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...
Am I wrong, or did I just read in this thread that You people suggest, that instead of do something with all those items You have and trying to sell (started y-day and was big big surprise to see GS price 5k rotfl), You propose to increase prices for all other shits even more ? Like 150 gp parcel etc etc.
Tell me, the guy who invented that idea, cause this is too stupid to even try to remember You name, tell me .. do You have some kind of mental problems ?
True old school players? And You guys playing without djins and keep discussing?
I thought I came to the right place, if we are talking about old school tibia, but ..
Its sad to say that, but this sever is slowly going sleep... Only a few play during the day or night, the rest people online are just makers... Nothing happening here, no news, no events..
yeah, but its 2022 right now, economy is trash and you as owners of server still do nothing bout it. Players gave you more than enought proposals about what you could do to save server, instead of replying or trying to discuss any of it, you prefer to make funny comment. Heh
yeah, but its 2022 right now, economy is trash and you as owners of server still do nothing bout it. Players gave you more than enought proposals about what you could do to save server, instead of replying or trying to discuss any of it, you prefer to make funny comment. Heh
How is my comment funny? It's a fact that we've been reading such posts since day 1, and yet Tibiantis is still here.
As for the "proposal" (this isn't an actual proposal, since it's posted in general board), we have discussed T***a's economy countless times. It can't be fixed without completly redesigning the game, which is unwanted by the community. This simply comes from the fact, that the older the server gets, the more money in circulation it has. So inflation is unavoidable. As for the items prices, it is also natural, that people loot more and more items over time, while the demand goes down. With higher supply and lower demand prices must go down. Of course you can make those items sellable to the NPC which eventually takes place. It saves their value but in the same time it makes the inflation even worse, because when items are being sold to the NPC rather than between players - server has to create even more money. In order to work T***a's economy needs continuous influx of new players growing exponentially, like in a financial pyramid. That's because the more players come - the more items they will eventually loot and then the more new players will be needed to buy these items etc. You need way more low levels (newcommers) than high levels, but when those low levels become high levels, you will need even more new low levels and so on. As you can see, there is no easy fix. You can only slow the whole process down, which we did for example by changing quests' rewards. But you can't stop it completly. As the world gets older, the economy changes too. In the beginning runes and houses are cheap, while equipement is expensive. After some time it changes so that the items are cheap, but houses and runes more expensive. That's how it works. We're facing the same issues that T***a had back in 2004/2005 and it was to be expected. What they did was making all items sellable (and runes buyable at the NPC), but in the longterm it basically killed player-player market and pushed the inflation up strongly. One of the C*p even wrote a master thesis based on the economy of one T***a server. It was back in 2006 on some older server and you could read that back then 49/50 fire swords were already being sold to the NPC (not the exact numbers, but you get the point).
We're open to hear possible solutions, but so far not much has been provided. Making the basic supplies more expensive (such as blank runes, bolts, arrows, mana fluids, life rings etc.) would only make things worse. Would it cause the loot/equipement prices go up proportionally? These are based on the supply and demand and we can't assume that the demand would be higher, so we can only consider the supply. If the higher cost of runes, ammo, mana fluids etc. would make people hunt less - yes, the supply would be lower. But would the community be happier? Not at all. Also, higher prices of mana fluids, ammo and so on would not take more gold from the server in this scenario, but only make people hunt less often (each hunt would cost more but there would be less hunts). On the other hand, if people still hunted the same as they did - it would keep the supply on the same level, so the prices wouldn't change significantly. Either way, as a result hunting would be even less viable than it is now.
As for making the other things more expensive (travelling, parcels) etc. it would dump some gold, but it would also be discouraging for new players, which is also bad for the economy overall. Higher deathloss (aol, bless) would cause a lot of higher levels complain too. Again, there is no easy fix for this. We can only look for small things that all together may slightly slower the whole process but the game will age anyway.
From those that were mentioned here, I can tell that Lamusini's solution seems to be the healthiest. I mean, the possibility to exchange some items for consumables that normally can't be bought and are usually wasted in PvP action. However, it's very easy to predict that as a side-effect prices of these consumables would be much lower then (e.g. stone skin amulet would go for 4k rather than 15k). Making items needed for quests etc. is fine, and in fact we have already been doing that (e.g. at Aruthang) but it doesn't play a big role.
Overall, more ways to dump the items in are needed, but without creating more gold. But as I said, it won't fix the whole economy. The impact may be significant but not game-changing, and eventually the game will be getting older anyway.
yeah, but its 2022 right now, economy is trash and you as owners of server still do nothing bout it. Players gave you more than enought proposals about what you could do to save server, instead of replying or trying to discuss any of it, you prefer to make funny comment. Heh
How is my comment funny? It's a fact that we've been reading such posts since day 1, and yet Tibiantis is still here.
