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

. 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.