12-03-2010, 07:13 PM
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#2
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Gem Pouch Expert
Darknessunited is offline
Join Date: Jan 2009
Location: I forget what its called
Posts: 403
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a way to improve the nod economy is to get more people to play the game!
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Leave me alone i am sleeping. (zzz)>,,,v.v,,,
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12-04-2010, 04:46 PM
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#3
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Epic Scholar
Huggles is offline
Join Date: Aug 2010
Posts: 4,845
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More people = worse economy.
Examples:
Runescape
WoW
DDO
90% of the world (irl)
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
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Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
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Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay
For slow effects, use the slow % but as a negative.
Just repeat for multiple effects.
DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Lost Loot |
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12-15-2010, 11:56 PM
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#4
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Rat Slayer
Carava is offline
Join Date: Sep 2010
Location: Castille Residence
Posts: 43
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Lost Loot
An idea for "lost Loot". You can find lost gold on squares where a player has died from Creature or boss combat. And any other player or the same player can find their "lost loot" after creature combat like the foraging mini game in the form of a slightly invisible floating bag of gold (or treasure chest) but just Gold.
so when a person dies the first time they lose 100 gold (or less if they don't have that much gold) if your above level 20, if your below level 20 you only lose Rested time
P.S. remember to read this in iskinblack
__________________
Quote:
I think I'm starting to see an Opportunity here.
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Last edited by Carava; 09-08-2011 at 10:58 PM..
Reason: Re editing for better changes
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12-16-2010, 12:36 AM
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#5
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Epic Scholar
Smashbros is offline
Join Date: Apr 2009
Posts: 4,174
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Quote:
Originally Posted by Carava
So far we got opinions on resellers, inflamation, beggers, undercutting.
Now for the proposal idea.
I notice we are always gaining gold most times from chests after Creature Combat (mob battles), I propose that a player loses gold whenever they die from Creature Combat.
The amount of gold a player loses depends on how high their level is whenever they die by Creature Combat (you also wonder where they get their gold in the first place).
As an example 10 gold per level when dying by creatures instead of just losing time, you lose time and gold. I think it would encourage people to group more for safer battles and save more Rested Time in the process.
And to Add to that. An idea for lost Treasure. Like Treasure Sense, instead of getting a Gold Rush you find extra gold on squares where the player has died yet any other player of any level can find anothers missing loot, but just Gold.
I might have a few more idea's for this thread later on too (due to how the person named the title for this Thread )
P.S. remember to read this in iskinblack
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no, and god i ****ing hate your font
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Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.
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Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers 
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Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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yup, kind of didn't made sense the first time :P |
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12-16-2010, 12:46 AM
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#6
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Rat Slayer
Carava is offline
Join Date: Sep 2010
Location: Castille Residence
Posts: 43
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yup, kind of didn't made sense the first time :P
yup, now just re - edited it o.O
__________________
Quote:
I think I'm starting to see an Opportunity here.
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Last edited by Carava; 09-08-2011 at 10:26 PM..
Reason: heres a more updated one
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12-16-2010, 03:35 AM
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#7
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Guest
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Quote:
Originally Posted by Carava
So far we got opinions on resellers, inflamation, beggers, undercutting.
Now for the proposal idea.
I notice we are always gaining gold most times from chests after Creature Combat (mob battles), I propose that a player loses gold whenever they die from Creature Combat.
The amount of gold a player loses depends on how high their level is whenever they die by Creature Combat (you also wonder where they get their gold in the first place).
As an example 10 gold per level when dying by creatures instead of just losing time, you lose time and gold. I think it would encourage people to group more for safer battles and save more Rested Time in the process.
And to Add to that. An idea for lost Treasure. Like Treasure Sense, instead of getting a Gold Rush you find extra gold on squares where the player has died yet any other player of any level can find anothers missing loot, but just Gold.
I might have a few more idea's for this thread later on too (due to how the person named the title for this Thread )
P.S. remember to read this in iskinblack
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I`m dying in PvE what - once a month, maybe not even that. That 850 gp I wouldn't even notice missing. Besides its not that we just lose RRT, not money for one simple reason: RRT IS money. If anything I`d make us lose more time. OR die more often by giving the mobs more power, some special abilities, anything. Of course then we'd get ourselves a situation where 95% of Nod community starts whining that they can't farm. And I still fail to see how would that improve the economy.
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12-16-2010, 04:13 AM
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#8
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Guest
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no way in hell you are touching my teecees!
what i will say might annoy most people but the real problem is gold income is too much and epics drop too often, as a result gold and epics are pretty worthless now
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12-16-2010, 04:25 AM
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#9
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Epic Scholar
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,704
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gold is still worth quite a bit epics are just worthless
__________________
Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here: - Fix and eat a sandwich +15%
- Watch TV -5%
- Urinate +20%
- Finish your homework +10%
- Stand on your head for 5+ minutes +33%
We believe these are working as intended.
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12-16-2010, 10:18 AM
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#10
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Guest
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Quote:
Originally Posted by thatperson
gold is still worth quite a bit epics are just worthless
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if i use a TC for 7 hours i gain 600-700k gold (chest+selling all trophies)
cost 180k, gain 700k, i can still pay 500k for a TC and make profit, most other capped can make that too
yet some people say in an all-knowing manner "wut!? i would never pay more than 150k for a TC! that would be the day i r leaving nod"
geez
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12-16-2010, 10:08 PM
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#11
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Epic Scholar
Huggles is offline
Join Date: Aug 2010
Posts: 4,845
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Quote:
Originally Posted by Smashbros
no, and god i ****ing hate your font
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it is a rare moment; i agree with you 100%
__________________
Quote:
Originally Posted by Glitchless
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
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Quote:
Originally Posted by Glitchless
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
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Quote:
Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay
For slow effects, use the slow % but as a negative.
