Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
where should gold come from
When i say "come from" i mean where does it enter the server at.
most games gold comes from pve
AA mostly from turning in packs
others its mostly from quests
Is there a better option out there ?
another option is player gold mine and coin smith.
just want to see what everyone is thinking here. Side question (which could be its own thread) should the server allow an unlimited amount of gold to be present or should there be a hard cap.
most games gold comes from pve
AA mostly from turning in packs
others its mostly from quests
Is there a better option out there ?
another option is player gold mine and coin smith.
just want to see what everyone is thinking here. Side question (which could be its own thread) should the server allow an unlimited amount of gold to be present or should there be a hard cap.
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Comments
That'd allow for a bartering system in the beginning, and then multiple currencies if "coin minting" became a thing. Each kingdom having their own decided system of wealth, whether that be gold, silver, bronze, all three, or an official coin of the realm that held more value in that territory than the others.
That way a player doesn't become permanently wealthy and just stay there. They'd need to make sure to move onto items of value or trade for an upcoming gold(or equivalent)standard. If they chose to not play that game for a few months, they might find their colossal wealth is just a colossal amount of paperweights.
I think the idea of barter system or maybe player created coins works too. Barter can make the rich poor in no time
Players actually forging the currency by themselfs sounds quite problematic to balance well. Or does anyone know a MMO game where this has done succesfully?
EDIT: MMO game with player driven economy*
I am not sure that i have, but again what should coin even be used for. For an example take a look at what happens a disaster paper money becomes worthless people start kicking down doors for food. So im good with player created coins or things like that as long as they are limitedly usful
Little shiney chips like paper bills are only good to own when whoever has what you want, wants them. If that smith says "that sword cost you 3 tigers teeth and 40 iron ingots" then well gold coins are not going to help you.
Also would end gold farming as no universal currency would be hard to farm everything
Anyway, everyone know gold grows on money trees silly.
Now....bottlecaps. They are a different thing entirely.
every time i have seen that done its always been a bot farm.
Anything that bots couldn't do in automated way, there is where gold should come from.
For example dungeons. I doubt bot group could do a dungeon with half decent mechanics.
edit: at the very least make them use software that makes them more identifiable packet sniffers / sql injection etc. Bans can happen faster that way.
I think bartering opens the game up to cheating 'cause you can pass stuff from fake accounts to main accounts easily. The currency should be big salt licks and when you kill a monster the salt lick gets broken up into pieces between the team. When you acquire enough pieces you can reassemble it into a big wheel thing and roll it home. Or grind it into bags of salt if you don't have enough to make a wheel.
Its quite common style to make humanoid mobs to drop money. It makes sense and it can be done way that those wont everytime drop the full amount of money and that way it discourages to repeatly kill the same mobs. Once mob is killed and it respwans a little bit later, it has just that minimum amount of money which raises with time towards to maximum amount if that mob is not killed. So its quite easy to control money coming into the game and really easy to adjust if needed.
edit: I mean really how do you expect an oligarchy to prosper if they cant miracle currency out of the air.
In my opinion quests are a much better way do handle things. You mention non-repeatable quests as an issue, but I see that as a feature to limit inflation. Once the money enters the server, it will just change hands between players on the open market. Just avoid creating sinks for the money to leave, and have it so all shops, inns, ect are player run freeholds or shops in towns. That way, the non-repeatable quest money only needs to seed the coins into the market once anyways, and could be balanced to easily create a good per capital wealth level, where after finishing up your tutorial you have a decent amount of money and off you go into the free market to make it or break it.
This would just be a kind of kickstart for the server's economy during the start. Once players start building up nodes, I'd really love to see nodes of certain levels being able to mint coins, either by reaching a certain level of city, or by holding a gold, silver, or copper mine, which would only make players want to control that node more, leading to all kinds of interesting political and military conflicts. Personally, I'd like to see it separated into mining the metals needed, and then having them shipped to a node that is a high enough level to have a mint in order to sell the refined metal and have it minted into coins. This would create high value trade routes that would help create conflict, as well as providing a player driven economy in the truest sense.
I'm joking... or am I?
Mining ore to turn into money is a interesting idea, but I wouldn't want to mine all day long just to make some money, I'd rather grind for it (raw money) or make money by crafting and selling for profit or trading.
Working the auction house can generate a ton of wealth.
Welcome to bots grinding everywhere.
There will be gathering bots, mining bots.. Name it and there will be someone writing a tool or bot for it. It has nothing to do with gold drops from mobs.
Also, I never stated that gold drops would be the main source of income, rather that mobs should also drop gold because mining ore to turn into money as a main way to make money is not convenient.
I'd rather do something more meaningful with my gametime, eg. farming mobs for crafting materials, and it wouldn't hurt to get a coin or two while doing it.
Besides, the above suggested idea of mining ore to turn into money is even a worse idea if you're afraid of botters.