1. How would that help new players at all?Or just slow down the amount of money coming into the economy by reducing what NPCs will pay players, #1and reducing the amount of gold in monster loot, #2and being very aggressive with the dupers and scripters.
That would be a better solution all around, but it's also a long-term solution that would help new players, so I'm sure there would be resistance to it![]()
How so? Many people store mass amounts of gold on vendors these days and, failing that, you can store something like 7 billion gold in a castle....
All doing either a money roll or checks would do is allow for even HIGHER inflation.
What needs to happen is that the influx of gold be reduced significantly (well ALL monster loot really) and the removal of existing gold be increased significantly so that the existing level of gold can be brought back down to a reasonable level (over time of course).
Over time I could see that, but I dont buy anything off NPC vendors and at the rate I go through insurance funds, it would take me 3 years to go through 1 mil....
1. It wouldn't at first. Over time, the economy, outside of speific rare items, would repair itself. But it has to be done on both ends, the faucet needs to be turned down and the sink needs to be significantly widened with the sink portion geared towards the "higher end" players.
Inflation exploded with the introduction of checks because of a series of dupes that no longer work. The most famous of these was the vesper chest dupe, and that hasnt worked in years. Also getting an honorable mention are things that could be farmed(create food anyone?) and sold to vendors. Nothing from this method is plausible anymore....
How would it increase inflation? The same way inflation exploded when they introduced checks in the first place.
In the almost 18 months since I came back, I managed to earn a billion gold legitimately. Combined with what I had from before, I cant hold all my gold between all the chars on my 2 active accounts.Yes, vendors can hold a lot, but if people want a more balanced economy, the last thing we need to do is keep pushing the numbers bigger and bigger.
Reducing the amount of gold coming into the game would lower costs all around. There are only two legal ways gold enters the game - NPCs buying from players, and monster loot. If somebody can spend $0.50 out of game for a million, that's really screwy, and it does affect new players. It also encourages people to buy outside of the game, which makes the problem even worse, since it encourages the scripters to go wild if the demand is there.1. How would that help new players at all?
I question it, but I'll take your word for it - even if the duping thing has been solved, it's very easy for the scripters to generate large amounts of gold at will, as long as the NPCs buy such resources for current prices.2. Duping is not an issue anymore any items that do get copied get deleted at server up the next day or the person gets caught just after the fact and quietly gets banned. mass resource gathering via scripting is less than 1/10th what it was a year ago.
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Here's where I stand, I'm against lopping off a zero to "fix" the UO economy and I'm against adding a zero to "fix" the economy because NEITHER of those actions fix anything.
Usually I'm against item mod caps, but I think that 100% LRC was a complete mistake as like it or not, reagents WERE a good gold sink.
Agree, but I don`t think taking that back would be too popular
Let's see, a couple of ideas/thoughts off the top of my head:
1. House redesign: Anything above a 3 tile change in the course of an hour should rescind any refund on the removal of a house tile (so for example, you build your house and need to change a few tiles real quick, there'd be no cost change as it is now, but if you wanted to redo the whole floor, it would cost the gold necessary as if you were doing the floor from scratch).
I would go along with this, but I dont think it would take enough out of the system.
2. Crafting: Should crafting certain items require an additional ingredient obtained ONLY via NPC vendors?
I prefer to get the resources my self, but if I cant get it, I try to buy from a player owned vendor.... I hear you tho. Maybe something to keep imbued gear from decaying item properties?
I am not saying script farming isnt gone but it is alot easier to get caught these days.Reducing the amount of gold coming into the game would lower costs all around. There are only two legal ways gold enters the game - NPCs buying from players, and monster loot. If somebody can spend $0.50 out of game for a million, that's really screwy, and it does affect new players. It also encourages people to buy outside of the game, which makes the problem even worse, since it encourages the scripters to go wild if the demand is there.
I'm not suggesting a Siege Perilous solution of stopping NPCs from buying from players, just reducing the amount paid or amount bought by the NPCs, as well as monster loot.
I question it, but I'll take your word for it - even if the duping thing has been solved, it's very easy for the scripters to generate large amounts of gold at will, as long as the NPCs buy such resources for current prices.
They don't need to gather resources now because there are so few players. Get an influx of players and I guarantee the scripters/gold resellers will do what they need to do to keep up with demand.
If you cut down on the amount of gold that the scripters/gold resellers can easily generate, which also cuts down in general on the amount of gold coming into the game, then you're working towards a long-term solution of making gold worth something.
Siege is the extreme with it's lack of NPCs buying from players, but pre-Tram there were restrictions put in place by the players/pkers. While there was certainly scripting/AFK, it was a lot harder since they could easily wind up dead. Remove the risk, and they can do it to their heart's content.
