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 Post subject: Re: Money
PostPosted: Sun Jul 05, 2009 3:30 pm 
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Your comparing the price of these items to the old system, which you can't do....the only thing you can remotely compare is items sold between players, and gold drops...and even that is on a fouled scale.

You have to start from now...compare things now to how they were yesterday, not last year....and honestly, we cant even compare that, because without a decent player base we're just comparing each others vision of what things would be like if we were out of beta.

This is something that can't be accurately addressed until we have more players who don't have a preset notion of what gold should be worth.


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 Post subject: Re: Money
PostPosted: Sun Jul 05, 2009 11:28 pm 
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AZI, im saying numbers don't change in the sense im thinking about them in


T
ake a guild stone as an example, it has a constant(personal) value through t3a and t4a
so this can be compared because it hasn't changed it's use/uses in anyway since pre t4a. Yet the same guild stones were bought previously in t3a with a lessor monitory value.

YET. we find them at higher monitory value then in t3a. both in theoretical value AND in actual value
(theoretical or 'personal' value would be the work required to get the gold, to buy the stone)
The increase in monitory cost can be justified if the 'personal' value (work required to get the gold) was decreased.

YET.
we see the inverse. where the work of getting the gold to acquire a guild stone has INCREASED on the hunting side of the economy, and has also INCREASED in strict monitory value. And these 2 should never match.
one should increase and one should decrease.

on the crafting side of things-

They haven't changed there effort/item ratio. thus they don't seem to change prices because the monitory value of items in the shop have increased, while the demand for product is steady. I don't see why anyone would change there prices, it's not like they need clientele. because they can hop on anther character and hunt more efficiently because of armor and stat boost they receive from there crafters.(**which is result of a f***** up law of specialization that obsidian has which I'll touch up later on.)

THIS aspect of increasing item prices can't be controlled by players, the staff needs to either lower the prices on the items and increase the prices on items being sold.
or
Change crafting to reflect these changes also (making it easier to produce items, which I don't think would be very good idea either lol)

But in the scheme of things, changing one aspect of obtaining money and expecting it to have a overwhelming impact on anther without actually changing the other is just not happening.

**sorry the average rules of supply curves and supply/demand don't really apply to obsidian as it would the real world.
This is due to the fact that crafters aren't JUST specialized in crafting, because they have accounts, which allow them to hunt fish pvp AND craft thus they just won't see this as a *i have to sell or i won't make it* kinda thing as we would see a company go through in the real world.

If the consumers don't buy, they simply won't craft or use there crafts on there characters, allowing them to hunt and obtain better loot and gold than non crafting accounts ANYWAY


see. the supply and demand scale really only works when the clients are restricted to one or a few specialties (its called specialization) in a WIDELY open field. but
Specialization really sucks when you have this limited number of careers as you see on obsidian(sell armor, fish, potions and tailor OR hunt)

AND
5 character slots to basically conquer them all. If you can cover all these in one 1 account there will always be gold hording accounts with 2-4 mill. I wouldn't be surprised if there wasn't 1 or 2 accounts like that already.Meaning you can have an account separate from the whole economy and still compete how ever you want to compete in the rest of the world of obsidian.


that's what i think of the situation..... sorry its kinda lengthy ut its 2:30 AM and im not condensing it lol

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 Post subject: Re: Money
PostPosted: Mon Jul 06, 2009 9:29 am 
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I just woke up, so I didn't read all that. I just skimmed it, but from what I got you have a preset notion of what gold should be worth based on what it was worth in a different game....This is not T3A, and any comparisons to T3A need to be taken with a grain a salt. This is not as extreme as trying to compare Obsidian gold to Lake Superior gold, but it's darn close.

All online games go through inflation. There was actually a huge story done by US treasury department comparing the values of online currency and their inflation rates to real domestic product of various countries. During it's peak Ultima online was about as rich as Vietnam, and WOW was the 7th richest country in the world....anyway.....I'm getting off track..my point is, we are currently at the very bottom of an stagnant economic system...no, that s wrong...we are not at the bottom...we are still on our way to the bottom...once we hit the bottom we will have a place to start from, but we are not there yet.


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 Post subject: Re: Money
PostPosted: Tue Jul 07, 2009 9:50 am 

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Anyways I gotta say, today I went to hunt in deceit to find out what Bosses drop.

Well I fought the Drakoliche and the Skeletal King, and I got only 1.4k off them, nothing else...

Bosses were tought to make dungeon experience more fun, but what fun is there if u kill a really hard monster and get no wep drop and low money on it?

At least tweak the drops for bosses, or they are of no use...and especially no fun at all

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 Post subject: Re: Money
PostPosted: Wed Jul 08, 2009 7:44 am 
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the problem or the reason of why ppl dont drop the prices its because stuff r still hard to get, like mining/bs and fishing.... its still hard to get str fish and make armors so if u spend like 2 hrs doing something u wanna get pay enough since most of the ppl dont play all day anymore...


if they do stuff more easy to get price will drop, we have more demand of items that items to sell... whats why the prices r crazy

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