Business And Economy Archive
Thread: They should give us something fancy that you purchase from an NPC
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FeydmanKassan
Fri Jul 08, 2005 7:59 am
#1
jollyemu wrote:
Say the veteran rewards for example. Once players are eligible for the reward allow them to purchase the item like an Anti-Decay kit for 10 million credits from an NPC. That way we get a fairly big chunk of credits actually leaving the economy. So we don't keep having this crazy inflation.
I know its a player economy and you don't want to put crafters out of business, but little things like items for your house or some silly necklace.
I know the devs wouldn't do this, for who knows why just was a thought.
They won't do it because there is no inflation and there is nothing wrong with the economy. Therefore, there's no reason for such a feature.
jollyemu
Fri Jul 08, 2005 11:34 am
#2
Ah, okay well maybe i'm missing something, do you happen to have a link of the credits in, credits out chart? I know they did one over a year ago, is there a more recent one?
jollyemu
Fri Jul 08, 2005 12:20 pm
#3
Say the veteran rewards for example. Once players are eligible for the reward allow them to purchase the item like an Anti-Decay kit for 10 million credits from an NPC. That way we get a fairly big chunk of credits actually leaving the economy. So we don't keep having this crazy inflation.
I know its a player economy and you don't want to put crafters out of business, but little things like items for your house or some silly necklace.
I know the devs wouldn't do this, for who knows why just was a thought.
I know its a player economy and you don't want to put crafters out of business, but little things like items for your house or some silly necklace.
I know the devs wouldn't do this, for who knows why just was a thought.
Vastar
Fri Jul 08, 2005 9:01 pm
#4
To me, it seems like more ADKs won't fix the problems they've caused. Items for your house ought to come from an Architect, for the most part. Necklaces ought to come from Tailors. I know you just threw those out there to make the point but I was unable to come up with something, that wouldn't fit very well somewhere else, to plug in there.
bluejanus
Sat Jul 09, 2005 1:14 pm
#5
It dilutes the value of a veteran reward if you can just buy them in-game. I think you're just complaining about the current cost of products. The long-term trend for the exact same product has always been to go down in price as more people sell it or it becomes superceded. The classic example of buffing is flawed due to the changes in game tactics and the buffing stats.
Liakhara
Sat Jul 09, 2005 2:57 pm
#6
The Event Coordinator NPCs sort of serve this function. The items you buy are really just "rented" but they are uncraftable items, that mainly serve as a money sink.
The only one I've actually used myself has been the jukebox, which is GREAT at parties/weddings.
OldManDog
Sat Jul 09, 2005 6:05 pm
#7
Liakhara wrote:
The Event Coordinator NPCs sort of serve this function. The items you buy are really just "rented" but they are uncraftable items, that mainly serve as a money sink.
The only one I've actually used myself has been the jukebox, which is GREAT at parties/weddings.
/agree
Loot can be bought from Loot Hunters, not NPCs.
jollyemu
Mon Jul 11, 2005 2:18 pm
#8
I'm not complaining about prices at all. I was just thinking of a way to get rid of credits in the economy. Also i'm saying players would be eligible to purchase the veteran reward, but only once.
It appears that you guys are all player economy purists though
Well in the real world, people don't print out their own money (mission terminals) so I think there should be some way to keep the "credits out" the same as the "credits in"
It appears that you guys are all player economy purists though
bluejanus
Mon Jul 11, 2005 3:54 pm
#9
jollyemu wrote:
I'm not complaining about prices at all. I was just thinking of a way to get rid of credits in the economy. Also i'm saying players would be eligible to purchase the veteran reward, but only once.
It appears that you guys are all player economy purists thoughWell in the real world, people don't print out their own money (mission terminals) so I think there should be some way to keep the "credits out" the same as the "credits in"
We already have a system to get veteran rewards "once." There are mission terminals. They're called job interviews.
Vastar
Mon Jul 11, 2005 3:56 pm
#10
jollyemu wrote:
It appears that you guys are all player economy purists though
If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.
bluejanus
Mon Jul 11, 2005 4:28 pm
#11
Vastar wrote:
jollyemu wrote:
It appears that you guys are all player economy purists though
If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.
That would be rather strange. I can't think how a system like that would even work.
Vastar
Mon Jul 11, 2005 5:01 pm
#12
bluejanus wrote:
Vastar wrote:
jollyemu wrote:
It appears that you guys are all player economy purists though
If they left it up to me, we'd start with X credits and that's it. Nothing in, nothing out. I just can't figure a way around people making characters for the credits, transfering them to an alt and repeating.
That would be rather strange. I can't think how a system like that would even work.
If you kept the same general style that we have with SWG, you'd have to use player created missions that payout from the mission givers' bank accounts. You'd also have to make sure people had good reason for making missions.
Eleutherios
Mon Jul 11, 2005 8:51 pm
#13
"You'd also have to make sure people had good reason for making missions. "
Mission Title: Kill them All
Body: Man I hate thune
Objective: Kill 10 Thune
Payout: 1 Maroj Melon
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