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Reducing In Game Gold.

  • Thread starter RavenWinterHawk
  • Start date
  • Watchers 7
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RavenWinterHawk

Guest
1. Give us something to spend it on.
2. Tax checks. 5% to make them. 5% to break or use them.
3. Institute a sales tax. Any item purchased 2% paid by buyer. 2% paid buy seller.
4. Gold checks are removed from game upon IDOC.


Why taxes? Case the Brits realized they are offering FREE FREAKING services and taking risks. Now it is time to pay for the services of the realm.

Lets hear all the casual honest player comments.

Just tax away gold for the above kind of use.
 

Hell's Ironworks

Seasoned Veteran
Stratics Veteran
Stratics Legend
Im not against. I would remove vendor fees though and put in place a 10% commission upon a sale.

Like i said in another post , to me a gold sink is something like the npc alchemist that sell bright dyes @ 500k . U cant resell those.

Why not have Npc scribes sell personnal bless deeds for 20-25 million?
 

Skunk

Sage
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Stratics Legend
2. Tax checks. 5% to make them. 5% to break or use them.
3. Institute a sales tax. Any item purchased 2% paid by buyer. 2% paid buy seller.
I like this idea. I dont have a lot of gold...but rich or not, it seems fair.
 

Dermott of LS

UOEC Modder
Stratics Veteran
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...

First of all, it's a GAME. I don't want to be "taxed" in a game when we're taxed too damned much in real life already (generally to pay off looters and moochers who are now acting like spoiled2 year olds because people have stood up to say "ENOUGH! WE'RE BROKE!").

Options 1 and 4 I can agree with.

1 should be obvious and constantly pursued.

2 and 3, when people use "tax", in the real world, generally people expect something to come from those "taxes", usually in the form of services and infrastructure. What would we be getting in a game in which nothing deteriorates?

4 I could see as a good thing though... gold stored on vendors and in secures in a house gets deleted when the house goes IDOC which pushes it out of the game while items remain for further use. While not entirely "realistic", it will work, unless they remove the "physical" aspect of gold (outside of looting monsters) and make it tied to the character (the way it has become common in MMOGs and really just about every adventure game outside of Ultima)

I can see bumping gold on lower end monsters some, but there are many that need to have their gold drop LOWERED especially considering how easy they are to beat and how quickly they respawn (while some people say they don't loot gold, using the EC makes it pointless NOT to with one-click looting).

To go further, allowing LRC to reach 100% was a BAD idea as reagents were a constant goldsink prior to AOS. So revamping LRC to max out at a lower level could be a decent start (for those who don't like reagents and would gripe about carrying them, there's always Arcane items to catch those times that LRC doesn't hit).
 
L

LoL/Sonoma

Guest
I am going to voice my opinion as VERY against anything that makes it harder for those of us that arent rich to catch up. Taxing checks and vendors might help drain gold out of the economy, but it hurts those of us that dont have a ton of gold, while barely effecting people with hundreds of millions.

If they want to lower the amount of gold in game, I think they should come up with VERY expensive things that are worth it for the rich, but not necessary or imbalancing. Kind of like the Brit ship ... except without selling it for real world cash.
 

Uvtha

Stratics Legend
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Stratics Legend
Taxing virtual currency is a bad idea. All it would do is annoy people. People would still have scads of gold.

The fact that gold is so abundant isn't even that big of a deal, its more an issue of bank space that anything.
 

Fat Midnight

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I am going to voice my opinion as VERY against anything that makes it harder for those of us that arent rich to catch up. Taxing checks and vendors might help drain gold out of the economy, but it hurts those of us that dont have a ton of gold, while barely effecting people with hundreds of millions.

If they want to lower the amount of gold in game, I think they should come up with VERY expensive things that are worth it for the rich, but not necessary or imbalancing. Kind of like the Brit ship ... except without selling it for real world cash.
I do not understand the argument that it is hard to "catch up" and get rich. It is very easy to get your fortune if you watch what items go for a good amount, are fairly easy to acquire, and always in demand.

Start catering to the market, and revenue will follow.

RavenWinterHawk
1. Give us something to spend it on.
2. Tax checks. 5% to make them. 5% to break or use them.
3. Institute a sales tax. Any item purchased 2% paid by buyer. 2% paid buy seller.
4. Gold checks are removed from game upon IDOC.
Yes, no, yes, YES...

+1 To you RavenWinterHawk, atleast your thinking....

