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Economic & PvP Changes.
#10
I think that if you're willing to put in the work, then you're entitled to the gold. So prorating spawn gold and items is not a good idea. We have to concentrate on population to regulate how much a tamer can farm a hotspot (need pks, other tamers lobbing for position etc). That is boiling down to a population issue, which hopefully sort itself out as we continue to grow the shard, expand our horizons, and continue to release content and goals that have not been explored, or offered on other shards. The set it and forget motto doesnt work, we know that. There are numerous shards that we could use examples. To create something long lasting and ingenius, WE need to think outside the box. I like to use UO Forever as an example. Old game, endless new ideas, endless new mobs, endless new crafting system, endless ideas. This keeps people interested. They give each type of player something to strive for.

I like the idea of houses in town being used as a vendor house. I think that's acceptable and with the right price tag, would have people spending money that otherwise would probably be sitting in their banks. And with all due respect to the player ran vendor houses, I'm tired of running around the outskirts of yew moongate to find a yellow keg. I know an arguement will be "well if you have vendors in town, no one can steal/pk someone at vendor houses". Lets be honest here, when was the last time anyone had anything stolen from them at a vendor house, or had gotten pk'd at a vendor house? I'm hoping you can't remember. Again, strict rules and high upkeep.

I've also always been a fan of the concept of a housing tax for large properties. Something not too excessive but enough to make it costly to have say, 15 castles. There's room for about 90 castles or so on any standard Britannian map. Perhaps no taxes on your primary home on each account, but each additional home would require taxes be paid regularly. If taxes are not available in the owner's bank account, decay time cuts down to one week. I know the land hoarders wouldn't appreciate it but honestly, there should be a cost for such an action, that is not recoverable by redeeding.

I agree with this idea, this was going to be one of my later ideas but I was trying to dance around it. Glad you brought it up. A couple houses I get, hoarding houses is just silly. On top of all of the aforementioned points, like I said we need gold synchs.


Another edit: I do not support the concept of perma-grey in Buc's. If I'm there to hunt murderers, I should not be subjected to criminal flagging just for being there. I do however think that removing the ability to give murder counts on the entire island would be interesting to see play out.

If you remove the ability to give murder counts on the entire island, it's kind of like being grey on the island the whole time?
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Messages In This Thread
Economic & PvP Changes. - by Syntax - 11-29-2015, 05:23 PM
RE: Economic & PvP Changes. - by HateCrime - 11-29-2015, 06:53 PM
RE: Economic & PvP Changes. - by DKS - 11-30-2015, 05:09 AM
RE: Economic & PvP Changes. - by Yitamin - 11-30-2015, 05:32 AM
RE: Economic & PvP Changes. - by Jack - 11-30-2015, 06:05 AM
RE: Economic & PvP Changes. - by Abyz - 11-30-2015, 06:27 AM
RE: Economic & PvP Changes. - by Jack - 11-30-2015, 06:29 AM
RE: Economic & PvP Changes. - by Blaise - 11-30-2015, 06:53 PM
RE: Economic & PvP Changes. - by DKS - 11-30-2015, 10:15 PM
RE: Economic & PvP Changes. - by Syntax - 12-01-2015, 11:57 PM
RE: Economic & PvP Changes. - by Blaise - 12-02-2015, 01:06 AM
RE: Economic & PvP Changes. - by Rand - 12-07-2015, 02:22 PM
RE: Economic & PvP Changes. - by Abyz - 12-08-2015, 04:19 AM
RE: Economic & PvP Changes. - by DKS - 12-08-2015, 08:52 PM

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