Inflation

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What do you think should happen to the inflation fixes?

Inflation is not a problem. These fixes should be phased out of use.
10
33%
Inflation is slight problem. These fixes should only be placed on players with considerable wealth, material or in gold.
4
13%
Inflation is a fair problem, that is slightly detrimental to everyday life. The policies should be placed on anyone who is capable of making more than X gp in an hour.
2
7%
Inflation is a medium problem. These fixes are slightly detrimental to everyday life, but are overall, a good idea.
1
3%
Inflation is a major problem. These fixes are a step in the right direction.
0
No votes
Inflation is a serious problem. These fixes are not enough.
13
43%
 
Total votes: 30
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Tiana
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Re: Inflation

Post by Tiana »

noelleionscowl wrote:What you've said... I have nicer armor. Almost the nicest (leather gloves - i buy). I can't kill a moggun for anything. I've tried ingrav, archery, foolish suicide runs... how? I only end up with gangs of tens attacking me.
You need to set archer stats. High dex to hit them, high agility to hit them faster. Then hit and run... Look through these forums for stat suggestions.
noelleionscowl wrote:And please name the daily quests. I can't find any besides the caretaker's daughter. And that one... I need a ton of bones before I can continue that one. Can you reset that part? So I can continue the other quest? Where do bones come from? What monsters?
There are 2 daily quest: Arkim's bat wings and Mike's black scorpion stingers. The caretakers daughter is not a daily. And as to where bones come from... think about what monsters are in the game, and what *might* drop bones (I refuse to give away all information for free :P ). If that fails - check the wiki: http://wiki.themanaworld.org/index.php/Main_Page
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Kandiman
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Re: Inflation

Post by Kandiman »

Tiana wrote:There are 2 daily quest: Arkim's bat wings and Mike's black scorpion stingers.
As a side note, you can only complete one of these. If you complete the scorpion stingers, you are unable to do the bat wings on the same char on the same day. :(
The only stupid question is the one you don't ask.
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noelleionscowl
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Re: Inflation

Post by noelleionscowl »

This has definitely been the most successful post of mine yet.
...

I'll try to get the money.
</noelleis>
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noelleionscowl
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Re: Inflation

Post by noelleionscowl »

Stat resets have been divided by 10. It's no longer 1k times level... it's 100 times level. Thanks to all who brought that around.
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Frost
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Re: Inflation

Post by Frost »

noelleionscowl wrote:This has definitely been the most successful post of mine yet.
I understand Kandiman has that effect on other people too. :lol:
noelleionscowl wrote:Stat resets have been divided by 10. It's no longer 1k times level... it's 100 times level.
You don't restat much. It's been 100GP times level at least since I started playing 6 months ago.
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Crush
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Re: Inflation

Post by Crush »

I would propose a price of level³ for a stat reset - cheap for newbies but very expensive for high levels.
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noelleionscowl
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Re: Inflation

Post by noelleionscowl »

I'd trade high prices for stat reset versus high ferry price.
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Coolkid 782
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Re: Inflation

Post by Coolkid 782 »

Crush wrote:I would propose a price of level³ for a stat reset - cheap for newbies but very expensive for high levels.
If im understanding you correctly then for a stat reset of a level 50 it would cost 125k? :shock:
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cutlf1sh
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Re: Inflation

Post by cutlf1sh »

Yes. However, if you're level 2, that's only 8. Followed by 27, 64, 125, 216, 343, 512, 729, and 1000.

For me, the price would be 140,608 gp. I don't like this idea anymore. It seems more fair to have it be 100, 200, and so forth. Really?

The inflation has brought around the changes in prices. I'd rather have no inflation and no price changes xd.
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yourmistakes
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Re: Inflation

Post by yourmistakes »

at level 96, i'd have to pay 884,736. Duck that. i've bought skull masks for less
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Crush
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Re: Inflation

Post by Crush »

It seems like you got used to being able to restat your character whenever you want and be a warrior today and a mage tomorrow.

In other games it is usual practice that you can't ever change the stats of your character after you distributed them. When you make an error you have to live with it or create a new char. This means that you actually have to think about how to build your character.
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Alons
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Re: Inflation

Post by Alons »

I understand what you mean Crush, but IMO this game is different from other on stating a char. The newly comes always choose their stats really bad, that means that maybe someone wants to be warrior and picks to increase intelligence or luck (I have seen that).

So if this guy reaches level 40 and realizes his char is really much less than what it could be, he would have to pay 64k money to get the chance to restat them. That is too much money IMO as the game is now, without the bat drops worth.

