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Old 12-07-2014, 03:02 PM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by Sinkler View Post
So here is where this idea is stemming from:

Since the last reset, duping, spawning, and a variety of other corrupt practices by staff have led to unfair economic advantages for a select few. Those people still retain these unfair economic advantages. This is in the form of one-of-a-kind weapons and highly valuable rare items.

The reason we need a reset is to eliminate this excess that has been plaguing Era's economy for quite some time. I agree with all of you in keeping with the high pay-off structure that has been enacted, but that was only enacted to try to fill this wealth gap. Unfortunately, this wealth gap is still not closed, meaning we need to find a different solution: this is a reset.

Now, Tim has an excellent idea that I think would make Era extremely fun. He would make the gunshop have a certain amount of items, priced at some market level and with a set quantity depending on the tier of the weapon. Each week, new guns would replace the last week's old guns with the attributes applied. This would lead to two things:

1) A more diverse gun economy (not everyone will have the same high-tiered guns, placing emphasis on PK skill)

2) There will be more trading in the secondary market. This is good because it creates a more complex and enjoyable market structure. People will now be able to merchant.

Finally, in regards to the potions issue: this is easily curtailed. People who have potions will not lose them. People who have already sold their potions already gave up their right to own the potion, therefore is neither liable to Graal nor to the Era. They are subject to Era's macroeconomy.
I agree with geneticfrog.

The moment they increased the payouts from jobs any advatage that people had from having spawned guns was diminished proportionately. So that weath gap is effectively already filled (or is easily fillable, given that the most expensive gun can be bought in just a few days now). No need for a reset.

I think that players having access to wealth and the current gun shop which contains almost all of the guns is a fine system, and probably the most equitable situation we've ever had on Era. The system you described actually seems less equitable because a temporary advantage (like having spawned guns) could become a much longer advantage depending on the rotation and supply of the guns.

With the current system eventually there will be market saturation of all gun types and nobody will buy guns from the store anymore and the secondary market will take over, but players haven't had access to wealth for long enough yet for the supply of weapons to drop the price enough for that to happen yet.
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Old 12-07-2014, 04:52 PM
Sinkler Sinkler is offline
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Quote:
Originally Posted by Demisis_P2P View Post
I agree with geneticfrog.

The moment they increased the payouts from jobs any advatage that people had from having spawned guns was diminished proportionately. So that weath gap is effectively already filled (or is easily fillable, given that the most expensive gun can be bought in just a few days now). No need for a reset.

I think that players having access to wealth and the current gun shop which contains almost all of the guns is a fine system, and probably the most equitable situation we've ever had on Era. The system you described actually seems less equitable because a temporary advantage (like having spawned guns) could become a much longer advantage depending on the rotation and supply of the guns.

With the current system eventually there will be market saturation of all gun types and nobody will buy guns from the store anymore and the secondary market will take over, but players haven't had access to wealth for long enough yet for the supply of weapons to drop the price enough for that to happen yet.
So this is not true for a few reasons:

1) The wealth is still centered around those who were able to get access to weapons unfairly (we have all agreed that the previous staff administrations have been rather corrupt when it comes to permitting duping/spawning). In addition, wealth is centering around those who own player-businesses, which in my opinion should be eliminated. You keep reiterating that the wealth gap has been filled - NPC data has shown this to not be true, in fact, the gap is increasing.

2) The convergence to market saturation will not push for an efficient secondary market. In fact, once the market is saturated and everyone has the gun they desire, the game loses its secondary market. With my model, we'll be able to allow for the constant change of weapons (with effective price controls and qoutas) and make the secondary market a great aspect of the game. Right now, you can but any weapon and that's fun, but with my new system, high-tiered weapons will randomly be available weekly. This means that there is:

a) incentive to accumulate money (so, PK, work, etc...) in order to get those top tier weapons when they appear (which is randomized). This randomized model allows for their to be temporary rarity which means prices can fluctuate on the secondary market based upon quantity. I think this price fluctuation adds a more interesting dynamic to Era than the current ability to purchase every gun.

b) trade more goods in the secondary market to attain a higher-level good. This makes Era not only a PK/gang based server, but also an economic game.

You are right that I am giving a temporary advantage to players who have the capital to purchase these low-quantity, high-tiered goods, but due to the fact that the players are aware that that item will occur in some random time in the future, it forces the player who wishes to sell to act as imperfect monopolist - the player won't be able to set absurd prices because of the information the players have.
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Old 12-07-2014, 05:17 PM
geneticfrog geneticfrog is offline
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Quote:
Originally Posted by Sinkler View Post
So this is not true for a few reasons:

1) The wealth is still centered around those who were able to get access to weapons unfairly (we have all agreed that the previous staff administrations have been rather corrupt when it comes to permitting duping/spawning). In addition, wealth is centering around those who own player-businesses, which in my opinion should be eliminated. You keep reiterating that the wealth gap has been filled - NPC data has shown this to not be true, in fact, the gap is increasing.

2) The convergence to market saturation will not push for an efficient secondary market. In fact, once the market is saturated and everyone has the gun they desire, the game loses its secondary market. With my model, we'll be able to allow for the constant change of weapons (with effective price controls and qoutas) and make the secondary market a great aspect of the game. Right now, you can but any weapon and that's fun, but with my new system, high-tiered weapons will randomly be available weekly. This means that there is:

a) incentive to accumulate money (so, PK, work, etc...) in order to get those top tier weapons when they appear (which is randomized). This randomized model allows for their to be temporary rarity which means prices can fluctuate on the secondary market based upon quantity. I think this price fluctuation adds a more interesting dynamic to Era than the current ability to purchase every gun.

b) trade more goods in the secondary market to attain a higher-level good. This makes Era not only a PK/gang based server, but also an economic game.

You are right that I am giving a temporary advantage to players who have the capital to purchase these low-quantity, high-tiered goods, but due to the fact that the players are aware that that item will occur in some random time in the future, it forces the player who wishes to sell to act as imperfect monopolist - the player won't be able to set absurd prices because of the information the players have.

with having random strong weapons pop out only allowing the richest to buy it just to resell it later on, you are only catering to the rich only. the rich players are not contributing to anyone but themselves and their frinds/gang. they make bank off it so no need to waste time on low level players. you need a shop so even low invome players can buy cheap weapons off people and resell for profits while still helping otehr people by getting weapon cheaper then shops.

if anything the random weapon should be in a chance event or a PK event of some sort something big not just for rich players. ( after the event is over the rich players can pm and bid for that items if owner wants to sell instead of always the same damn players getting the items)

if you just had a shop with every weapon available the players with money will also be the weapon suppliers to not only high levels but low levels dealers as well. some would specialize in low level items while other high level items.

also the player shops dont acutally need an owner i think the jobs should stay but the money generated (profits) go to the lottery and or special events.

you cant get rid of rich players but change their means of profits and how it impacts the players in this case they are cheap weapon supplyers taking over the NPC shops.
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