The two things I propose a lot - reduce the prices NPCs pay players, and reduce the monster loot, are formula tweaks, and to me that's a better solution, because it's simple. People talk about taxes or elaborate gold sinks, but those are complex and would take a lot more to implement, and they really wouldn't affect the people who are a part of the problem, since those people would just farm a little more.
lol I remember that, it used to aggravate me to no end when I had a good amount of gems on me to sell.Also Pre-Tram (and I forget when EXACTLY the change happened), NPC vendor would only buy FIVE items at a time
That's because they would just encourage people to buy more gold from gold resellers, who would then farm more gold. It would also encourage people to be bitter towards EA for making the game seem more like work.I have yet to hear an idea for a gold sink that is even worth mentioning.
You've just fundamentally altered a major system of the game that makes UO unique, you've turned UO into a chore for a lot of people, you've pissed off a lot of people, you're nudging people into a playstyle (gold farming) that they may not want to engage in, you're nudging people towards closing extra accounts, and last, and certainly not least, you've just driven people into the arms of the gold resellers.Add taxes to houses as a gold sink, tax anything you buy in the game off of vendors, tax NPC services, and make players loyal to a city and have to pay taxes to the city they choose to be loyal to.
You've just fundamentally altered a major system of the game that makes UO unique, you've turned UO into a chore for a lot of people, you've pissed off a lot of people, you're nudging people into a playstyle (gold farming) that they may not want to engage in, you're nudging people towards closing extra accounts, and last, and certainly not least, you've just driven people into the arms of the gold resellers.
You've basically knocked down one wall of the sandbox we call UO - you would be forcing many people to have to play the game to make X amount of gold every month, when in fact many people do not play with an eye on making X amount of gold every month.
That's assuming that people would be willing to do that - as much as I loathe gold resellers and how much of UO they have ruined, I'm not going to spend X amount of hours in-game working on some tax to keep my house - I'm going to spend $5 on a 30-second transaction for 10 million in gold or whatever, and be done with it, and I'd probably close an account or two.
It's so much simpler and less invasive if you just tweak the formulas on what NPCs buy and pay and the gold that monsters drop - as Dermott point out, things used to be held in check by the players, with limits on the NPC actions, and things like 500 at a time of one item, and also things like LRC suits hurting the economy.
I play the newer games. I see the gold spammers in GC in these games like crazy. The economy is out of control in most games. Granted with these tiered currency it controls it to a point but still needs fixed....
They need to change the currency in UO. The currency in...
The difference between UO and other games is that UO has a base currency while others have a graduated currency. All the graduated system does is hide the numbers.
You'd be surprised how close newer games are to UO in terms of economic numbers when you break everything down to the base currency (usually copper for graudated systems).
It was a suggestion. UO's sandbox was used as a cat's litter box over time. Those clumps of sand are not sand. What UO was yesterday and is today, is not the same UO. At one time 1 million meant something in the game but today 1 million is like chump change. Why do players even have to play the game when they can buy everything from a site get everything they need. Get all the leet stuff they need to compete and they are already at the endgame without even experiencing a 1/3 of what UO offers. They will eventually get bored and go play zenga or something.You've just fundamentally altered a major system of the game that makes UO unique, you've turned UO into a chore for a lot of people, you've pissed off a lot of people, you're nudging people into a playstyle (gold farming) that they may not want to engage in, you're nudging people towards closing extra accounts, and last, and certainly not least, you've just driven people into the arms of the gold resellers.
You've basically knocked down one wall of the sandbox we call UO - you would be forcing many people to have to play the game to make X amount of gold every month, when in fact many people do not play with an eye on making X amount of gold every month.
That's assuming that people would be willing to do that - as much as I loathe gold resellers and how much of UO they have ruined, I'm not going to spend X amount of hours in-game working on some tax to keep my house - I'm going to spend $5 on a 30-second transaction for 10 million in gold or whatever, and be done with it, and I'd probably close an account or two.
It's so much simpler and less invasive if you just tweak the formulas on what NPCs buy and pay and the gold that monsters drop - as Dermott point out, things used to be held in check by the players, with limits on the NPC actions. Now you have things like NPCs buying 500 at a time of one item, and also things like LRC suits hurting the economy.
If you make it so small as to be insignificant, then you've expended a lot of development resources on something that's essentially useless and that does nothing but **** off people.I think the 10 mil a month housing gold sink is insane, but what if it was 1gp per tile per house per day?
i agree with this. 100% lrc killed a great gold sink. they should reintroduce it in some form. like if you have 100% lrc, you don't have to have the regs on you, but just get charged gold for usage...
Usually I'm against item mod caps, but I think that 100% LRC was a complete mistake as like it or not, reagents WERE a good gold sink.
Siege is obviously the extreme, but with Siege NPCs not buying from players among some of the other differences with a normal shard, it really changes the dynamics, along with NPCs charging 3 times or 4 times as much as on normal shards. It gives a lot of value to gold, since gold only enters through monster loot. The one-character restriction REALLY makes things different, but what you ultimately had was a player-driven economy that was a lot more realistic.A new player shouldnt be forced to buy gold from a site just to buy things when they start out. They already are paying a sub fee on top of it.
