Players Online
130
Please be invited to the special battle royale event that is organised
by player Lamusini and will take place in the arena prepared specifically
for this event! More information available in the event's forum topic.
Changelog
26 Oct 2024 - Thanks to a few tweaks to the back-end infrastructure, the server save will now last 10 minutes at most, rather than way over 20 as it did before. Check full changelog...

#1

30.04.2022 15:58:39

Factor Mud
Player

Level: 53
Profession: Sorcerer
Residence: Thais
Posts: 3

Re: Economia


ENG

Well, given that this is the economy of the game is broken Giant Sword being sold at 4k, blue robe 5k and skull staff 1k and so on.

I suggest that a casting system be implemented (it is not a forging system)
The intention is to reduce the number of items on the map, then they will return to raise their values because of the scarcity and for buyers a small advantage.

Example of how it works :

200 war hammer fused will give 1% attack
500 war hammer fused will give 2% attack
700 war hammer castings will give 3% attack
1000 casted war hammer will give 4% attack
2000 war hammer castings will give 5% attack

Although it may not seem like much, it will be challenging for a player to reach this level of casting because there will be many players looking for the item.

For some Exp items: Giant Sword, Blue Robe, Skull staff, Boh, G legs, DSM, Royal helmet, Crown Set, Knight Set, MMS Demon Shield, Demon helmet, Platinum amulet, ...




PT BR

Bem, tendo em vista que esta a economia do jogo esta quebrada Giant Sword sendo vendida a 4k, blue robe a 5k e skull staff 1k e etc..

Sugiro que seja implementado um sistema de fundicao(nao e um sistema de forja)
A intencao e diminuir o numero de itens no mapa, logo eles voltarao a subir seus valores por conta da escassez e para os compradores uma pequena vantagem.

Exemplo de funcionamento :

200 war hammer fundidos darao 1% de ataque
500 war hammer fundidos darao 2% de ataque
700 war hammer fundidos darao 3% de ataque
1000 war hammer fundidos darao 4% de ataque
2000 war hammer fundidos darao 5% de ataque

sendo acumulativo ate 5%, apesar de parecer pouco sera desafiador um jogador chegar a este nivel de fundicao pois haverao varios jogadores em busca do item

isso para alguns item Exp: Giant Sword, Blue Robe, Skull staff, Boh, G legs, DSM, Royal helmet, Crown Set, Knight Set, MMS Demon Shield, Demon helmet, Platinum amulet,  ...




#2

01.05.2022 09:17:43

Lamusini
Player

Level: 116
Profession: Paladin
Residence: Venore

Mieutenant of the Bolts and Cats

Posts: 101

Re: Economia


Factor Mud  wrote:

ENG

Well, given that this is the economy of the game is broken Giant Sword being sold at 4k, blue robe 5k and skull staff 1k and so on.

I suggest that a casting system be implemented (it is not a forging system)
The intention is to reduce the number of items on the map, then they will return to raise their values because of the scarcity and for buyers a small advantage.

Example of how it works :

200 war hammer fused will give 1% attack
500 war hammer fused will give 2% attack
700 war hammer castings will give 3% attack
1000 casted war hammer will give 4% attack
2000 war hammer castings will give 5% attack

Although it may not seem like much, it will be challenging for a player to reach this level of casting because there will be many players looking for the item.

For some Exp items: Giant Sword, Blue Robe, Skull staff, Boh, G legs, DSM, Royal helmet, Crown Set, Knight Set, MMS Demon Shield, Demon helmet, Platinum amulet, ...




PT BR

Bem, tendo em vista que esta a economia do jogo esta quebrada Giant Sword sendo vendida a 4k, blue robe a 5k e skull staff 1k e etc..

Sugiro que seja implementado um sistema de fundicao(nao e um sistema de forja)
A intencao e diminuir o numero de itens no mapa, logo eles voltarao a subir seus valores por conta da escassez e para os compradores uma pequena vantagem.

Exemplo de funcionamento :

200 war hammer fundidos darao 1% de ataque
500 war hammer fundidos darao 2% de ataque
700 war hammer fundidos darao 3% de ataque
1000 war hammer fundidos darao 4% de ataque
2000 war hammer fundidos darao 5% de ataque

sendo acumulativo ate 5%, apesar de parecer pouco sera desafiador um jogador chegar a este nivel de fundicao pois haverao varios jogadores em busca do item

isso para alguns item Exp: Giant Sword, Blue Robe, Skull staff, Boh, G legs, DSM, Royal helmet, Crown Set, Knight Set, MMS Demon Shield, Demon helmet, Platinum amulet,  ...



And this buff for how long?

I think better would be exchange npc:
10 skull staff = 1 stone skin amulet
golden armor = 2 might rings
blue robe = 1 elven amulet
giant sword = 10 sword rings
naginata = 5 axe rings
etc.

