Money rising is rediculous

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Mr Anonymous
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Money rising is rediculous

Post by Mr Anonymous »

okay so ive noticed the prices around tmw for a while now and im just wondering what the devs are smoking. i think the prices for the ferry were fine before. i think its kinda rude the devs take away the long path to tulimshar and then raise the price for the ferry. i think the ferry should be the regular price or keep the ferry price high and at least put in the walk way back.

Bat teeth and bat wings just ftw?
yes people bot but thats what gms are for. to keep people from botting. people who dont bot suffer the concequenses of not being able to receive money properly. which i think is total bull.s.

please do something about this.


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Jaxad0127
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Re: Money rising is rediculous

Post by Jaxad0127 »

Once again (for the third or fourth time at least), the ferry prices will go down again when the economy is sufficiently deflated.
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Arphetic
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Re: Money rising is rediculous

Post by Arphetic »

The devs havent been smoking, thats the real problem! :P Same for some players.
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Dude
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Re: Money rising is rediculous

Post by Dude »

jax, not sure if this has already been discussed or not: What is the criteria for determining that the economy is sufficiently deflated? Is there some model of an ideal economy in mind?
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Mr Anonymous
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Re: Money rising is rediculous

Post by Mr Anonymous »

Arphetic wrote:The devs havent been smoking, thats the real problem! :P Same for some players.

well if thats the case they should smoke and make everything a kitty land. have killer kids and little chuckys brides everywhere with knives with a wicked smile on their faces :lol:

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ZidgelT
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Re: Money rising is rediculous

Post by ZidgelT »

i agree about the boat prices. i still think myself as new to this game and cant afford the cost of boat trip back and forth most of the time. it's hard to get enough money all the time for stuff. :(
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JackDeth
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Re: Money rising is rediculous

Post by JackDeth »

Well, I think the ferry prices are a bit too high as well, but more to the point....

I don't think putting a bunch of super high priced items in play through "Extoic Trader" is really the way to solve the economy problem. I also don't think lowering bat part pricing is the answer either. You are just hurting the noobs and other "broke people" by making sure they never get anywhere, get fed up with the game, and quit early on. How will that make the game popular?

Why are some people so ridiculously rich? Because they buy and trade these high priced, now extinct rares. Well, that's part of it anyway.

You want to even it out? Make some more regular quests for people to solve. Reintroduce a bunch of the old "rare" items and allow everyone the opportunity to earn them. This will put more people on an even keel with each other, will introduce more of these items back into the economy, thereby becoming "not so rare anymore". I mean, who said that a lot of these items need to be retired? A lot of people who have collected several of these items have quit and now those items are lost, making the rest rarer, worth more, and leading more toward the economic problems we have now.

Make all these items available again, either through quests, or at least through reasonable pricing that everyone has the ability to acquire - not just the select rich few.

Let's stop all the damn class wars and politics and try to make this game fun so we can attract more players.

:?
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yaypunkrock
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Re: Money rising is rediculous

Post by yaypunkrock »

Dude wrote:jax, not sure if this has already been discussed or not: What is the criteria for determining that the economy is sufficiently deflated? Is there some model of an ideal economy in mind?
It looks like the new graveyard sink will want 500M...
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Re: Money rising is rediculous

Post by reggie »

Really let's be honest. To make 2000gp out of thin air is an easy task for almost anyone; we have monster points, red slimes (their drops are sold for good money) and well, as everybody knows, there is a free way to go into Tuli and back again; Hurn-Tuli just take the right note and walk from the mine, Tui-Hurn just let those evil maggots kill you.

But the fact is Mr Anonymous is right about something: Economy System right now sucks at TMW. And that Exotic Trader measure is the great example of a radical solution to that problem.

The ones that of course are suffering most are the new ones and low level ones. Who on earth said that money was easy to make at the mana world? That assumption is not true. I can't imagine how rich players made their money (I mean millions of gold points) without years of saving and being old enough in the game to have some rare items for serious selling business.

I think even with many bots harvesting pearls or bat's drops or mine equipment you'll need many weeks for making 1Mg. And the real problem is, that there is a point in the game where almost literally there's nothing to spend your money in. First, everything is almost absurdly hard; getting your plate and helmet, getting snake skins or those bones or diseased hearts, etc. And past some points, money is almost don't needed any more.

I think we need a balanced economy where new players and veteran players can earn and spend at a fixed rate according to their abilities/wealthy. The leap from ultimate equipment's prices to that rares is ridiculous. We need 10k and some ores for a Warlord Helmet or about 30k for a circlet. But we need 30M for a Crown.

Candor was a really good idea for making wealthy people spend their money but guess what? Most part of Candor trips are sponsored from middle level players wich are not rich!

Well on the other hand, I know that actual monsters, maps, npc's, etc are just not enough if someone wants to release new equipment as golden armors (wich can have a more resonable price and be sold or made by Nicholas) or other stuff that could help old players to spend their money, but well, is obvious we need more adventures or quests or equipment and other stuff to keep players busy and constantly spending their money. We need people to gamble or pay taxes or want to buy a house or upgrade their armor and weapons (practical ones, not rare useless stuff as toy sabre) or save for buying a pet, or spend fees in dungeons with boss mobs, or charge fees/taxes for banking and storage operations, or any other means that will keep people spending money for a daily basis as well as giving them the means and forms to make new money.

And at last, let me all remember, developers are working hard for every little aspect of the game and that's for sure.

