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Gold Availability/economy
#4
What if the game had a fixed number of resources depending on the number of players on the server? Let's say the resources are tokens. Tokens would come into the system through pve until the server maximum is reached or new players joined the server. Tokens are turned in to NPCs for weapons, items, titles, and structures. Tokens are transferred by killing players/structures who's token bought items turn into tokens that are then lootable. Players have to turn all tokens into items/structures within 24 hours or the tokens would be re-distributed to NPCs for gain by PvE. While maybe the character could log out with a maximum token-items in his possession he would have to spend the surplus on structures before time runs out. These structures spawn NPCs that defend the structures but they stay up even if the character is logged out or until they are destroyed by other players.

There are probably a lot of problems with this but it is an interesting concept and would kill gold farming because no farming company is going to farm npcs when they stop dropping tokens. It wouldn't be cost effective for them. Limited resources are the catalyst for good pvp. Going with Slamz' transparency idea maybe there's a tab that shows exactly which entities (structures, characters or NPCs) have tokens and how many tokens. Basically the tab would be an accounting of all the value on the server so if it wasn't obvious who possessed the tokens by the quality of items or structures the person possessed then the tab would make it abundantly clear. In this way, the people with fewer tokens would know who the rich folks are and would band together to fight them.

The only huge problem I see so far is a balance of power one. Perhaps we could use Aion's idea and have an NPC race attack those player entities with high volume of token-items. This would create weak intervals that player organizations could capitalize on. Just brainstorming.
Caveatum & Blhurr D'Vizhun.
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