It's just example

See you in game
Yours Lamusini
  • Last edited 01.05.2022 09:18:08.
  • Quote

#3

01.05.2022 13:27:18

Super Xeiio
Player

Level: 123
Profession: Royal Paladin
Residence: Darashia
Posts: 5

Re: Economia


No for custom changes like +%buff

Yes for exchange for decoration or pvp items

#4

04.05.2022 19:20:24

Malgosia
Player

Level: 35
Profession: Royal Paladin
Residence: Darashia
Posts: 14

Re: Economia


Super Xeiio  wrote:

No for custom changes like +%buff

Yes for exchange for decoration or pvp items



+1 for this. Buff will be a lot of work anyway. PVP/decorations is great idea

#5

05.05.2022 16:50:27

Factor Mud
Player

Level: 53
Profession: Sorcerer
Residence: Thais
Posts: 3

Re: Economia


Well, I don't think you understand the proposition that "decrease the number of items on the map, then they will increase their value again because of scarcity".

#6

06.05.2022 07:34:44

Lamusini
Player

Level: 116
Profession: Paladin
Residence: Venore

Mieutenant of the Bolts and Cats

Posts: 101

Re: Economia


Factor Mud  wrote:

Well, I don't think you understand the proposition that "decrease the number of items on the map, then they will increase their value again because of scarcity".



We understood. I made a question to you. Please reply if you want to discuss.

Yours Lamusini

#7

06.05.2022 14:02:48

Factor Mud
Player

Level: 53
Profession: Sorcerer
Residence: Thais
Posts: 3

Re: Economia


Lamusini  wrote:

Factor Mud  wrote:

Well, I don't think you understand the proposition that "decrease the number of items on the map, then they will increase their value again because of scarcity".



We understood. I made a question to you. Please reply if you want to discuss.

Yours Lamusini



I thought of permanent items, since it will be difficult to get so many items and will be very expensive, so the player who collects rares can also have a new goal, without fleeing so much of the proposal of the original game ... I do not think it will influence so much on pvp because the demand for these items will be so huge that no one will have 5%.
(the numbers I mentioned above are just an idea that will not be exactly that, because I do not have the data of indication of items on the map)

Lamusini, about your proposal I think it can be valid as long as it does not harm the beginners that will want to buy the basic items like the skull staff, maybe if it is example: 5 skull staff + 10k = 1 SSA. It can help to hold the market for beginners to have access, since it becomes more viable for the high level to sell the staff to buy the SSA instead of trading them at some npc.


PT BR:
Eu pensei em itens permanentes, ja que sera dificil conseguir tantos itens e sera bem caro, assim o jogador que coleciona rares tbm pode ter um novo objetivo, sem fugir tanto da proposta do game original ... eu nao acredito que influira tanto no pvp pois a demanda por esses itens sera tao gigante que ngm vai ter o 5%
(os numeros que mencionei a cima sao so uma ideia nao que sera exatamente isso, pois nao tenho os dados de indicacao de itens pelo mapa)

Lamusini, quanto a sua proposta eu acho que pode ser valida desde que nao prejudique os iniciantes que vao querer comprar os itens basicos como o skull staff, talvez se for exemplo: 5 skull staff + 10k = 1 SSA. Pode ajudar a segurar o mercado para que os novatos tenham acesso, ja que se torna mais viavel que o level alto venda as staff pra comprar o SSA ao inves de troca-los em algum npc

#8

08.05.2022 13:37:15

Pi
Player

Level: 8
Profession: Paladin
Residence: Thais
Posts: 102

Re: Economia


Factor Mud  wrote:



Well, given that this is the economy of the game is broken.

I suggest that a system be implemented.

The intention is to reduce the number of items on the map, then they will return to raise their values because of the scarcity.



Greed for gold could blind your sight for the important. You fail to see a wider context.

It's only natural items aren't rare and lose value after 109 years and 4 cycles. Leave it be.

They belong in the hands of a thousand poor knights ready to charge into battle.
Arm your brothers and prepare for judgment day.

Be-with-us

ask not what tibiantis can do for you
ask what you can do for tibiantis

#9

03.08.2022 15:42:50

Kay
God

Level: 25
Profession: Elder Druid
Residence: Ab'Dendriel
Posts: 238

Re: Economia


I've addressed some of the economy issues here.
As for the proposal, I'm not quite sure how it is supposed to work. Additional way to take some of the items from the game without generating gold - sure. But buffing damage doesn't seem to be the right path to do it.
  • Last edited 29.08.2022 02:13:58.
  • Quote

#10

15.09.2022 16:52:26

Yog
Player

Level: 79
Profession: Master Sorcerer
Residence: Darashia
Posts: 2

Re: Economia


I've only stumbled upon this post today but I think it's a great idea and could even be used to correct some intrinsic imbalances of this version, such as the lack of an end game club weapon. Maybe we could exchange, for example, 500 skull staffs into an almost "Anihilator equivalent" 1 handed club. Dozens of blue robes could be exchanged for a +1 armor blue robe, etc. Exchanging these items for consumables is also a good idea but it looks a lot harder to balance.

© Copyright by Tibiantis Online 2020-2024. All rights reserved.


All times are CET (GMT+01:00). This page was generated at 01:30.