Of course, there is also the fact that the old players are used to mess with their stats and have fun by playing different roles, so we (players) are a bit against that logically.
And remember: you play a game to have fun!
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Nard
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Re: Inflation

Post by Nard »

yourmistakes wrote:getting back on topic here (that was fun) we definitely need more buyable items that high level players would be inclined to buy. i've got a few suggestions, inspired by some of my favorite games and books.

these are more final fantasy inspired than anything, but you can find equivalents in most rpgs since 1989.
potions
[...]
scrolls
[...][
I DO like yourmistakes' idea, first because it has already been proved useful in other rpg's. Crush's says that the only way to lower demand on some items is to create new ones. This method has been used over years by washing powder and car manufacturers for years (and some others...). Crush also says:
But how do we deal with this considering that everyone already has the warlord gear which is the best armor in the game?
Create better ones as he says with different metals and colors surely, but please do not lower the benefits of the actual ones, they are so expensive... better raise the monster stats if you think it is really necessary.
This idea could be extended by creating specialized armor items that could be worn only by certain categories of players (example:"Unicorn leather of Magic protection" for archers int<70 and dex>60); that could also compensate some disadvantages in pvp.
It also gives idea for magic spells for (hypothetic) magic higher levels: As AlOnS said these scrolls could be spells, and potion making and scroll writing could also be some, that could take a high amount of mana and/or health points. Some scrolls or potions might also be usable only by certain categories of players (based on levels and skills?) to limit trading possibilities.

On the other side I am surprised that some can think that raising prices could lower any inflation. Laws of Economics say the opposite.
Reducing the global amount of money is called deflation. Deflation always accentuates the differences between rich and poor (sorry meway you are wrong at least on this point!). Why would it be different in TMW?
Keeping a Balance upon trading and money is not an easy thing... So I won't call hell's angels upon anybody for taking decisions even if don't agree. Forum is here (Thanks Platyna!) to tell our opinion even if we are wrong.
To measure the effect of such decisions we need a statistical tool that could establish an inflation index :?

I personally think that game content is the most important as it keeps players with the a progression feeling whatever the reward is. Trading and making money is not the game's object. the object of a RPG is: solve the Quest(s)!
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Crush
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Re: Inflation

Post by Crush »

Nard wrote: On the other side I am surprised that some can think that raising prices could lower any inflation. Laws of Economics say the opposite.
This is where MMO economics and real world economics diverge.

In real world economy, both money and wares are more or less constant unless changed by outer influences.

In mmo economy, the non-player-characters can destroy money and wares or produce them from thin air.

When two people trade with each other, the wares and the money aren't removed - they are redistributed. But when you trade with an NPC, the money or items you receive are introduced into the economy while the money and items you give are removed from it. They also don't react on market changes. They do not adjust their prices or product range according to the market situation (unless the developers do this manually - which should now be done) and never run out of wares or money.

Because NPC traders in MMOs work so much different than any market participant in a real-world economy, real world economy rules don't apply to them.
Create better ones as he says with different metals and colors surely, but please do not lower the benefits of the actual ones,
Because of the way armor defence works, the current items are pretty close to what can be done without making players completely invulnerable. Yes, the people who made up the stats back then had no idea what they were doing.

I know, players don't like any changes which give them a disadvantage. But how about that:
better raise the monster stats if you think it is really necessary.
Instead of that we make the monsters weaker so that the players actually feel just as strong or stronger than before the armor nerf?
they are so expensive...
Expensive? People can pay millions for a useless fashion headgear but not 100.000 for an armor which makes you as good as invincible?
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Please do not send me any inquiries regarding player accounts on TMW.


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Nard
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Re: Inflation

Post by Nard »

In real world economy, both money and wares are more or less constant unless changed by outer influences.
I don't agree, Governments, traders and companies have lot of ways to create money, new needs and so new wares (credit, inflation, banking...) even if the rate is officially low. But in depth your are right, comparisons between the real and mana world must stay limited, unless the psychological aspect. Please note that if NPCs had to react to market changes, some buy prices must get lower as you did, but some of them should also explode, as some sell prices :(
I do understand and agree with your other remarks. What I mean is that it is far easier for players to accept an increase of the mobs strength or prices provided the changes are soft ones and less visible (that's why inflation is tolerated in real world). That's why I'd prefer an augmentation of the players range level, mobs range level, even prices ranges than to see abilities restricted even if the effect is exactly the same. (About armors: in expensive I included prices and time to get ingots... and time is money :))
I hate hearing players say that they will leave the game or worse quit without saying anything.
the people who made up the stats back ...
I do not like the idea of resetting stats be a part of the game even if some adjustment may be necessary for first time players or testing purposes. This may be the reason for initial categories and races in dungeons & dragons like games.

I don't want to be seen as a whining or critic-only player, I do like this game for a lot of reasons. Among them: quality of graphic design, humor in surrealistic dialogs with some NPC's (I had a lot of lolifoms[*]), patience and kindness of GMs and Halloween event which was my first big one (though failures, bugs, and duration awards and gak's descriptions made it really worth to participate), and the hidden ones who work on the server... Thanks to all of you.
[*]L.O.L. alone in front of my screen


Nota bene: http://forums.themanaworld.org/viewtopi ... 84#p100684
"The language of everyday life is clogged with sentiment, and the science of human nature has not advanced so far that we can describe individual sentiment in a clear way." Lancelot Hogben, Mathematics for the Million.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
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