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#1
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Quote:
I agree about the money sink. I started on P99 3 years ago, before Kunark, but then took a huge break and just came back last month. The inflation is incredible, and new players who want to buy decent gear are probably doomed to a lot of plat farming. However I suppose there is an upside, newbs can get pretty reasonable gear (by my definition) just from the generosity of others. I've never asked for anything but have been randomly given quite nice items by people who saw what ghetto shit I was wearing [You must be logged in to view images. Log in or Register.] But - how do you implement a money sink that people actually want to use? Maybe offer to sell (for plat) the consumables that high end players have to farm a lot for the raiding scene? I've no idea where (say) a DA idol comes from or how long it takes to farm them, but would people with cash in the bank be prepared to pay plat for one instead of farming? | |||
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#2
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A casino would get rid of money, but not from the bloated area that exists. | |||
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#3
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Get rid of exp from PvP death....
Implement 1 item loot + pp. Not sure about end games stuff though... | ||
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#4
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Fix the players greediness on the server
__________________
60 Warrior Hitzme
60 Necro Avicii 21 Shaman Stonecold 52 Monk Happytime | ||
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#5
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Gnome monks of course.
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#6
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better implementation of the global lag spike simulator
__________________
go go go
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#7
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This has always been a huge problem in MMOs. There is obviously no monitary or fiscal policy that exists, and every bit of money earned is the same as money created.
I can only think something like a tax to fund the Freeport Militia might help [You must be logged in to view images. Log in or Register.] Or maybe some kind of assistance to the poor, based on a progressive income tax. Alternatively, some kind of money borrowing mechanism where players can take out loans, and the interest rate be set by an algorithm determined by the cost of a certain basket of goods for sale in EC. I'm just throwing out ideas, really. Other ideas I've heard to solve this uniquely MMO-based problem include money decay, whereby the money slowly decreases if it is not spent. This may actually be the best, due to the quirky way money is actually created. | ||
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#8
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How about rewards for maxing out skills?
master sence heading = working compass master swimming = endureing breath master fishing = fishing pole w/ mana/health regen master tailor = weight reduce sewing kit just a few ideas, I'm sure others will have better. | ||
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Last edited by Altair; 11-06-2013 at 11:53 AM..
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#9
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How about not classic? That was kinda my point earlier.
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#10
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"New" player here. (1 month)
I've not seen anything wrong on this server yet. Obvious progression would be velious. I'm not personally concerned about it, but from what I read on this forum there's a competition problem with raid mobs. Having to compete for raid content has allways been EQ "classic"'s weak spot IMO. I never liked it because it forces players do be no-lifers and is just bad for nerves. Not sure about solution. While talking about velious and competition: sleeper's awakening should be disabled [You must be logged in to view images. Log in or Register.] In the long run, custom zones along with level cap lifting and AAs could be nice. (no luclin and POP) | ||
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