I liked my ideas better =Þ
 

Vlaude

Lore Keeper
Alumni
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Stratics Legend
UNLEASHED
My bank box is a good place for all of you to reduce your gold.

Thank you.
 

SixUnder

Legendary Assassin
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Stratics Legend
if you are starting these threads its cause you are to lazy to make any gold.

if you dont get much time to play their are still ways to make tons.

no excuses, do the work.
 

Setnaffa

Certifiable
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Stratics Legend
1) Reduce all gold by 99.9% (1,000gps = 1gp) rounding off to nearest full gp. Any pile of gold with less than 500 gp would disappear.
2) Add feature to vendors to allow the owner to auto re-set all prices to .1% of what they previously were (rounding up).
3) Leave pricing the same for all basic items on NPC Vendors, but reduce the price for all resources, lootables, and non-basic items (i.e. Shadow Iron Shields), which will also fluctuate based on supply/demand. Any items bought from NPC Vendors before the change could only be sold back for 1/1000th the original value (to stop folks from buying tons of NPC stuff before the change then sell it back after).
4) Either remove loot gold or reduce it to just a trickle (1-10 gps) on everything except Level 5 Fame Creatures (Balrons, Ancient Wyrms), Bosses (mini and full) and Champions.
5) Make sure the gold on all bosses (i.e. Swoops) is based on difficulty.
6) Remove or greatly reduce gold earned from turning in BODs.
7) Leave housing prices high.
8) Implement global NPC vendor pricing. All NPC Vendors buy and sell at the same price. No more Recalling between vendors to buy and re-sell.

Items 3 and 8 stop players from exploiting vendors for gold and also keeps mundane items relatively high.

Items 4, 5, and 6 make gold much harder to accumulate, thus gold value stays high. If there are other ways to easily accumulate gold, they should also be made harder (such as buying cloth, cutting it into bandages, then selling the bandages to a healer at a profit).

Item 7 makes housing valuable again. Sure. Someone could sell their house for the gold, but then they wouldn't have a house and wouldn't be able to afford to buy another until they save up the gold again.

This isn't just about removing 0's. It's about making a gold piece worth something again. Right now, 1,000 gold isn't even worth looting.
 
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RavenWinterHawk

Guest
I have 100 of millions. Maybe a billion from selling items. Just bought 23 Holiday tickets for 350k each and sold them in 1 hour for 900k each. Gold is easy to make if you play and learn.

I wanted to get to the point of a simple way to reduce gold.

The realm uses checks that are backed a protected by Brit.

Yet there is no cost.

I honestly could care less about taxing. But the mix of answers is what is interesting.

There is not point for the DEVS to throw ideas out here. You get both sides all the time.

Some agreed.
Some partially agreed.
Some said it is stupid.
Some told me to go make gold and that I am lazy.


As I see it. The Game should be approached like this.

DEVS: Problem Inflation.

Solution: A, B and C.

No... stopping to ask us. Ask us things like do we want blue blah blah dye or pinkypurple dye.
 

Gilmour

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Stratics Legend
Im not against. I would remove vendor fees though and put in place a 10% commission upon a sale.

Why not have Npc scribes sell personnal bless deeds for 20-25 million?
A rare case of two outstanding ideas in one post =)

im with ya on both
 

Nails

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i would love if they sold more items in game for gold through npc. the brit boat is kind of ridiculous at 125 mil. i think that was placed so high to force players to spend RL money instead of a true gold sink but the idea of offering items for gold would help some more. I doubt gold levels will ever go low enough to make prices more resonable but at least it would be an honest effort.
 

GalenKnighthawke

Grand Poobah
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I am ever-less convinced that having a lot of gold around is all that much of an issue.

Is inflation the issue? Do we have UO inflation hawks here?

If you look closely at prices, they have actually gone down for some useful, or essential, items. Indeed sometimes prices have gone down enough that people complain prices are too low. I remember people on GL whining in global chat that GL was an "ignorant" shard because no one would pay over-inflated prices for, say, a metallic dye tub.

Prices on the Ornament of the Magician are down from a few years ago, down markedly. Crimson Cinctures are in the 12m to 15m range on GL; I usually sell for 10m because I'm all about the quick sale. Imbuing has made, say, an excellent demon slayer radiant scimitar decline from 20m in value to 3.5m in value. The catch is that it's imbued and will break down sooner or later; but by the time it has gone down in value you will have made enough money to buy another one. There is a shop near Yew that sells very respectable armor from anyplace from 5k to 100k a pop; those prices are all within range given time. For a little more gold there's a nice shop near Zento. This armor would have cost a lot more a few years ago.

