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Post by saidinspain on Oct 22, 2007 3:50:48 GMT -5
Just a curious question. What happens to the gold that the merchants get in the halls?
My suggestion is this:
Have the gold that is spent in the halls go towards the clans funds.
There are a couple of reasons for this:
1. Farming gets boring after a while 2. It would enable upgrades to be made a lot easier 3. All the clan members would be contributing towards their respective clans without having to farm for hours on end ( see reason 1). 4. It would also save the Clan Leaders to carry around copius amounts of cash. 5. The funds can then be taken directly out of the Clan's bank.
This may or may not be possible, but it is feasible, as on another mod I play, the monies spent within the towns goes into the towns coffers, enabling any upgrades to be made without too much hassle.
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Post by Arkanis on Oct 22, 2007 10:14:56 GMT -5
That could essentially give each clan member an infinite amount of supplies that can be bought from the merchants. If a clan leader decides that the money that is collected from the merchant is to be refunded back to the people who bought the items, then they could easily keep buying under that policy and not be short by any amount.
However, I do see that at this point in the game, nobody has to think twice about how much money they have before buying, say, a few stacks of heals, or anything else for that matter from those merchants. This is assuming that there is already quite a bit of money floating around amongst the players (which I'm sure is true) and gives a benefit to each clan hall for upgrades. Even if the player was short a few thousand...it really comes down to say an hour or two (at the very most) of farming and there you go. So, maybe this upgrade could be looked at as a community benefit for having a decent economy and a large flow of money. The decision would really boil down to whether or not we want to make clan hall upgrades easier.
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Post by saidinspain on Oct 22, 2007 11:34:41 GMT -5
I agree in the most part with what you say Arkanis, but once the items have been bought then money is then non-refundable to the pc, then the only way a Clan leader can use the money raised from the sales would be for the upgrades for the clan hall, and Judging by the costs of the upgrades it would make it slightly easier for the clan leaders to do without having to rely on other pcs farming.
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Post by Tino the magnificent on Oct 22, 2007 11:50:11 GMT -5
so, i realy like his idea.........farming is a pain in the a@# some times.
one thing i would like to see if this takes effect is not having the entire amount of gold spent at merchant going into the clan fund.(ie. only 50%) so, if 120 gold is spent in the store only 60 would go to clan fund. this would slow upgrades a bit but still allow total clan participation in upgrades.
juss my two cents, Tino
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Post by Pants on Oct 22, 2007 16:55:18 GMT -5
Good idea...
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Post by Rulin Pendragon on Oct 22, 2007 19:06:33 GMT -5
I too like this idea...Lets get it working eh?? I expect to see it up and running when I return from Iraq in 2009.....
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Post by Hecate on Oct 22, 2007 19:27:32 GMT -5
so, i realy like his idea.........farming is a pain in the a@# some times. one thing i would like to see if this takes effect is not having the entire amount of gold spent at merchant going into the clan fund.(ie. only 50%) so, if 120 gold is spent in the store only 60 would go to clan fund. this would slow upgrades a bit but still allow total clan participation in upgrades. juss my two cents, Tino I like the 50% idea or at least limiting the gold to a %. It may get a bit overpowering with the full 100%. An awesome idea though.
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Post by Tempus on Oct 23, 2007 9:56:49 GMT -5
Why even use any of the gold from clan merchant purchases towards clan upgrades? Does not the merchant we enlist have to cover his/her cost for obtaining the supplies in addition to their service fee and hazard pay (oops! Here comes a rival clan member.. SQUISH!)?
In my opinion, there should be a cost associated with having a clan merchant and the supplies (which they seem to have in endless supply) they carry. A tax if you will.
I liked the idea of a clan coffer. Here are a few things to chew on:
Immortal NPC Broker collects donations from clan members which go into a coffer. NPC Broker will use funds to purchase goons and merchants (through conversation) that have been slain during the course of their duties (instead of automatic re-spawn) as well as replace portal signs or furniture and other niceties we use to make the halls our homes. Boss items may be sold to NPC Broker for funds that directly supply the clan coffer.
Items may be bought and sold in open player markets where skills (such as crafting) are used to create specific weapons, armor and jewelry by 'crafter-classes'. Shops are rented by players though they may charge whatever fees they deem for the items they can produce. Crafting recipes are gleaned from books that may be purchased by only ‘crafter-classes’.
Farming could also encompass the other (less used) resources Dominia has, mainly trees and ore. Farming classes could be developed, allowing them to farm more efficiently.
**EDIT** Boss items could also be added as componets to other items as a means to recycle them. I mean lets face it, over time once UBER items become worthless as the market becomes more and more saturated with them.
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Post by Tony654 on Oct 23, 2007 10:40:27 GMT -5
Hold on, Tempus. Are you suggesting that, aside from the STEEP costs of upgrading our goons to make them unkillable (or at least less killable), we should have to pay to "rez" the goons too? Do you know how many hours I spend farming now? That merchant in the TG rolls his freakin eyes every time Bruno comes running his way.
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Post by Tempus on Oct 23, 2007 11:29:59 GMT -5
yup, thats exactly what I am saying (at least for that one idea). Though the cost should not be the same as the upgrade cost itself, but probably a fraction of the power of that goon.
I presented these (and other) ideas to the DM body as a whole and it has not really gone anywhere. This is but a small concept to bring balance to the economic status of Dominia (which is doomed to fail in its current state). I mean if the only thing we put into the system is time then we are restricted to a world where once scarce items are adundant and cheapend, golds exchange rate is 100 to 1 and the only thing that gives the economy a boost is a Wipe.
Note also I've included alternates to traditional farming mechanisms so possibly the trader in the Theives Guild won't be seeing you quite as much.
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Post by Tony654 on Oct 23, 2007 12:39:38 GMT -5
Here's a question for ya.......what if I won't pay to rez the goonies? No one can break into our hall because there is no goon to drop the key, thus no need for the goonies.
IMO, this will only benefit the rich, active clan(s). The poorer, less active clan(s) will have a hard time raising funds to rez their goons, not to mention upgrading said goons, portals, and clan store.
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Post by niphredil on Oct 23, 2007 12:43:15 GMT -5
how about the key holding goon respawns automatically ;D and the others don't. but i dunno about this whole economy balancing scheme, well see how the ideas get fleshed out.
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Post by Tempus on Oct 23, 2007 13:04:22 GMT -5
All very valid points and ones worth considering.
I presented this in this thread as a means to get some dialogue going relating to the financial state of Dominia. There is a lot of suggestions for improving game play, items and the like, but nothing that addresses the permeating issue with the economics in Dominia. We could really do a lot when you think about it!
I especially like the (lets call them now..) Enchanter classes and specific craft items only THEY could create! Why I'd fancy myself a small shop on the palisades, peddling my infused art for top coin!! ;D
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Post by Hecate on Oct 23, 2007 18:00:24 GMT -5
Hold on, Tempus. Are you suggesting that, aside from the STEEP costs of upgrading our goons to make them unkillable (or at least less killable), we should have to pay to "rez" the goons too? Do you know how many hours I spend farming now? That merchant in the TG rolls his freakin eyes every time Bruno comes running his way. It's true... He sometimes even cries.
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Post by Tempus on Oct 24, 2007 5:20:44 GMT -5
heh heh
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