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#1
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With mudflation, draconic traders and accumulated played time skyrocketting PP on servers, I believe there is one feature which VI should have featured, but never completely integrated; something which is reflected in player-crafted jewellry and ornate armours, but absent elsewhere;
Velium Currency. Each Velium coin should be worth 100pp, and this feature should be added on the release of Scars of Velious in any forthcoming servers. Bonus request: Velium coins would leave a gap between platinum pieces and velium pieces, so I also suggest that at some point during Kunark, perhaps when Veeshan's Peak gets released, a second (or chronologically with expansions it would be first) new currency gets added; some kind of crown which is worth 10 platinum pieces - perhaps a 'Sebilisian Crown' - branding is unimportant at this juncture, but by the end of Ruins of Kunark platinum pieces are already inadquate portable resevoirs of wealth and it feels right to have an intermediatry between 'PP' and 'VP' (velium pieces, not veeshan's peak, I appreciate this is a point of confusion). | ||
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#2
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I would be good to do something against mudflation, however creating a new currency may (and undoubtedly will) be judged too disruptive as far as sticking to classic goes.
Another approach would be allowing to turn droppable items in to an NPC for exp. The more valuable is the item, the more exp you'd get. LORE items would get a substantial bonus as well. For example, turning in a Mith 2HS would give you like a blue bub in level 30 (just an example), but turning in a Peacebringer would yield half a yellow bub. Cap it at something like one yellow bub at level 30 and disallow gaining exp with item turn-ins past level 51 (or 46, or 30, whatever). This might help clear the world of droppable stuff and help raising the prices up a little. Guilds would mass buy items for turning them in and leveling tracker alts and whatnot. Veteran players would also do the same to level their n-th alt. Then the admins would have a way to steer the server's economy by changing the general exp multiplicator for item turn-in. Say, if it works well, but TOO well on Green and prices reached unreasonable heights, they could lower the exp factor on Green and the turn-ins would yield less exp there, relaxing the demand on the items and lowering the prices a little. This could even be automated - once a day have a job that counts the number of all exp-giving items in the database for a particular server, and adjust the exp multiplier accordingly - the more items are there, the more exp they give, thus stimulating the turn-ins and raising the prices. As the number of items becomes lower, they start giving less exp. This would create a non-classic mechanism, however it would not go as far as creating non-classic CONTENT (ie: new currency). The non-classic mechanism would help mitigating another, even bigger non-classic mechanism which is to have servers locked in Velious decades after launch. | ||
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#4
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this is stupid and you are stupid
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