Is wealth disparity the issue?

Well, money is surely available. The catch is you need to hit a certain level of effectiveness before you can start making it. For an experienced player who is tired of being cash-poor? This is actually fairly easy. Demons, dread spiders, lesser hiryus, dragons (not greaters), those two-legged wolf demon thingies from Tokuno, troglodytes....All examples of monsters within range of a mid-level player that have great gold return.

The mid-range of monsters is very wide in this game. If anything some of them need to have, slightly, more gold, so a newer player can catch up faster.

And then of course there's joining a guild and talking them into chaining Corguls or chaining the Doom Gauntlet. An excellent way to make money, and to find good equipment, or at least relic fragments, along the way.

To me, wealth disparity is only an issue if it prevents those at the low end from getting what they want or need, and/or from eroding the disparity. When wealth is not zero-sum and someone without wealth can reasonably acquire it? Then I do not see the issue.

Where the failure is, is in a brand new player (we do get a few of those, just not a lot) trying to come up to speed and become viable. Even that's doable if you have someone teach you the tricks. (Make your first 20k to 100k on ettins; it'll take forever but then you can buy better armor and move on to earth elementals and demons.) So even the failure isn't complete. And even this failure isn't an economic situation; it's a new player experience situation.

I knew a guy who made a lot of money on crystal elementals.

And finally let's not forget one of UO's least-sung truths, which I wouldn't have realized had I not sent a character of mine on a random "wander around the map and explore" quest: There's a lot more casual players in this game than we give credit for. There are players who just log in and live out their characters' daily lives, killing, say, solen infiltrators to buy the bay new shoes and have enough left to kick back with some ale. For those players, neither inflation nor wealth disparity are all that much of an issue as long as they can get what they want and need. We at Stratics are not the entirety, or even the majority, of the UO player base, though we appear to want to think so.

People refer to UO's economy as "broken" but the reality is that it's still functioning as an economy. And that's really all that counts. Neither inflation nor deflation nor wealth disparity are all that pressing, as none of them, at present, impinge seriously on the functioning of the game.

Regardless of your RL political or economy orientation, regardless of your stance on welfare or monetary policy, you simply must try and recognize that the RL economic rules don't apply in UO. The RL economy may or may not be zero/sum. UO's, however, definitely is not.

-Galen's player
 
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RavenWinterHawk

Guest
To me its just remove gold for no reason but to remove it.

Then you have need to go out and adventure. And thus they can make some cool things to find.

The bottom line really is, you dont need a lot of gold to play. But very few seem to agree.

Removing gold is just like vacuuming the house. It something that should be done regularly.
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
To me its just remove gold for no reason but to remove it.

Then you have need to go out and adventure. And thus they can make some cool things to find.

The bottom line really is, you dont need a lot of gold to play. But very few seem to agree.

Removing gold is just like vacuuming the house. It something that should be done regularly.
See, I don't think "I don't like seeing all this gold" is a good enough reason.

My main character, Galen, is a saver. He saves gold. Hoards it. Counts it on the lonely winter evenings. Donates it to causes he likes on occasion.

So it's not just having gold; it's an extremely important part of my character's RP. Is "someone else don't like having all this gold in the game" enough reason to get rid of it?

I would suggest, no.

I, for one, go out and play even though I do not truly need to, as I have enough for most of my character's needs. (Maybe not all but surely most.) On GL, public Corgul runs are led often by a few players who do not need the money from the rewards, yet they go anyway. Maybe they just want more money for the sake of it, maybe they like leading hunts. But either way the point is it's not like the mere presence, or even the mere hoarding, of a lot of gold stops gameplay from going on.

-Galen's player
 

Dermott of LS

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...

The thing to also remember is that unlike many other MMOGs, UO only has a base currency. So for most of us (in the US and EU and other graduated decimal systems), it's like pricing everything in cents instead of dollars and cents.

If you take the time to do that in other games such as LotRO and WoW, you'd find that even with 13+ years of people using and abusing UO's economy, it's not all that far off in terms of inflation from those games.

Now that doesn't mean that legitimate gold sinks shouldn't always be considered when possible or that they can just throw tons of gold on PvM creatures, or that they should simply keep raising check limits.

Gold sinks should ALWAYS be considered as to how they can be introduced and be effective (reagents used to be one, insurance IS one, as well as bulk NPC gems for imbuing training).

Also if they DO tie gold into the specific character and get rid of physical gold held in homes to transfer when a house goes IDOC, that could cause a decent dent as well.

