This is just going to end up in some kind of power grab.
Also, a 'reset' of player attributes will not actually fix the problems Kingdoms is riddled with. It wouldn't take long for things to get right back to where they are, just with smaller sums of money that haven't had the chance to accumulate over years. The problem of Kingdoms' economic divide is likely to happen again with some elements of the server, as will huge level gaps as well.
As far as leveling goes, the only way to level well in Kingdoms is finding what is worth outrageous amounts, and then exploit the hell out of whatever it is you're doing. The server has this problem because the 'archetypes' in the mudlib system were essentially built using a database dump of another game called Crossfire. There were a good number of enemies included in that database, and additional ones were added, such as Bomies and Holiday monsters. The problem with that, though is that not enough enemies were actually made to fill most of the levels up to 110.
In one of my blog posts, I have done my best to explain what happened with the most recent economic crash GK had. But, there was one that preceded it as well when the first alchemy system was replaced by the new one. When Dust of Piercing Vision became a popular recipe, people were able to obtain far more platinum, which made it worth much less, so people switched to diamonds. And yes, I know they weigh less. That wasn't the actual reason for the switch. Even now, though, there is still the problem of many rare items becoming extinct or rising in price because of some problem none of us probably knows about.
As much as I have tried to remain optimistic, I don't think GK is fixable unless a fair amount of things are re-designed from scratch. But unfortunately, both playing and developing for it seems to be an uphill struggle. |