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Re: Inflation
Posted: 20 Dec 2010, 11:50
by Big Crunch
Crush wrote:
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?
the price of warlord plate has changed. Its now 30 coal, 15 iron ingots, and 100k. One iron ingot is 5 ore, 10 coal, and 1k. So using the lowest prices I have seen the items sold at, that breaks down to 75 ore (75k), 180 coal (180k) and 115k. That is 370k for the warlord armor.
Just information.
BC
Re: Inflation
Posted: 20 Dec 2010, 17:47
by deadly
really to my knowledge i think the ore cost around 2k - 3k and coal around 2k - 3k
so that increase the price all total little

Re: Inflation
Posted: 20 Dec 2010, 22:43
by Alons
Nard wrote: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...
That is impossible. If they were about to create better armors they would necessarily have to lower the benefits of the actual ones... mainly cos the actual ones are able to reduce the damage received by a skeleton to 1 with only 50 - 60 vit. It would be totally madness if you could set the damage received to 1 by having only 30 vit
Which leads to: create armors with more def, and reballancing the damage reduction/defense or set the current armors with lower def, and create another range of them on stair that would go from the 8% defense that gives the V-neck to the 27% that gives the warlord. Similar with helms and shields. (Also the other parts, but mainly those 3 due to the fact that they are the ones raising defense the most).
Re: Inflation
Posted: 21 Dec 2010, 00:05
by noelleionscowl
Don't create new armor. People will just turn that into an opportunity to make massive amounts of money. Wealthy players with insane vit and agi will just mass kill the monsters required to produce that armor. And sell the products for cheap on the market. Or if you will do that, make it a one-time only quest. I think we need another quest for levels 60+.
Re: Inflation
Posted: 21 Dec 2010, 06:38
by Crush
noelleionscowl wrote:Don't create new armor. People will just turn that into an opportunity to make massive amounts of money. Wealthy players with insane vit and agi will just mass kill the monsters required to produce that armor. And sell the products for cheap on the market. Or if you will do that, make it a one-time only quest. I think we need another quest for levels 60+.
The recent practice to have equipment cost mostly items while the money is only a secondary resource was a workaround around the inflantion problem. Because money is becomming more and more worthless, the content devs decided to use iron and coal as a substitute currency.
This has to stop when we really want to prevent the inflation problem through buyable equipment.
Also, am I reading a bit of jealousy in your post? Those players "with insane vit and agi" worked hard for achieve that. They deserve a superior position in the game economy. Getting powerful through playing is one of the core principle of RPGs.
Re: Inflation
Posted: 21 Dec 2010, 07:16
by Nard
Alons wrote:That is impossible. If they were about to create better armors they would necessarily have to lower the benefits of the actual ones...
That's exactly what was suggested higher in the thread and the reason of my proposal. I also suggested to raise the maximum levels of players and mobs.
Then I should have said, as Mistake, different or better. something like:
"Unicorn leather of Magic protection" for archers int<70 and dex>60 +20 def, +50 magic def, 1.6 kg
(instead of +27 def, 2.6 kg for warlord)
or
"tungsten shield" designed to protect warriors against heat (fireballs, ingrav) ( a mix of an idea of Speiros and mine)
The actual balance between mobs and players strength seems good to almost everybody; no complaints about that so there is no need to change anything on that point. The actual discussion was about items trading prices and the possibility to have a larger offer. These ideas are intended to give content developers more freedom for future game expansion while correcting some imbalance in PvP (which i do'nt enjoy very much here). They are not original; they were developed in other RPGs or in the other TMW forks .
Re: Inflation
Posted: 14 Apr 2011, 01:52
by noelleionscowl
Also, am I reading a bit of jealousy in your post? Those players "with insane vit and agi" worked hard for achieve that. They deserve a superior position in the game economy. Getting powerful through playing is one of the core principle of RPGs.
Yes, of course I am. I attend school or work full-time, and therefore do not have the time to grind through mindless level after level.
In hindsight, writing from when I was even younger than I am now, I realize that what I really wanted was a way around. If you look at the game, there is basically only one way of doing things. I mean, from the time you start the game, you are just killing maggots, scorpions, and maybe a fire goblin if you're brave. But then when I'm level 55 or whatever I am now, I'm just running around killing mouboos for exp. (DON'T KILL THE MOUBOO!!!) However, the principle is still the same.
No offense TMW, as I love almost all of you, but I found some features that were a bit better in other RPGs.
Like the ability to pierce 30 cm of RHA. JK.
No, but I mean in RuneScape, you could make money, and therefore buy better things through logging, or mining, or just mob grinding. And in SDG, you could conduct various types of missions. I'd like to see something like that implemented.
Anyways, long rambling post is long and rambling. CYA all.
Re: Inflation
Posted: 15 Apr 2011, 02:49
by meway
It has been established that currently inflation is not our top priority until we get stats for all other things fixed. I will be busy until the week of the 21st if anyone was wondering why I have been gone.
Re: Inflation
Posted: 26 May 2011, 22:05
by noelleionscowl
All right. I realize that I was angry because there was going to be no preparation time.
Instead of decreasing the values, why don't you change how damage is dealt? Say that there are... powerful spells or something emanating from somewhere, and maybe a mage NPC that teaches you some kind of magic. Then, he could be raising the damage monsters do without changing the armor values.
Re: Inflation
Posted: 27 May 2011, 02:32
by yourmistakes
if i understand it correctly, there is currently a rebalancing effort in motion, and just short of an overhaul of the server taking place. when these begin to near completion, i'm sure the development team will have a lot of breathing room for fixing many of the problems currently plaguing the server.
Re: Inflation
Posted: 04 Jul 2011, 12:18
by noelleionscowl
yourmistakes wrote:many of the problems currently plaguing the server.
I trust you, Mistakes. Please detail these problems.
If you're feeling particularly generous, please also detail how they affect a level 53, who is trying to gain MP, and using a bow to slowly kill mouboos and log heads for a meager amount of money to try and afford some better armor.
Re: Inflation
Posted: 04 Jul 2011, 23:45
by Platyna
People pointing problems should also point possible solutions - then it is constructive, it causes progress, otherwise it is just complaining.'
Regards.
Re: Inflation
Posted: 05 Jul 2011, 01:02
by noelleionscowl
True. However, I'd like to have the problems first, so my answers won't be biased by the possibly differing views on said problems. Thanks for pointing it out.