Many of the other ideas such as sales fees, gold "devaluation" (re: dividing the amount ingame by 10, 100, 1000, whatever), and so on tend to have the side effect that people will simply find a work-around to not lose what they have.
 

the 4th man

Lore Master
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Stratics Legend
Taxes have always been an idea I kept parked in the back of my mind......know what would really reduce gold?? Allow me to make a bandit, not a thief, but a bandit, and knock over a bank.

Make it so I have a one in a trillion chance after a good long battle.....sooner or later though, wham, I'd hit it big.

OR, as in one of the old Nintendo versions of Ultima, there was characters named Taloon, Mara, Nara......make a darned casino. There was a slot machine, monster fights, and one other thing......I have it packed away, so looking it up would be a hassle, but you get my idea.

Players would become addicted, and lose alot.

There is too much gold in the game. I have seen items go from a million being beyond belief to just plain stupid, as it is today. The pricing in the game is unrealistic. And not in the sense of real life marketing, but who ever heard of a computer game where items for sale costs hundreds of millions??

I wouldn't even consider buying a game like that.
 

Pandora_CoD

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This is one of the reasons I would like to have the new Magincia plots be LEASED OUT by the city... so owners must physically pay a FEE (a large one) to the city for the plot!!! Not the house, the PLOT! AND I think that should also be the case for Luna!!!
 

Nexus

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...

The thing to also remember is that unlike many other MMOGs, UO only has a base currency. So for most of us (in the US and EU and other graduated decimal systems), it's like pricing everything in cents instead of dollars and cents.

If you take the time to do that in other games such as LotRO and WoW, you'd find that even with 13+ years of people using and abusing UO's economy, it's not all that far off in terms of inflation from those games.

Now that doesn't mean that legitimate gold sinks shouldn't always be considered when possible or that they can just throw tons of gold on PvM creatures, or that they should simply keep raising check limits.

Gold sinks should ALWAYS be considered as to how they can be introduced and be effective (reagents used to be one, insurance IS one, as well as bulk NPC gems for imbuing training).

Also if they DO tie gold into the specific character and get rid of physical gold held in homes to transfer when a house goes IDOC, that could cause a decent dent as well.

Many of the other ideas such as sales fees, gold "devaluation" (re: dividing the amount ingame by 10, 100, 1000, whatever), and so on tend to have the side effect that people will simply find a work-around to not lose what they have.

This is 100% accurate, the problem isn't that there is too much gold at it's root cause, the problem is there isn't enough of things people deem it worthy of spending it on.

Reducing gold in game will not make prices drop, it will just promote hording causing prices to rise. A better solution is to increase the drop rates on artifacts, 120 scrolls, etc to the point it deflates their value. That doesn't mean make them common, just that it leaves room for competition. There is a great demand for a lot of items, look at the Slither for example, they sell for huge sums, because the drop rate is so slim. Tangles, Crimmies etc all also have really low drop rates resulting in more demand than supply. Supply and demand is what drives the games economy. Increase supply to keep regulate prices, don't remove gold.
 

Dermott of LS

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...

Well you DO want to remove gold.

Simply putting in items that transfer from player to player doesn't remove gold, only shuffles it around while more gold is introduced all the time.

To remove gold you have to provide something of real value acquirable only through ingame vendors, but it also has to be something that will be a constant repeat buy or a tweak of an existing system.

One aspect: House customization. If a player take a 3 story building full of different rooms, walls, doors, etc etc etc and drops it down to the foundation, they get a TON of gold "refunded". This shouldn't happen. If a player does nothing but changes tiles, they incur NO cost. This also shouldn't happen.

A player should be allowed a 24-48 hour time limit after an initial commit on a house design to make changes at no cost. Afterwards, any tile removal should refund ZERO gold and tile changes should cost as though they are a new tile added.
 
E

Eyes of Origin

Guest
To be honest, if people are really interested in placing a house in the New Mag area, it is seriously a good way to get rid of some gold.
Still have 7 days left on Origin for the lottery and for the most ideal spots, ppl are spending millions on tickets to increase their chances in winning.

1000 tickets is 2mil... and depending on how bad you want that spot and other ppl want it, ppl are buying over 1k tickets... I know for the 3 spots I really want, I have spent 10mil in tickets because ppl keep buying tickets and making my chances drop.

I would imagine on larger shards the competion for the ideal spots is going to be even more than it is on Origin. So ppl will be spending more than we are on Origin.