I remember how heated some of those discussions got - people were seriously flaming whichever dev it was that initially brought it up, I want to say on the UO.com forums. Given that gold was worth a lot more then, the flames were vicious.By the time they added in actual ownership and security, it was FAAAR too late to bring in a house tax/maintenence system (they floated the idea prior to UO:R and a possible part of UO:R and it was ROUNDLY shot down by the players).
All you've done is annoy and inconvenience players and/or driven them into the arms of the gold sellers.They could add house add ons that are at a fair price for a gold sink.
Really? How am I annoying the players? How is it my fault that EA/Bioware allow these sites to sell gold? Oh blame me for being annoying when the mess that the game economy is by giving ideas for gold to be sinked into NPC items?. LOL... get real. How would timed items that would be resold be any use to anybody except that account that bought them? Oh lets see, should I buy this timed mount I have that has 20 days left for 5 bucks when a player can pay 500k to 2 million gold for 30 days? I'd rather go kill mongbats and make it then spend 5 dollars for 20 days left when I can get it for 30 days.All you've done is annoy and inconvenience players and/or driven them into the arms of the gold sellers.
The only people who would benefit from some kind of mandatory gold sinks/taxes are the gold resellers, because demand for their product will shoot up.
You have not slowed down the amount of gold coming in - if anything you've sped it up since there will be an increase in the amount of gold farming to cover the cost.
Being stuck with some arbitrary gold sink or tax that doesn't change the game other than making them have to go farm gold is annoying, because it's grinding, and that's why many come back to UO - because they get tired of grinding-style MMORPGs.Really? How am I annoying the players?
It's not your fault at all - my point was that the idea of a gold sink helps out the gold resellers, especially if it was mandatory.How is it my fault that EA/Bioware allow these sites to sell gold?
You're totally missing what I was saying - the point I and Dermott were making was that if you don't reduce gold coming into the game, then nothing has changed.Oh blame me for being annoying when the mess that the game economy is by giving ideas for gold to be sinked into NPC items?
It's been mentioned a couple of times - cut down on the gold from monsters and go back to the old way when NPCs couldn't buy stacks of 500 items at a time plus reduce the prices they pay.If you got the perfect fix then apply at Bioware and fix it.
Personally, I´d like to see LRC capped at 70 or 80% tops.i agree with this. 100% lrc killed a great gold sink. they should reintroduce it in some form. like if you have 100% lrc, you don't have to have the regs on you, but just get charged gold for usage...
Usually I'm against item mod caps, but I think that 100% LRC was a complete mistake as like it or not, reagents WERE a good gold sink.
Thanks I appreciate it...
You're totally missing what I was saying - the point I and Dermott were making was that if you don't reduce gold coming into the game, then nothing has changed.
However, Zosimus is also right in that there does need to be some things in game that are available ONLY by the NPC vendors. Gold sellers only move existinggold around, players buying from other players only moves the gold around. Players buying from the NPCs removes gold from the game entirely.
BOTH sides of the equation need to be addressed in and out. Less in, more out.
I would agree with banning the reseller, a swell as EA really missing the boat on selling a lot of pixel crack, in-game or out-of-game. I still can't understand how after all these years they don't have several artists doing nothing but churning out pixel crack for pay - it'd be a nice little addition to the revenue stream.I think we all can agree that something needs to be done. I wish EA/Bioware would take a hard stance on golld resellers. Just ban players who are selling and buying. EA can make up the cash loss by doing their own site easily. Now Im definetly wouldnt want gold to be sold on that site but other items they could. EA/bioware is missing the cash boat. If EA would do their own site it and be very fair on pricing that is adding more money back into UO. As long as they would reinvest it back into UO I think the players would have no issue.
Exactly. It baffles me to no end why they dont. For some reason Mesanna likes to do things in game you think she would like to do something like this. She is the only active DEV that we know comes in the game.I would agree with banning the reseller, a swell as EA really missing the boat on selling a lot of pixel crack, in-game or out-of-game. I still can't understand how after all these years they don't have several artists doing nothing but churning out pixel crack for pay - it'd be a nice little addition to the revenue stream.
EA basically owns all our pixels in any game you play under them. Funny how they have a TOS but dont mind losing money to these reseller sites. It's just not gold but many items in the games they have. EA can taketh away any players account at anytime because they own our pixels....
The act of gold seeling in and of itself is NOT the problem. The problems are exploits, scripting and duping (REGARDLESS of what the goal in doing so may be. Remember that duping has been around LONGER than gold selling).
Like I said earlier, I'm a free market person and that includes gold selling.
Bringing the point back to the actual topic, the ingame economy needs to be repaired INGAME, not by attempting to get rid of gold selling (because that has worked SOO well anywhere it's tried), but by actually fixing the problems ingame... the faucet and sink rates as well as any and every exploit, dupe, loophole, etc possible.
Actually I think it is kinda odd that Champs drop like 100k... I mean seriously at least 50k off each champ... People do these all day and just leave the gold there... TONS of money comes into the game from champ spawns alone. Whats the fkin point? They already drop like 10 magic items and I believe the corpses are instanced? Anyways... Ya......
.. (not counting special creatures like Champions, Peerless, Renowned and so on) ....