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Economy Test

Posted: Tue Jul 14, 2009 12:06 am
by Horace
Set all major economies to max integer for a week and see if the playerbase enjoys this system more than the capped player influenced economy we currently have. If after a week players liked the old way more, set back the old caps.

Re: Economy Test

Posted: Tue Jul 14, 2009 12:39 am
by Arnof
As I'd mentioned here, viewtopic.php?f=1&t=9814, I support this.

B

Re: Economy Test

Posted: Tue Jul 14, 2009 1:14 am
by Horace
Obviously if max integer makes the game crash if someone sells and puts it over, just set it so high that it's effectively infinite.

Re: Economy Test

Posted: Tue Jul 14, 2009 6:36 am
by Skeas
I like the idea.

I'm throwing my card in with Horace on this one

Re: Economy Test

Posted: Sun Jul 19, 2009 7:59 pm
by Taerom
I agree with Horace as well.

Re: Economy Test

Posted: Mon Aug 03, 2009 10:59 am
by Glim
A lot of characters will immediately become rich. Trust me, I remember those days.

Re: Economy Test

Posted: Mon Aug 03, 2009 7:09 pm
by Gwain
Icly I've started using the coded merchant trade system in the game and found myself making lots of money easily without having a larger economy to rely on or having to grind like an organ grinder's monkey. Rather a small investment will yield a lot of coin over a period of time. The merchant system might be a good way for players of all kinds of levels and roleplays to make money without any significant changes to the codebase. It really surprised me how much fun one can have with this handy system.

Re: Economy Test

Posted: Mon Aug 03, 2009 7:43 pm
by Kallias
A lot of characters will immediately become rich. Trust me, I remember those days.
Adventurers should be rich. Immediately so, even. That is the nature of adventuring, and the reason the adventuring class and the noble class often run parallel.