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Old Yesterday, 05:32 AM
Izmael Izmael is offline
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Join Date: Jul 2015
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I would be good to do something against mudflation, however creating a new currency may (and undoubtedly will) be judged too disruptive as far as sticking to classic goes.

Another approach would be allowing to turn droppable items in to an NPC for exp.

The more valuable is the item, the more exp you'd get. LORE items would get a substantial bonus as well.

For example, turning in a Mith 2HS would give you like a blue bub in level 30 (just an example), but turning in a Peacebringer would yield half a yellow bub. Cap it at something like one yellow bub at level 30 and disallow gaining exp with item turn-ins past level 51 (or 46, or 30, whatever).


This might help clear the world of droppable stuff and help raising the prices up a little. Guilds would mass buy items for turning them in and leveling tracker alts and whatnot. Veteran players would also do the same to level their n-th alt.

Then the admins would have a way to steer the server's economy by changing the general exp multiplicator for item turn-in.

Say, if it works well, but TOO well on Green and prices reached unreasonable heights, they could lower the exp factor on Green and the turn-ins would yield less exp there, relaxing the demand on the items and lowering the prices a little. This could even be automated - once a day have a job that counts the number of all exp-giving items in the database for a particular server, and adjust the exp multiplier accordingly - the more items are there, the more exp they give, thus stimulating the turn-ins and raising the prices. As the number of items becomes lower, they start giving less exp.

This would create a non-classic mechanism, however it would not go as far as creating non-classic CONTENT (ie: new currency). The non-classic mechanism would help mitigating another, even bigger non-classic mechanism which is to have servers locked in Velious decades after launch.
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