ask people to donate their money?
and then destroy it?
im sure a lot of the players would understand this, and help out... but a good start would be lowering the cost of potions of life, or making them proportional to the players level... that will help the newbies, and get rid of some plat...
[Topic Split] Economy, Potion of LIfe costs
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The /proper/ way to do this is to make potions of life only restore some stats, so that more are needed to restore all stats when high level characters die.Aaron wrote:ask people to donate their money?
and then destroy it?
im sure a lot of the players would understand this, and help out... but a good start would be lowering the cost of potions of life, or making them proportional to the players level... that will help the newbies, and get rid of some plat...
This should increase the demand for potions of life to the point where they seem to be cheap to buy.
Making things harder for higher level players does not always make much sense to me, but anyway, what I wanted to say is for low level players: in order to get their needed potions of life there should be more simple quests like the one in red island where the prize is a pot of life. It's just a suggesting, so if anyone is up to map one that would help a lot 
Anyway, I have proved myself there are many ways to get the needed money to buy one pot when you really need it. It's harder at first, but I like challenges

Anyway, I have proved myself there are many ways to get the needed money to buy one pot when you really need it. It's harder at first, but I like challenges

Remember:
making things harder for high levels makes it 10x harder for newbies.
making things harder for high levels makes it 10x harder for newbies.
lordyoukai.DA
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My wraith is cooler than your dragon.
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That's why the cost of potions of life should be constant, but they should only recover a limited number of stat points. Newbies only lose 1 stat point from dying anyway, so they would need one, high level players might need 4 or 5.
this could be made even harder by making the chance of recovering a stat inversly proportional to its value, so a new player that hasn't used stat potions will pretty much always recover their stats, but a player who has stat-potioned up would struggle somewhat.
this could be made even harder by making the chance of recovering a stat inversly proportional to its value, so a new player that hasn't used stat potions will pretty much always recover their stats, but a player who has stat-potioned up would struggle somewhat.