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Posted: Wed Aug 03, 2005 12:47 pm
by John Irenicus
Like in the UO shard i play , make it a full player economy.
Your Freeshard will certainly have many more players than we here, so most of the proposals are unusable here.

Posted: Thu Aug 04, 2005 3:01 am
by Shallow_Graves
remove ALL old buildings
-make a single outpost/keep or something to start the players off in the new land(only 1-3 buildings to force player based devolopment of the land)
We are allready struggeling with 90% of rp happening in one town. This will only make 100% happen in one place. Doing away entirely with villain characters.
-NO npc besides monsters of course
Meaning there will be no new coin added to the game ever, an entirely barter based system with in the confines of Illarion is not going to work. What do you trade a dwarf smith for full plate? After some weeks he has everything and soon we have a few groups of "friends" armed and no one else.
-all new chara's. make all previously used names unavailable
the game is just recovering from one such wipe. Seems nearly suicidal to embark on one again.
-make all npc monsters slower + weaker for the first few months to help the fighters establish themselves faster.
-make all crafts easier for the first few months aswell (should make specialized system first)
Again furthering the gap between new and old players, speeding us back to the way things use to be were a new player could hardly ever catch up to the older playes EXP wise.


That said the current system in game actually works fine as I said. I have a few unskilled characters, unskilled meaning you can barely see blue. They can make 200+ coins with out trouble. Yes it may take some 3 hours or more but who says it has to be done all in one day. The problem would come in if the npcs ran out of coppers.
we would camp out next to Mugush waiting for people to buy grain or something and swoop in before anybody else got the copper, now it should be easier for you to get copper from Mugush because their are few people selling to him and allot buying
That leads to madness like this which prejudices some player’s ability to make coin while rewarding those who actually see coins as a major concern in this game.
As long as npcs have a decent number of coins at intervals well enough apart that one or two players cant drain it all. Then it really works...
There is even an npc who buys tools, if you know where to look.
Currently if you can’t find a way to make coin in game, you just need to think harder look further and be flexible. Its not easy, its not impossible..
That’s just perfect imo

Posted: Thu Aug 04, 2005 4:11 am
by Salathe
i dont know.... if the npcs have an endless source of money, that sorta ruins the economy

Posted: Thu Aug 04, 2005 4:53 am
by Quinasa
They don't have an endless source of money anymore. Thats why players need to buy things from them too, so they have money for you to sell things for. :]

Posted: Thu Aug 04, 2005 9:19 am
by Galim
The problem is that npc's don't offer wares which are, well, sought for everyone. eliza is selling poor, rusted and weak weapons and armors. Mugush sells rawmaterials for a too high price. and the one of normal ürice are just interesting for farmers. it is just, the npc have nothing really for interest. except the npc's in greenbriar.

Posted: Thu Aug 04, 2005 11:56 am
by Estralis Seborian
In work. But the new traders require a server update that will not come tomorrow. They use some fancy new functions you all will enjoy. However, the prices the NPCs will demand for their goods will be quite high, but you will be able to buy almost everything you need (of course not everything, no fire-axe-r-us ;-) ).