And seeing how no one gets the gold we're spending, its a total gold sink, the gold will disappear and not be xfer'd to anyone else.
 

Pandora_CoD

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To be honest, if people are really interested in placing a house in the New Mag area, it is seriously a good way to get rid of some gold.
Still have 7 days left on Origin for the lottery and for the most ideal spots, ppl are spending millions on tickets to increase their chances in winning.

1000 tickets is 2mil... and depending on how bad you want that spot and other ppl want it, ppl are buying over 1k tickets... I know for the 3 spots I really want, I have spent 10mil in tickets because ppl keep buying tickets and making my chances drop.

I would imagine on larger shards the competion for the ideal spots is going to be even more than it is on Origin. So ppl will be spending more than we are on Origin.

And seeing how no one gets the gold we're spending, its a total gold sink, the gold will disappear and not be xfer'd to anyone else.
Yes, a true gold sink... as well as imposing a TAX or a LOT RENT for those house owners. I am so in favor of that. You want to have these nice house within city walls, than you should pay more, A LOT MORE, for them.
 

Nexus

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...

Well you DO want to remove gold.

Simply putting in items that transfer from player to player doesn't remove gold, only shuffles it around while more gold is introduced all the time.

To remove gold you have to provide something of real value acquirable only through ingame vendors, but it also has to be something that will be a constant repeat buy or a tweak of an existing system.

One aspect: House customization. If a player take a 3 story building full of different rooms, walls, doors, etc etc etc and drops it down to the foundation, they get a TON of gold "refunded". This shouldn't happen. If a player does nothing but changes tiles, they incur NO cost. This also shouldn't happen.

A player should be allowed a 24-48 hour time limit after an initial commit on a house design to make changes at no cost. Afterwards, any tile removal should refund ZERO gold and tile changes should cost as though they are a new tile added.
Yea but you can't really justify "Reducing" the influx rate of gold, that only hampers newer players.

Moving it around doesn't really mean anything, though I'd prefer they "Virtualize" it so that there's no "physical" aspect, just a number on a character. This would remove it's storage limit, and at the same time ensure it's removed from the game economy when people leave.

But yea moving it around doesn't really mean anything. How much money a person has, has no bearing on it's value. The real test of value of any currency is how much, not what you can buy with it. UO's currency is pretty worthless, there is so much of it. Decreasing how much is in game won't stabilize or deflate the economy either, because commodities players want will just be as rare. The % of gold that would need to be wiped from the game in order to deflate the economy is absurd and even this does nothing to prevent it from eventually inflating once again.

When the "Vanguard" event was going on and killing one of the Six gave artifacts, all artifacts in the game devalued for a period, there was more competition in the market. This is evidence that the correct way to deflate UO's economy is by devaluing commodities through quantities available not the other way around.
 
W

Woodsman

Guest
To remove gold you have to provide something of real value acquirable only through ingame vendors, but it also has to be something that will be a constant repeat buy or a tweak of an existing system.
Take it one step further - offer a lot of UO Game Code-style items in-game from NPCs, but make them account-bound.

Of course, that won't stop somebody who just spent 100 million on something from going back out and farming another 100 million or buying it from somebody who will go out and farm another 100 million, but it would be a start.
 

a slave girl

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"4 I could see as a good thing though... gold stored on vendors and in secures in a house gets deleted when the house goes IDOC which pushes it out of the game while items remain for further use. "



I idoced every single day for over a year on Pacific and only ever found one house had any checks stored in it, a whole 14 million.

There have been a few idocs that had vendors, maybe once I got a check near a million, maybe twice.

Checks in idocs are too rare to make it worthwhile rewriting code.
 

Nexus

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"4 I could see as a good thing though... gold stored on vendors and in secures in a house gets deleted when the house goes IDOC which pushes it out of the game while items remain for further use. "



I idoced every single day for over a year on Pacific and only ever found one house had any checks stored in it, a whole 14 million.

There have been a few idocs that had vendors, maybe once I got a check near a million, maybe twice.

Checks in idocs are too rare to make it worthwhile rewriting code.
Yeah but there are the rare houses like my buddy found that had 300mil in checks, in bags in it. I still say currency should be converted to a virtual, just a figure that's attacked to a character. Make it so your entire account is linked, that resolves swapping between toons on the same account. One currency balance for an entire account.
 
R

RavenWinterHawk

Guest
To be honest, if people are really interested in placing a house in the New Mag area, it is seriously a good way to get rid of some gold.
Still have 7 days left on Origin for the lottery and for the most ideal spots, ppl are spending millions on tickets to increase their chances in winning.

