Author Topic: decreasing inflation  (Read 4669 times)

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Offline Torben

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Re: decreasing inflation
« Reply #30 on: April 17, 2012, 08:36:45 pm »
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OP: fixed price will only decrease the price of the looms while leaving the rest of the items, like weapons, armor etc still inflating to crazy levels. it will fix nothing.

id say weapon prices are linked to loompoint prices...
nevermind,  golddump link:

http://forum.c-rpg.net/index.php/topic,30314.msg445246.html#msg445246
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Offline Leshma

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Re: decreasing inflation
« Reply #31 on: April 17, 2012, 08:40:13 pm »
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Add an option to respec for 500k instead of using xp, increasingly more expensive the higher level and/or more you use it.

I heard that someone is working on this, we'll see if that's true.

Offline Ramsay

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Re: decreasing inflation
« Reply #32 on: April 17, 2012, 09:09:36 pm »
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People worry to much about the prices. So what if +3 will cost 6 mil gold? You'll just sell your loom point for 2 mil or more. But here's the real danger!!!

A first generation newcomer will retire and sell his +1 loom for 2 million on the market. Now he'll buy a plated charger, full black armor etc.  With 2 mil gold he can afford upkeep until next retirement.

Imagine a server full of peasant skill level tincans, plated chargers bumping everything into oblivion... And we will have another age of tincan wars. Just what all the sane members of this community wanted to avoid :)

Offline Kyza

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Re: decreasing inflation
« Reply #33 on: April 18, 2012, 01:18:41 am »
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The only way to solve this issue would be to add goldsinks.

Ding.

Eve is a great example of a game that has spent a lot of time evaluating gold faucets (gold coming out of nowhere) and gold sinks (in cRPG, this is pretty much limited to upkeep and purchasing your base equipment).  Since the problem is price of looms, the other side of the equation is the quantity of new 'looms', which is characters retiring. 

So either you decrease the gold faucet, increase the gold sink, or reduce the time it takes to retire.  The quickest and simplest solution to correct any perceived imbalance would be to create significant gold sinks to cause people with huge stockpiles to burn cash.  Implementing a +4 solution will not fix any problem, it will simply create another market that will continue to escalate - because you will go straight back to the gold/loom equation.

Offline Civilian

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Re: decreasing inflation
« Reply #34 on: April 18, 2012, 01:39:50 am »
+1
We fight and get paid by some god that we can't see in in-game gold that we spend on in-game things.

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Offline oprah_winfrey

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Re: decreasing inflation
« Reply #35 on: April 18, 2012, 02:00:51 am »
+1
I don't see much of a problem with the system that is in place right now. The way I see it, the marketplace has finally figured out how much loom points are. The community as a whole had no bearing of what a loompoint should cost, and over time players have been raising their prices and people are still buying them. It looks like loompoints have been somewhat stable for the past few weeks.

I also don't understand why players want everyone to make less money, I hear people complaining about how everyone is wearing plate and riding heavy horses, but I don't see packs of plated chargers and people running around in full plate 24/7.

Offline Arathian

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Re: decreasing inflation
« Reply #36 on: April 18, 2012, 02:35:55 am »
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I don't see much of a problem with the system that is in place right now. The way I see it, the marketplace has finally figured out how much loom points are. The community as a whole had no bearing of what a loompoint should cost, and over time players have been raising their prices and people are still buying them. It looks like loompoints have been somewhat stable for the past few weeks.

I also don't understand why players want everyone to make less money, I hear people complaining about how everyone is wearing plate and riding heavy horses, but I don't see packs of plated chargers and people running around in full plate 24/7.

If the inflation continues and money loses more and more value until it becomes meaningless, you will.


After all, the reason you don't see tincans everywhere is because potential tincans are afraid to lose gold (=value) and thus downgrade their gear. When the loss of value no longer occurs, there is no reason not be a tincan.
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Offline Zaren

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Re: decreasing inflation
« Reply #37 on: April 18, 2012, 03:15:13 am »
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for the moment, at least the way I do it is invest in items. I have all my money tied into items that seem to be wanted and since all loom prices are rising(some quicker than others) I am "making" money all the time. If I use a reasonable value on each loom I have to what it usually sells for(no 1.8 mill crap prices) then in the last month I have gained roughly 1.3 mil. However its important to note that I have truly gained a lot less real value than that since gold has inflated so much. I have gained more like what would be the worth of 300k a month ago. What im trying to point out is that a good way to not lose money is by not holding onto your money as gold and investing it since Items are going up, but your gold is not.
Putting a set gold amount in crpg that would slowly go up(yes inflation is necessary, its a part of real world economics) would also help. Maybe using the old kill to gain money system but having the person who died lose maybe 3/4 of the gold that the other guy would gain unless the guy who died was under level 20 first gen in which case he wouldnt lose money might work. ex. player 1 kills player 2: player 1 makes 1000 player 2 looses 750. If you were on a x2 however it would only benefit the player who got the kill making him earn more but the dead player still lose the same. That would reduce the mass gold creation in crpg which is creating massive inflation.

Offline Gawin

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Re: decreasing inflation
« Reply #38 on: April 18, 2012, 03:26:40 am »
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What if we cap a limit on how much money there is in the game? to enter a round you pay a fee, if you win depending on how you performed you get a certain amount of gold. That way we actually have a legit system to where nothing can be a crazy ridiculous price.

Offline Kenji

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Re: decreasing inflation
« Reply #39 on: April 18, 2012, 03:28:17 am »
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you never bought blackmarket cigerettes then?
Nope. And I don't really see you point, a fixed price isn't a tax. Circumventing a tax makes you earn more money. Selling under some fixed price when you want to sell for more... doesn't, quite the opposite actually.
If anyone hasn't pointed it out, I believe he meant something like weed in the US :mrgreen:

Offline Zaren

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Re: decreasing inflation
« Reply #40 on: April 18, 2012, 03:31:54 am »
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What if we cap a limit on how much money there is in the game? to enter a round you pay a fee, if you win depending on how you performed you get a certain amount of gold. That way we actually have a legit system to where nothing can be a crazy ridiculous price.
and when you run out of money? you cant play?

Offline Brrrak

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Re: decreasing inflation
« Reply #41 on: April 18, 2012, 03:51:25 am »
+1
yes inflation is necessary, its a part of real world economics

Sure, inflation is necessary.

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Offline Gawin

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Re: decreasing inflation
« Reply #42 on: April 18, 2012, 03:53:42 am »
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and when you run out of money? you cant play?
called a loan from the legit bank of c-rpg or sell a loompoint at lower than 730k

Offline Kelugarn

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Re: decreasing inflation
« Reply #43 on: April 18, 2012, 04:30:31 am »
+1
Remind me again why having loomed items cost more to repair is a bad thing? (From an economics standpoint, because realistically they would be more costly to maintain.)
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Offline Zaren

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Re: decreasing inflation
« Reply #44 on: April 18, 2012, 04:59:09 am »
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called a loan from the legit bank of c-rpg or sell a loompoint at lower than 730k
I don't really like the pay to play thing... but I do like the original kills for cash idea that original crpg had, just maybe have a set limit(or very slowly rising amount) of money