A way of getting rid of extra money

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Casper
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A way of getting rid of extra money

Post by Casper »

As everyone knows millions of platinum lying about is a problem, and they never leave the economy and keep on accumulating.

Solution:
Make guilds have +infinity floors, add floors dynamically on demand.
Each floor costs 10 times more than the previous floor.
To get extra_floor_1 I'd suggest a price around 10,000,000pp.
Zephyrus
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Post by Zephyrus »

Can we have these in our apartments? Though you'd need to start the bidding at about 100k plat for the first floor.
bort
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Post by bort »

Have you tried leveling throwing with Plat?
Thats one way to use it. :P
lordyoukai.DA
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Casper
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Post by Casper »

Yes I have, and i admit it was fun for a while, but soon I realised that i was just throwing money away, so I stopped.


Can I try resurrecting the economy economy system? This is highly theoretical, but maybe CF could have a money system where there would be a fixed amount of money, and instead of endlessly appearing they would have to go into and out of economy. If they leave the economy they would have to enter elsewhere, and if new money comes in, somewhere money would have to be deduced.

The only exception to that rule would be DMs and bugs. Bugs would try to unbalance the game, and DMs would try to balance (rather like the matrix). Between them they would create a sustainable economic growth which would mimic the real economy and maybe even work.

Of course you can say that an economy that relies on bugs for growth is totally rubbish and I can not be serious, but if needed a DM could also put money in as needed... The only major question is how to do the implementation (ie an item after alchemy would have higher value. Where did the money come from? A skeleton dropped a ring. Where did the money come from? The ring was never picked up and the map reset. Where did the money go? Maybe create some soert of Bank Of Leaf which would be a money buffer for the game, where money would be borrowed from, and the more was borrowed the less it would have give?).
bort
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Post by bort »

But adding a bank would elimanate the fun of wasting extra plat. I mean, it is kinda fun going invis, and throwing plat at a noob and picking it up faster then they do. :P
Perhaps a money eating room? You drop it and it does something random (on the bad side). Imagine dropping a few plat and suddenly figthing evil master. :twisted:
lordyoukai.DA
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mlab
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Post by mlab »

In real life money comes from nothing. It is not backed by gold or any bullion as many believe. It is printed not by the goverments of america and europe but by interantional banking family conglomerates (the federal reserve etc). CF models the real world working of money accuratly.
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Salathar
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Post by Salathar »

From the top of my head real world has things such as inflation, interest rates, monetary policy.

If you consider interplayer trading then widely accepted laws of demand and supply are visible as the number of players and items in the game keeps increasing and increasing. I remember the prices for stat pots were around 1.5-2K platinum were only 6 month ago or so, compare it to now: someone was offering them for 0.5K couple of days back. :shock:

Cf shops operate on the idea of restricted supply(shops do reset only every 2 hours, first come first served basis, and if the item you are looking for is not there you can't bid up the price and get it, you simply have to wait, of course here comes interplayer trading) and constant prices(yes..some shops offer cheaper items, and there is bargaining, but overall this holds), this in no way approximates the economy of western countries of today. 8)

At some point in time you reach the stage when money become irrelevant as there is simply nothing to spend them on because there is hardly any consumption of anything but food.

A possible fix to this would be to introduce 'durability' of items, items should wear off with time, this would hurt seriously the supply side. Durability can either steadily decrease over the items lifetime (overall time the item can be equipped) or it can decrease on a random basis.

Imagine a shield that gives you +30 arm, it does protect you against 30% of the physical damage you would otherwise incur, it would make sense to have a roll, which, if successful would damage the shield (decrease its durability) until the point when this shield can no longer protect you as it turns into a pile of garbage.

A much less painful way, but also a less affective way, would be to introduce the ability to repair your own equipment, here comes in play smithery and the like. But to have any degree of sucess repairs must use up some components or there should be a restriction on the number of times the item can be repared.

Overall current cf world with unlimited money supply and more or less constant prices in no way reflects real life, but do we all think it has to :?:

Also, there is an additional currency in cf, it is respect/knowledge of the game/information/status, call it anything you like. It can be successfully traded for items/money and the other way round. If you take this into account the economy is not that broken. :)
mlab
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Post by mlab »

I agree, equipment should degrade with sufficent damage. Perhapse this could be caluclated by weight and material type.
Salathar wrote:From the top of my head real world has things such as inflation, interest rates, monetary policy.

If you consider interplayer trading then widely accepted laws of demand and supply are visible as the number of players and items in the game keeps increasing and increasing. I remember the prices for stat pots were around 1.5-2K platinum were only 6 month ago or so, compare it to now: someone was offering them for 0.5K couple of days back. :shock:

Cf shops operate on the idea of restricted supply(shops do reset only every 2 hours, first come first served basis, and if the item you are looking for is not there you can't bid up the price and get it, you simply have to wait, of course here comes interplayer trading) and constant prices(yes..some shops offer cheaper items, and there is bargaining, but overall this holds), this in no way approximates the economy of western countries of today. 8)

At some point in time you reach the stage when money become irrelevant as there is simply nothing to spend them on because there is hardly any consumption of anything but food.

A possible fix to this would be to introduce 'durability' of items, items should wear off with time, this would hurt seriously the supply side. Durability can either steadily decrease over the items lifetime (overall time the item can be equipped) or it can decrease on a random basis.

Imagine a shield that gives you +30 arm, it does protect you against 30% of the physical damage you would otherwise incur, it would make sense to have a roll, which, if successful would damage the shield (decrease its durability) until the point when this shield can no longer protect you as it turns into a pile of garbage.

A much less painful way, but also a less affective way, would be to introduce the ability to repair your own equipment, here comes in play smithery and the like. But to have any degree of sucess repairs must use up some components or there should be a restriction on the number of times the item can be repared.

Overall current cf world with unlimited money supply and more or less constant prices in no way reflects real life, but do we all think it has to :?:

Also, there is an additional currency in cf, it is respect/knowledge of the game/information/status, call it anything you like. It can be successfully traded for items/money and the other way round. If you take this into account the economy is not that broken. :)
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