mode, something like on testserver: you can have all stuff with zero efforts. Gameplay breaks.
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Crush
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Re: Interest Banking

Post by Crush »

Creating a more real-life-like economy would be easy: Just get rid of all NPC stores and everything else which creates or removes money.

When the server doesn't create money from thin air (like it happens when a player sells items at an NPC) the total amount of money won't increase anymore.

When you get rid of all features where money is destroyed (NPC sellers and NPC paid services) and the money won't be reduced.

One drain which would remain would be players who quit. The money still stored on their accounts would be unreachable and thus effectively removed from the economy. This problem could be mitigated by removing that money somehow (like with a negative interest rate) and reintroduce it (like with a negative tax: paying it out in equal parts to all active players).

You would then have a closed-circle economy where the amount of money in circulation stays constant. All trading would be between players. All goods would have to be created by players through farming and/or crafting. Prices would regulate themself through supply and demand.

But do we want this? I think we don't. A more realistic game is not necessarily one which is more fun to play.
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Re: Interest Banking

Post by Crush »

Off-Topic discussion about Bitcoin split to http://forums.themanaworld.org/viewtopi ... =5&t=17791
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triforce_hyrule
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Re: Interest Banking

Post by triforce_hyrule »

i that case i need to farm a lot to reach 30kk
Life is pleasant. Death is peaceful. It's the transition that's troublesome.

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