1000 tickets is 2mil... and depending on how bad you want that spot and other ppl want it, ppl are buying over 1k tickets... I know for the 3 spots I really want, I have spent 10mil in tickets because ppl keep buying tickets and making my chances drop.

I would imagine on larger shards the competion for the ideal spots is going to be even more than it is on Origin. So ppl will be spending more than we are on Origin.

And seeing how no one gets the gold we're spending, its a total gold sink, the gold will disappear and not be xfer'd to anyone else.
It would be cool if they put up the total number of gold spent.
 

Aran

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No taxes in a video game. I pay enough of them in the real world.
 

Llewen

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Every server maintenance an algorithm adds up the total gold, including cheques, on the server. When it passes a certain amount it automatically converts every ten gold pieces into one gold piece, until the desired gold threshold is reached. People log in to find they don't have as much gold, but it doesn't matter, because there isn't as much gold on the server, everything will cost less...

If you need to have an rp reason to explain the vanishing gold, it's simple, it's the cost of living. Perhaps a little message shows when you log in for the first time every day, "You have spent x amount of gold on living expenses."

I don't expect anyone to like this idea, but it would be good for the game, and it would work like a charm. The only challenge would be for the coders to find a way to do it quickly and efficiently so that the servers aren't down any longer than absolutely necessary.
 

Aran

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There's already a place where you have to worry about cost of living. It's called real ****ing life. If I wanted to worry about cost of living I'd stay there, not play a video game.
 

Llewen

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There's already a place where you have to worry about cost of living. It's called real ****ing life. If I wanted to worry about cost of living I'd stay there, not play a video game.
Do you even have an active, open account? Are you actually playing UO now?

And my suggestion is the only sure fire way I can think of to kick the inflation dragon to the curb. Gold sinks help, but they only slow inflation down, they don't stop it.
 

Aran

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Do you even have an active, open account? Are you actually playing UO now?

And my suggestion is the only sure fire way I can think of to kick the inflation dragon to the curb. Gold sinks help, but they only slow inflation down, they don't stop it.
Yes, I have three of them currently open.

In-game taxes are the most surefire way to make that number drop to zero pretty goddamn fast though.
 
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LoL/Sonoma

Guest
Honestly, who cares about there being "too much" gold? If the issue is lockdowns due to check size, then just add a another 0 to the size of checks (ie 10,000,000)....

Someone else on this thread (and i apologize to them for being to lazy to reread the thread to give credit) made a good point in that this wouldnt seem like such a big deal if UO featured more than one level of currency (like WoW's Plat, Gold, Silver, Copper).

Heck, if you wanted, you could think of max checks as the second "level" of currency ... for example: I have 24m (checks) and 433,000g. Clunky, but the point remains.

I liked the idea of making gold a paperdoll item in the game (again, credit to the person above somewhere :) ). Checks could be used to transfer money between players/characters, but would only exist for "x" days (so you couldnt use them as a way to hold money outside of your bank or in your house). When you leave the game ... there is no money sitting somewhere for other people to claim ... it just disappears (until you reactivate your account).
 

Llewen

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In-game taxes are the most surefire way to make that number drop to zero pretty goddamn fast though.
I think you should probably make it clear that you speak only for yourself. Your political views are pretty much irrelevant when it comes to what works from the point of view of game design. In any event, what I am proposing isn't a "tax", it's a simulation of the expenses involved in maintaining a standard of living appropriate to the wealth and status of your characters. No matter how low your taxes are, you still have to pay to eat, maintain your properties, and if the government can't afford to maintain roads, you're going to have to pay for that as well... :)
 
L

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But there is no real need for this "tax". There is nothing to maintain that our real $ in subscriptions isnt already paying for. This "tax" you propose exists only to make *you* feel better about the number of zero's in your UO bank account ...

And besides ... imagine being a new/returning player with less than a million total gold. You've been farming for a week to get enough money (say 1m for easy math) to get that "item X" you've been wanting so bad. Only one day you log in to find your 900,000 gold has become "90,000" gold. Boy, that makes me sick just thinking about it.
 

Llewen

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But there is no real need for this "tax". There is nothing to maintain that our real $ in subscriptions isnt already paying for. This "tax" you propose exists only to make *you* feel better about the number of zero's in your UO bank account ...