Just repeat for multiple effects.
DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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12-16-2010, 10:35 PM
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#12
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Epic Scholar
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,704
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Quote:
Originally Posted by Xenn
if i use a TC for 7 hours i gain 600-700k gold (chest+selling all trophies)
cost 180k, gain 700k, i can still pay 500k for a TC and make profit, most other capped can make that too
yet some people say in an all-knowing manner "wut!? i would never pay more than 150k for a TC! that would be the day i r leaving nod"
geez
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A) u kill incredibly fast as only capped casters do which isnt most capped players
B) you make 600-700k from chests + SELLING ALL TROPHIES selling trophies doesnt bring any extra gold into the economy all selling trophies does is moves the gold around the gold from chests is brought into the economy and leaves the economy through ports such as rp purchases font/secondary class changes or even buying an item from the store takes gold out of the economy you make 600-700k from a TC im assuming MAYBE 100k of that is from chests so everytime you farm a TC you can buy what 1 piece of capped armor? 3 rank 20 gems? and the gold is taken out of the economy
__________________
Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here: - Fix and eat a sandwich +15%
- Watch TV -5%
- Urinate +20%
- Finish your homework +10%
- Stand on your head for 5+ minutes +33%
We believe these are working as intended.
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12-17-2010, 03:01 AM
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#13
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Guest
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Quote:
Originally Posted by thatperson
A) u kill incredibly fast as only capped casters do which isnt most capped players
B) you make 600-700k from chests + SELLING ALL TROPHIES selling trophies doesnt bring any extra gold into the economy all selling trophies does is moves the gold around the gold from chests is brought into the economy and leaves the economy through ports such as rp purchases font/secondary class changes or even buying an item from the store takes gold out of the economy you make 600-700k from a TC im assuming MAYBE 100k of that is from chests so everytime you farm a TC you can buy what 1 piece of capped armor? 3 rank 20 gems? and the gold is taken out of the economy
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there is no difference, while selling trophies money transacts between 2 player, same while buying gems or armor. so its still in game
plus, its 400-500k for non-casters, still pretty high
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12-17-2010, 03:17 AM
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#14
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Epic Scholar
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,704
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guess what happens when gold transacts between 2 players? no new money is created in fact gold is destroyed so selling trophies actually takes gold out of the economy increasing the value of the gold
__________________
Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here: - Fix and eat a sandwich +15%
- Watch TV -5%
- Urinate +20%
- Finish your homework +10%
- Stand on your head for 5+ minutes +33%
We believe these are working as intended.
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12-17-2010, 03:23 AM
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#15
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Guest
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Quote:
Originally Posted by thatperson
guess what happens when gold transacts between 2 players? no new money is created in fact gold is destroyed so selling trophies actually takes gold out of the economy increasing the value of the gold
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takes gold out of economy? money is still in the game dude... only buying "from game" takes money out of NOD, like buying gems from stores or spending on tempers, RP does and thus, jeff needs to add such stuff to spend gold on or decrease income which doesnt seem quite possible
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12-17-2010, 03:24 AM
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#16
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Epic Scholar
thatperson is offline
Join Date: Aug 2009
Location: In bed with Skred
Posts: 4,704
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ever heard of this thing called goblin tax?
__________________
Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here: - Fix and eat a sandwich +15%
- Watch TV -5%
- Urinate +20%
- Finish your homework +10%
- Stand on your head for 5+ minutes +33%
We believe these are working as intended.
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12-17-2010, 04:47 AM
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#17
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Guest
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Quote:
Originally Posted by thatperson
ever heard of this thing called goblin tax?
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its just %1 for me and even if it is %5 thats a measly amount which is not enough to balance gold flow of game
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12-17-2010, 04:56 AM
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#18
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Guest
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lets not forget that xenn is an intolerable tool, and should DIAF.
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yup, updated original post o.O |
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09-08-2011, 10:35 PM
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#19
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Rat Slayer
Carava is offline
Join Date: Sep 2010
Location: Castille Residence
Posts: 43
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yup, updated original post o.O
Quote:
Originally Posted by Carava
An idea for "lost Loot". You can find lost gold on squares where a player has died from Creature or boss combat. And any other player or the same player can find their "lost loot" after creature combat like the foraging mini game in the form of a slightly invisible floating bag of gold (or treasure chest) but just Gold.
so when a person dies the first time they lose 100 gold (or less if they don't have that much gold) if your above level 20, if your below level 20 you only lose Rested time.
P.S. remember to read this in iskinblack
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How about this one o.O?
__________________
Quote:
I think I'm starting to see an Opportunity here.
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Last edited by Carava; 09-08-2011 at 10:57 PM..
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09-08-2011, 11:05 PM
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#20
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Epic Scholar
flipynifty is offline
Join Date: Aug 2008
Posts: 4,529
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im happy your song is the summers best, maybe the radio can now stop playing it every 2 seconds becuase any coolness it had is long gone now
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omg i wanna sammich nao
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