Let's research about other MMORPG's economies in order to find out about economy systems and witch ones would benefit most our Mana World.
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Re: Money rising is rediculous

Post by DarkWater »

LOL.

I swear to god! For the love of a pickle!!!

Dakota tribal wisdom says that "when you discover you are
riding a dead horse, the best strategy is to dismount."

1. Buying a stronger whip.

2. Changing riders.

3. Saying things like "This is the way we always have ridden this horse".

4. Appointing a committee to study the horse.

5. Arranging to visit other sites to see how they ride dead horses.

6. Increasing the standards to ride dead horses.

7. Appointing a tiger team to revive the dead horse.

8. Creating a training session to increase our riding ability.

9. Comparing the state of dead horses in today's environment.

10. Change the requirements declaring that "This horse is not dead".

11. Hire independent contractors to ride the dead horse.

12. Harnessing several dead horses together for increased speed.

13. Declaring that "No horse is too dead to beat".

14. Providing additional funding to increase the horse's performance.

15. Do a study to see if contractors can ride it cheaper.

16. Purchase a product to make dead horses run faster.

17. Declare the horse is "better, faster and cheaper" dead.

18. Form a quality circle to find uses for dead horses.

19. Revisit the performance requirements for horses.

20. Say this horse was procured with cost as an independent variable.

And finally, when all else fails to solve the problem:

21. Promote the dead horse into a Management Position and fire the rider.

Everything that is bold has been tried or suggested. The economy is a dead horse, best course is to dismount.

There is no fix for the economy that does not included a massive amount of stuff to buy.
For example. A quick one. Take the iron potion, make it a magic potion the revives mp.

Anything else is just the above stuff, repeated.
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Kage
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Re: Money rising is rediculous

Post by Kage »

Most developers would rather just delete all player accounts at this time. About the dead horse. We are trying to bring a dead horse back alive without just getting a new horse.

I think more people would dislike a reset more then us attempting to fix it.

And yes, getting money in the game is quite easy. According to the statistic output of the program one player was able to retrieve over 6000 bat wings in 3 days.

I do think I have a solution which will be a more long term fix. Which actually discourages extreme farming but still allows players to earn a fair amount of money and exp by controlled and selective farming.
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DarkWater
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Re: Money rising is rediculous

Post by DarkWater »

Hugs, kage.

Deleting will only work if you get out of the runt that you are in. What is your solution? I already and clearly stated the problems.

This games has ultra rares (tophat, bunny ears, funky, elf). This game encourages farming because there is zero maintenance fees and ultra rares.

You need to get rid of the rares. If you make all the rare available by quest hording of money becomes pointless. Nothing to save for, no reason to farm for it. There, of course, farmers that will do it just to do it.

But to fix the problem you will need a reset and you will need the value of all the items in the game to be greater then the total money in the game. So no one can buy one of everything. The create sinks like the ferry, that require a player to choose between item A or travel.

Bottom line, you can fix the problem by adding more items into the game. Then you need to add maintenance sinks so when the final total of all the money held by players does not equal the total money need to buy 1 of every object. Then you have hit an open system.

Make things disposable, break down. and taxable. Let us buy a guild house. Require that we collect a fee to join the guild that must be paid to the bank in the game. Tax us for the total amount of money for all guild players, value of items, and even the land that the guild house stands on.

Allow us to pay for building with our names on them. Do some research on how middle age church where built. Here is good idea, and one that is going to get me hated, charge us to go to the grave yard. Entrance fee.

But only do it when you have more items in the game. Only when you have more monsters. And when you have more land. Until then, what you are currently doing seems to work.
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Leela
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Re: Money rising is rediculous

Post by Leela »

i agree with Jack Deth.
Put some old quest back in and leave them there. For example for the mushroom hat, or for the skull mask. Especially for some of those super rares like top hat, mushroom hat, etc.
Also make some of them not tradable. You can use them and stuff but trading is not possible.
That might fix some problems.
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Acegi
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Re: Money rising is rediculous

Post by Acegi »

I think you can't make an item untradeable (droppable) but you can make it so they can't wear an outfit.
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Kage
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Re: Money rising is rediculous

Post by Kage »

I disagree. Rares make the game insteresting.

The way I wish to reduce botting and money entering the game is to attack it at its source.

The best way to do this is to damatically reduce the amount of money which can be gained by farming. However people have made it clear that this is also hurts low level players. So I have came up with a solution in which farming will be profitable but limited.

The basic idea is this. You have "quest points" which determined by your player level, and bonuses you gain from higher quests. We have a system now in which we can add lots of fetching and gathering quests. Each time you complete one of these quests it removes points. The harder the quest the more points it removes and the bigger the reward. Once you don't have enough points you can no longer do the quest. But your points get refreshed every 24 hours.

So a example of what we can do is reduce the sell price of bat drops. But add a NPC who will trade 4 bat wings for 350gp and some experince. But will consume 4 quest points. And have a level requirement of 20.

So a level 20 can complete the quest 5 times a day (gain 1,750gp / day) before they run out of quest points. While a level 80 will be able to do the quest 20 times a day (gain 7,000gp / day). Though we can have higher level daily quests for harder items like graveyard drops which will be more worth while to spend your point on.

This will allow for low levels to still gain money they need while preventing hardcore grinding (killing bats for 5 hours). Since killing more bats doesn't mean you can get more money.

We can have harder non-gathering quests which increases the amount of quest points you gain daily.
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