And besides ... imagine being a new/returning player with less than a million total gold. You've been farming for a week to get enough money (say 1m for easy math) to get that "item X" you've been wanting so bad. Only one day you log in to find your 900,000 gold has become "90,000" gold. Boy, that makes me sick just thinking about it.
Well the theory is that that item that was selling for 1 mil will now be selling for 100k. And even more to the point, if this was an established system that item wouldn't have been selling for 1 mil in the first place, it would have been selling for 100k.

But I can see how 1 for 10 would be a real shock. Perhaps it could be 9 for 10. As long as the system removes more gold from the game than enters it, it will work, and it doesn't need to do it overnight.
 
L

LoL/Sonoma

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It would have to have been an establish system back in like 98 ;)

I see what you are trying to accomplish, but that cat is probably not only out of the bag ... but escaped the house, left the neighborhood, been adopted by a new family, had kittens and died peacefully of old age by now. =)

I understand why you would want to do this, but i just cant see how it could be done without too much bad PR and negativity among exisiting players (let alone new/returning who wont understand why they are losing money and who will feel like they can never catch up). Also, i imagine the amount of coding require to pull it off would be pretty intense ... especially considering the possible amount of bugs involved. Like: how would it affect monster drop rates?

Again going back to my example of a new player (my wife just started her first char yesterday): So she currently has about 3k gold. If she went out and killed stuff on and off for a week and got 10k gold ... then had it knocked back to 9k gold by the "tax", it would be much harder for her to account for the lost gold than someone that can go farm Swoops to make up the lost gold.

I just dont see how it would be equatable. This is why real tax systems aren't flat percentage taxes across all income brackets. The system would be too harsh on lower incomes.
 

Nexus

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Well the theory is that that item that was selling for 1 mil will now be selling for 100k. And even more to the point, if this was an established system that item wouldn't have been selling for 1 mil in the first place, it would have been selling for 100k.

But I can see how 1 for 10 would be a real shock. Perhaps it could be 9 for 10. As long as the system removes more gold from the game than enters it, it will work, and it doesn't need to do it overnight.

It won't work at all....

What you are describing, is like getting mugged of all but your last dollar, only to find out when you walked into a store they had lowered all their prices so you could still afford to buy something.

This isn't how it would work.. People would adopt a hoarders mindset, or worse. Severely nuke the amount of gold in game one of three things would most likely happen.

Prices would stay roughly the same with maybe a small drop, or trade would grind to a halt until people had gold again, or more likely things would switch to function more heavily on a barter system.

All of those would hurt the "Have Nots" in the game far more than they are hurting now, the problem in essence isn't the amount of gold in the game, it's how Dependant we've become on specific items and the rarity of those items. Players simply are able to and do charge a premium on highly desirable items, do what you are suggesting and best case senerio, items decrease in price 10 to 1 which would fix absolutely nothing, because players gold holdings would also have decreased 10 to 1.


I'm gonna say it again for everyone maybe it'll catch on. The value of money is not in it's quantity, it's in how much can be purchased with it. This was old news in 1889, Mark Twain made a direct reference to it in one of his works. Why is it so hard to understand now?

Price is directly proportionate to quantity, For prices to actually go down, the quantity of goods people want to purchase has to go up.



Inflation in UO with it's static economy is strictly based on a Demand Curve.

10 years ago when everyone used GM armor and weapons, prices were lower because supply of what was regarded as quality goods were much higher, not strictly because there was less gold, it's why you paid a premium for a full set of Valorite Plate as compared to a light archer suit.
 

Llewen

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It would have to have been an establish system back in like 98 ;)
It's never too late to make a smart design decision. As for calling it a "tax", whatever. That's just semantics, and if you wanted to build in a system where those with more gold lost a higher percentage, you could. I don't think a system like this would be that complex to code, but it would take some courage, and I'm pretty sure there is absolutely no chance it ever will happen.
 

Llewen

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I'm gonna say it again for everyone maybe it'll catch on. The value of money is not in it's quantity, it's in how much can be purchased with it.
The problem with the current rate of inflation in the game is that the numbers are becoming so large that they are hard to work with. I could sell a blaze cu sidhe for 1 billion in gold. That's 1,000 1mil cheques. A container will only hold at most 125 items. The problems that are being caused by this should be obvious.

On one level you are correct, how much gold there is in the game is meaningless, but on a strictly practical level working with such huge numbers is awkward at best, and increases the potential for problems, such as scams.

Yes it would work, and it would improve what is becoming a fairly ridiculous situation with regard to the amount of gold in the game. There are stories of countries with runaway inflation where people would fill wheelbarrows full of money to go grocery shopping. Well UO is getting pretty close to that kind of situation.
 
