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Posted: Thu Mar 24, 2005 6:04 pm
by Rednaxela
How about 2(n^2.5)

Posted: Thu Mar 24, 2005 6:58 pm
by Aaron
sounds good. but im wondering whats going to happen when the ecomony collapses... noone will be able to do any of this, so all these values will probably be temporary... but thats the goal, isnt it?
Posted: Thu Mar 24, 2005 11:50 pm
by cavesomething
The economy won't collapse though, what will happen is that players will create rods only when the utility of the rods exceed the utility of the money used in their creation (at least in theory).
In practise there are some players who will spend all their money on those rods anyway, more fool them.
The economy needs help still, melting coins into rods won't do it on its own.
Posted: Fri Mar 25, 2005 1:33 am
by Leaf
cavesomething wrote:on a tangential note, when is mf going to run scripts like cat2 does, showing the wealth of the players?
No time line is available on that, if at all.
Posted: Fri Mar 25, 2005 6:59 am
by Rednaxela
Well... I'll try to condense much of what has been said:
Materials:
Rod/HeavyRod:mana crystal, scrolls/spellbook(?), plat
Wand/Staff:scrolls, other stuff(?)
Skill or Spell used:
Adding to thaum seems best RP-wise
Limitations:
Never succeed at making a rod greater than lvl 110 or greater than your thaum skill.
Blacklist of certain spells. (or possibily use existing statistitics to decide)
Success Chance:
lvl 1 rods should be easy even for a lvl 1 thaum person, but lvl 110 rods should be difficult (but possible) for lvl 115 thaum.
Backfires:
-loss of ingredents
-activation of spell in high lvl and/or mass quantity (must watch out for server lag issues when making this...)
-some alch type backfires(?)
Other Formulas:
lvl or wand/rod = the lowest lvl of ths scrolls (or avgrage lvl perhaps)
Rod/HeavyRod:
mana crystal capacity affects rod mana capacity (what formula?)
plat required affected by the level of rod being made (what formula?)
Wand/Staff:
number of scrolls is the number of charges
Implimention:
Add in existing alch code?
Add new skill code?
Wait for "dynamic alchemy" and integrate into that?
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Anything else to add to this? (will be editing this post for future updates such ideas...)
Posted: Fri Mar 25, 2005 1:18 pm
by Aaron
would alch style failures make sense? i mean, your already dead, and they get deaded too.
Posted: Fri Mar 25, 2005 3:52 pm
by Rednaxela
Aaron wrote:would alch style failures make sense? i mean, your already dead, and they get deaded too.
Well.... there needs to be some risk when making a rod of a non-attack spell (however a lesser risk)... so something along those lines might make sence.
For example mass activation of identify would'nt really be so bad

(though ID will probably be blacklisted as it's normally a quest item anyways)
Posted: Tue Mar 29, 2005 12:43 am
by bort
I think summoning evil masters for failing to create a rod is a little too ?far?.
I think that dynamic alchemy wont be implemented for a while.
Posted: Tue Mar 29, 2005 12:30 pm
by Mith
cavesomething wrote:11200 plat is not a lot, that is less than 1/20th of the amount needed to by a pshop in brest.
It needs to be more, much much more.
try n^4
lvl 110 rod ~ 140million plat
That should be much more effective in reducing money in the economy
(on a tangential note, when is mf going to run scripts like cat2 does, showing the wealth of the players?)
wrong. If it is that much, nobody will even attempt to create rods, for low lvl rods are easier to find and high lvl rods are 1) too hard to make and 2) too expensive to make (no-one has 140 mln plat to spent on a risky adventure)
So if you want to reduce money its a matter of balance (between profit and costs) with 140 mln there is no balance at all. I think even my suggestion is still quite expensive. 449735 plat (hey, my estimation was not that bad...) is quite a lot for a lvl 110 rod - though a lvl 100 rod would 'only' cost 338350 plat.
A high lvl char is able to pay these amounts of plat, though it's still a lot of plat - except when some is exploiting alchemy, of course
In short, an economy is in balance when there is a balance between the money in and out. there is likely not even 140 mln in the economy, so n^4 is _NOT_ balancing the economy
Posted: Tue Mar 29, 2005 12:39 pm
by Mith
Rednaxela wrote:
Success Chance:
lvl 1 rods should be easy even for a lvl 1 thaum person, but lvl 110 rods should be difficult (but possible) for lvl 115 thaum.
Backfires:
-loss of ingredents
-activation of spell in high lvl and/or mass quantity (must watch out for server lag issues when making this...)
-some alch type backfires(?)
if these backfires are too worse, no one would ever try it
same applies to the change of success and the cost.
One might add a new skill to the game, but when its too hard, noone will ever practice.
Its just like making a high lvl monster - that is not charmable - and give it resist everything +100. Put in a treasure as big as you want, nobody will ever kill it (after a few attempts).
Making it too hard could make the skill useless - and no money will be used too...