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Ideas for Taxes
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Anarch Cassius
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Post: #41
RE: Ideas for Taxes
AFK gathering must never be allowed. Allow that and you may as well make free gold depensing stones, at least then you won't be rewarding people who tie up your bandwidth while they aren't even there to interact with. An AFK player adds nothing to the server experience and destroys balance.

What are BR players? The sort of players you describe aren't going to like your system any better. They want free stuff and they'll leave when server hits cap, or worse stay and lord their hoarded ingots over the newcomers. These players honestly sound like the sort I'd be happy to drive off so that they don't drive off better players. They aren't going to donate, they aren't going to make the server more fun for others. A high player count isn't everything.

Quote:In order to fix a server's broken economy or prevent it from breaking..... change the game mechanics completely.
I have never heard anything so stupid.

Trying reading Yahoo commentors Smile

Seriously it's a fairly minor change compared to others people do and the economy IS broken.

That said, I don't like it. Mainly because if you cap it entirely you have hoarding issues. If you let noobs around the cap you're just going to get dummy accounts.

Likewise, repairs take resources, so why does removing repairing help? My players spend a good deal of gold and resources on repairs. Just need to make things take more damage. Making them harder to repair over time also works but might annoy people when their artifacts wear out.

Personnally I think the answer is to stop using super-low timers. If a region gets mined, let the players wait a few days realtime until it's back to full. The exact time rate needs to vary based on server population density and the default ones are meant for packed servers. If you let the initial small population start with those respawn rates of course they will get mad loot.

Stop having vendors restock everything every few minutes and make the players use an in-game economy.

I'm all for radical changes I just think a cap is an obtuese way to go. It's not even a realistic model of most resource cycles. Wood SHOULD work like it does now, Ore is finite but for realism you'd want to track destroyed ore and add it back the "spawn pool" or something really complex like that.

Inflation is a cool idea. I have an economy system that could incorporate that. I could even do it by town Smile But the tracking and measurement is hard to do.

Here's another thought. Ever play Cargo Runner or Drug Wars? EA now has Commodity Brokers, which really just seem like a tweaked Vendor, but what if there were NPC commodity merchants?

Unlike the NPC shopkeepers these people only deal in stackables, where to draw the line depends on server mechanics but reagents, ores, woods, leather, food, etc are all good bets. Their shop inventories NEVER reset. Instead they adjust prices per supply and demand.

Though of minimal effect for the problem at hand if combined with removing these goods from other shopkeepers you could prevent players from dumping ore on the market for gold without suffering massive diminishing returns.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
01-26-2014 06:21 AM
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