New Gold Sink Suggestions

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madmaniacal1
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Re: New Gold Sink Suggestions

Post by madmaniacal1 »

Hmmm... Ok. Change of logic.
Instead of adding gold sinks to the game, why don't we evaluate certain crafts and drops shop selling value, and reduce those so that players make little (if any) profits from them. Instead of bleeding out the gold by making ppl spend, we simply reduce the amount of gold being produced.
All those excessive reserves of gold players have now will fade away, and the economy will balance around lower gold volumes.

Edit:
Seeing the two responses below this post, I'll respond here instead of stretching out the thread.
I was NOT talking about nerfing the buy prices of gear sold in shops. When I referred to evaluating the crafts, I meant the most common ones used to generate profits or crafting levels; the ones with easy to obtain materials (shop sold parts, few ingredients, etc). Items such as lvl500 weapons (almost perfect crafting once you build the skill up), or Gold Plate lvl150 and lvl750 club (low rates, so used to craft for exp in bulk).
Also, I was thinking about other gear dropped in higher level maps that can easily be farmed and shop sold. Making the prices those rarer (but higher level) drops get when mass farmed can easily generate tons of gold.
I can understand the frustration some players will have with these kinds of changes, and the results won't happen overnight. However, we've let this problem go on for too long, resulting in the horrible economy we have now. Something HAS to be done, and soon.
Last edited by madmaniacal1 on Fri May 31, 2024 3:49 am, edited 1 time in total.
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Gullander
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Re: New Gold Sink Suggestions

Post by Gullander »

Yes it would be good to pinpoint the inordinate gold producing crafts or drops and see what might be altered. A few changes already in the past were made, for instance when I could craft 500 axes for gold the axe shop sell rate was reduced. But with that we have to consider some of the lower level player gold demands and carefully consider not hurting their ability to work to gain the gold. Some thresholds that open up quest lines are very expensive and a challenge without help. I have noticed a trend however, because of the inflated pet price in game gold, players get the free pet at level 150 with Ryaca ghost quest and sell it instead of retaining it for future use. 6 or 7 billion for a pet goes a good way in paying for quests. But those players with gold hoards though helping another player by buying their pet isn't the sacrifice it once was even at the inflated rate. The rich get richer and the poor sell off their future. Digging has helped for the average player but takes time and can sell a better item at 0.0. Over time fishing and selling items has been an extra gold boost but not if the items are reduced too much at a shop. Care would have to be taken which items are reduced, do certain items craft % base need altered so it isn't a sure thing? Or do some of the elements in expensive selling crafts % needed adjustment? For instance I think the forest robes were made harder to get to avoid abuse in craft (though perhaps a different goal there than gold but still an adjustment for a valid reason). Of course another option is I'll take any extra gold and smelt it and put up beautiful gold statues all over FT! Or provide new public works like a fishing lodge and hunting lodge! :D If players want something added to the game they have to start an in game gold fund to pay for it! :lol:
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LostKnight
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Re: New Gold Sink Suggestions

Post by LostKnight »

I really don't understand this. So what if someone wants to horde away 100B in gold, it's his right.
If he didn't 'cheat' to get the gold what's the problem?

I mined and crafted for a year to get gold, but dying pets ate up my profits almost as fast as I could make gold. And then the selling price of the axe was dropped at the shop. That was a low blow and I felt it.

Right now I have enough to buy ½ a pet at 6b and less if the seller wants 7b.

This gives me the idea that people are not suppose to get ahead in this game, unless we buy levels, buy pets, buy houses buy $$ stuff.

You want to keep us poor, easy, make it like real life, every month the game checks every player and reduces their gold for "Game Tax" and at a percentage rate, the more gold you have the higher % tax you pay.

And then watch people leave to play games where they get to keep what they earn in the game.

Fishing: max level gear = your level+10% up to 499 - or maybe 599 since 500 gear is now in a shop.
1. Make fished items even rarer and NO +1 +2 items. Make the +1 and +2 items a crafted item.
- IE: bring me a normal plate and 40M and I will 'attempt' to improve it (50|50 chance)
- IE: bring me a plate+1 and 80M and I will 'attempt' to improve it (50|50 chance)
2. Grave robbers have the same chance and level restraints as fishing.
I'll fight for what I think is right!
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merisajan
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Re: New Gold Sink Suggestions

Post by merisajan »

:mrgreen: :mrgreen: exactly 💯 lost Knight :mrgreen: :mrgreen:
I before craft axe 500 and sell them to shop for money
its best way for rich before
need axe 200=20m and 20 carbon and green stone
😂but unfortunately now its not 100% craft
why its changed?
im be poor soon 😂
I am afraid that I will become homeless due to lack of money😂
i always have 1b or 500 m because i can't save money 😂
Usually, until I get rich, it is spent to buy something items or pets And after purchase I will be poor again😂
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ANTAG
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Re: New Gold Sink Suggestions

Post by ANTAG »

It's better to do it when every time he dies from mobs, he loses a level, and with it part of the gold (500m) if the player is of a high level. If there is not enough gold, then he loses part of the items. That would be fun. 8-)

Everything is like in a real RPG game. If you die, you lose everything) Only hardcore.
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AZ_YT
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Re: New Gold Sink Suggestions

Post by AZ_YT »

ANTAG wrote: Tue Oct 15, 2024 9:03 am It's better to do it when every time he dies from mobs, he loses a level, and with it part of the gold (500m) if the player is of a high level. If there is not enough gold, then he loses part of the items. That would be fun. 8-)

Everything is like in a real RPG game. If you die, you lose everything) Only hardcore.
A lot of money for each death. If this were done, I would have to keep 10m on my account to be able to use the stable or church at 0.0. There was also enough money to buy defrosting and other consumables. I think this is a bad idea!

I need to suggest my own idea, hmm
A proposal for a merchant who will appear at a random point on the ground for 5 minutes and sell a random product for interesting money, this will be interesting ;)
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