As for the "proposal" (this isn't an actual proposal, since it's posted in general board), we have discussed T***a's economy countless times. It can't be fixed without completly redesigning the game, which is unwanted by the community. This simply comes from the fact, that the older the server gets, the more money in circulation it has. So inflation is unavoidable. As for the items prices, it is also natural, that people loot more and more items over time, while the demand goes down. With higher supply and lower demand prices must go down. Of course you can make those items sellable to the NPC which eventually takes place. It saves their value but in the same time it makes the inflation even worse, because when items are being sold to the NPC rather than between players - server has to create even more money. In order to work T***a's economy needs continuous influx of new players growing exponentially, like in a financial pyramid. That's because the more players come - the more items they will eventually loot and then the more new players will be needed to buy these items etc. You need way more low levels (newcommers) than high levels, but when those low levels become high levels, you will need even more new low levels and so on. As you can see, there is no easy fix. You can only slow the whole process down, which we did for example by changing quests' rewards. But you can't stop it completly. As the world gets older, the economy changes too. In the beginning runes and houses are cheap, while equipement is expensive. After some time it changes so that the items are cheap, but houses and runes more expensive. That's how it works. We're facing the same issues that T***a had back in 2004/2005 and it was to be expected. What they did was making all items sellable (and runes buyable at the NPC), but in the longterm it basically killed player-player market and pushed the inflation up strongly. One of the C*p even wrote a master thesis based on the economy of one T***a server. It was back in 2006 on some older server and you could read that back then 49/50 fire swords were already being sold to the NPC (not the exact numbers, but you get the point).
We're open to hear possible solutions, but so far not much has been provided. Making the basic supplies more expensive (such as blank runes, bolts, arrows, mana fluids, life rings etc.) would only make things worse. Would it cause the loot/equipement prices go up proportionally? These are based on the supply and demand and we can't assume that the demand would be higher, so we can only consider the supply. If the higher cost of runes, ammo, mana fluids etc. would make people hunt less - yes, the supply would be lower. But would the community be happier? Not at all. Also, higher prices of mana fluids, ammo and so on would not take more gold from the server in this scenario, but only make people hunt less often (each hunt would cost more but there would be less hunts). On the other hand, if people still hunted the same as they did - it would keep the supply on the same level, so the prices wouldn't change significantly. Either way, as a result hunting would be even less viable than it is now.
As for making the other things more expensive (travelling, parcels) etc. it would dump some gold, but it would also be discouraging for new players, which is also bad for the economy overall. Higher deathloss (aol, bless) would cause a lot of higher levels complain too. Again, there is no easy fix for this. We can only look for small things that all together may slightly slower the whole process but the game will age anyway.
From those that were mentioned here, I can tell that Lamusini's solution seems to be the healthiest. I mean, the possibility to exchange some items for consumables that normally can't be bought and are usually wasted in PvP action. However, it's very easy to predict that as a side-effect prices of these consumables would be much lower then (e.g. stone skin amulet would go for 4k rather than 15k). Making items needed for quests etc. is fine, and in fact we have already been doing that (e.g. at Aruthang) but it doesn't play a big role.
Overall, more ways to dump the items in are needed, but without creating more gold. But as I said, it won't fix the whole economy. The impact may be significant but not game-changing, and eventually the game will be getting older anyway.
I will say that I do actually agree with you, and in my opinion the only "solution" to this is to gain new players, which will only happen with some new content that makes it fun for everyone. Like i've said before, when we had the peak of 440~ players in january or whenever it was, it was the perfect time to release something new, you may disagree with me but most of these new players did decide to quit due to not having basically no spawns to hunt at, the game just became too hard and most people nowadays doesn't have the same amount of time / energy to put into the game. More low/ mid level spawns would solve alot of problems with newcomers and it would also motivate retired people to come back to the game :)
I will say that I do actually agree with you, and in my opinion the only "solution" to this is to gain new players
We are always in need of new players, but this isn't an actual solution for the economy, cause like I said, it would require a continuous influx of new players growing exponentially, which is impossible to achieve in a long term (like a financial pyramid).
I will say that I do actually agree with you, and in my opinion the only "solution" to this is to gain new players
We are always in need of new players, but this isn't an actual solution for the economy, cause like I said, it would require a continuous influx of new players growing exponentially, which is impossible to achieve in a long term (like a financial pyramid).
Everybody who values 7.4 pvp knows this is the best server to fight on but you've got to sweat to do it considering the high lvls in the server, if you wanted to make bucks you know what you can do, create a NA server and u get some cash in, a lot of ppl would try to thrive from the begining and premium pigs will overflow you but I gotta reckon that you guys have some balls, this is the only server I've seen without bots and real pvp dynamics, hats off to you and your developers. Brian Baldskull, The Orc.
Opening new worlds is no solution. We understand a new fresh start is fun, but once it stops being new it will face the same issues. Also, opening a new world at this state would basically kill the existing one, which we will never let. As we always said, we do want to have more worlds eventually, but will only open them when we are ready to maintain them and when we are sure they all can stay active.
How is my comment funny? It's a fact that we've been reading such posts since day 1, and yet Tibiantis is still here.
"Yet tibiantis is still here" Is this supposed to be some sort of big brain comment? Tibiantis will always be a server, so long as pay the hosting company. Will it be a popular successful server without ankrahmun ? Not a chance.
As Henki stated, you had a 400+ player base at one point. Medivia players all left because of the p2w shop and the soulbound rune crap. Did you take advantage of this and make ank accessible? Nop. You blew it. Now those same medivia players, went BACK TO MEDIVIA to play a server THAT GIVES THEM HOTKEYS instead of your server. What does that say about this server? Nothing good.