L

LoL/Sonoma

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It won't work at all....
All of those would hurt the "Have Nots" in the game far more than they are hurting now, the problem in essence isn't the amount of gold in the game, it's how Dependant we've become on specific items and the rarity of those items. Players simply are able to and do charge a premium on highly desirable items, do what you are suggesting and best case senerio, items decrease in price 10 to 1 which would fix absolutely nothing, because players gold holdings would also have decreased 10 to 1.

Price is directly proportionate to quantity, For prices to actually go down, the quantity of goods people want to purchase has to go up.

Inflation in UO with it's static economy is strictly based on a Demand Curve.
Check, check and check.

I jsut dont see how this idea is a huge benefit to players... and i can see how it would hurt low-wealth players.
 
L

LoL/Sonoma

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The problem with the current rate of inflation in the game is that the numbers are becoming so large that they are hard to work with. I could sell a blaze cu sidhe for 1 billion in gold. That's 1,000 1mil cheques. A container will only hold at most 125 items. The problems that are being caused by this should be obvious.
So the easy and least dangerous (as far as potential bugs and unforseen problems) solution is to increase the maximum amount allowed in checks.
 

Nexus

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The problem with the current rate of inflation in the game is that the numbers are becoming so large that they are hard to work with. I could sell a blaze cu sidhe for 1 billion in gold. That's 1,000 1mil cheques. A container will only hold at most 125 items. The problems that are being caused by this should be obvious.

And that's why I'm in favor of removing Gold as a physical item entirely, make it like on other games where it's a variable attached to a character or better yet an account to remove the hassle of transferring it between characters on the same account.

What this would do is.

  1. Large Gold Deals would no longer need "brokers" all the gold could transfer in one trade
  2. Less item load on a server
  3. When players leave the game that currency is automatically removed from the system.
  4. It makes the currency system easier to manage in the future if the notion of a tiered currency system was ever incorporated.

What I'm complaining about though in that quote is the fictional notion that removing gold from the game will fix the economy. It's a huge misconception, and one that will back fire if players eventually convince the dev team is the solution to the inflated economy of the game.
But the only way to drive prices down is to drive quantities up. There will always be those super rare items like server births or 1 of a kind event items, that cannot be avoided. But for persistently spawning items such as Power Scrolls, and Artifacts that players demand there is a solution and removing gold isn't it.
 
E

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And that's why I'm in favor of removing Gold as a physical item entirely, make it like on other games where it's a variable attached to a character or better yet an account to remove the hassle of transferring it between characters on the same account.

What this would do is.

  1. Large Gold Deals would no longer need "brokers" all the gold could transfer in one trade
  2. Less item load on a server
    [*]When players leave the game that currency is automatically removed from the system.
  3. It makes the currency system easier to manage in the future if the notion of a tiered currency system was ever incorporated.

What I'm complaining about though in that quote is the fictional notion that removing gold from the game will fix the economy. It's a huge misconception, and one that will back fire if players eventually convince the dev team is the solution to the inflated economy of the game.
But the only way to drive prices down is to drive quantities up. There will always be those super rare items like server births or 1 of a kind event items, that cannot be avoided. But for persistently spawning items such as Power Scrolls, and Artifacts that players demand there is a solution and removing gold isn't it.
I see an issue with the line I put in bold.. reason is... how is it determined that ppl have left the game? Do you give them 3 months after their account is inactive or if I accidently let an account lapse for a month, is my gold going to disappear? I can see it creating a lot of issues.
 

Llewen

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What I'm complaining about though in that quote is the fictional notion that removing gold from the game will fix the economy. It's a huge misconception, and one that will back fire if players eventually convince the dev team is the solution to the inflated economy of the game.
But the only way to drive prices down is to drive quantities up. There will always be those super rare items like server births or 1 of a kind event items, that cannot be avoided. But for persistently spawning items such as Power Scrolls, and Artifacts that players demand there is a solution and removing gold isn't it.
You are right, this idea wouldn't "fix" the economy, it would simply lower the numbers being worked with in transactions, which is a worthwhile exercise in my opinion, even if you do do something such as increase the amount of gold that can be held in a check, or a pile of gold.

As for the notion of making valuable items easier to come by, I am in no way in favour of that. There is real value in having to save up for some highly prized item, and having to "work" in game terms for them. Turning UO into a gigantic test server where all you need to do is say "give arties" would be a great way of making me personally lose all interest in the game. And no, I'm not wealthy in the game by any stretch of the imagination.
 
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