Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Aug 24, 2010 12:37 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I think jhorleb and OA have some very valid points about the economy in SK.

I'd also like to point out that the increased prices and difficulty in making coin have shot directly into the PvP realm.

I don't know where you're arguing from either Dulrik. Coin has always been useful for purchasing consumable items like vials and scrolls. Even some stat mods, which I'm sure were designed for a Midnight Council ability and not newbies have been adapted and used by those that level their characters at low levels. There is also equipment to be bought such as tanso steel, brass and scale armor. It used to be good to roll into a store with two obsidian or maybe 1.5 obsidian and roll out in a suit of tanso or brass to level a low level character, but the inflation code has really hurt this and directly affects the use of coin. Now I'd rather get my equipment for free by asking a higher level character to kill some NPC that has tanso steel armor, or do it myself for some other low level character. Furthermore this hurts PvP since its harder to get vials brewed due to the excessive cost, this directly affects the ability of classes that are reliant on vials to get spells that they otherwise cannot.

Recently Baba brewed some heal vials for me and I was lucky that we found a cheap vendor, but I'm sure he inflated the price by quite a lot just by buying them. The system is also too slow to figure out whether anyone is willing to purchase an item for any particular price. For instance, I bought some scrolls in a griffon area that started out at about 2 platinum, I quickly inflated them to 8 platinum a scroll, simply because I was not paying attention to the cost of the scrolls. When I did pay attention, I figured I'd wait for a while. Two weeks rolled by and the price had only dropped to 6 platinum, which I was still unwilling to pay. In the real game process, this is 2 years of waiting (or just about). Two years of nobody buying a scroll is going to make this guy starve to death or whatever.

The point is, that the system just doesn't adjust quick enough and the prices inflate too high.

I'll have more to add later as well, but I'm running short on time.


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PostPosted: Tue Aug 24, 2010 12:54 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
I like the auto drop idea. I would like to say though, would rogues be able to see the random item in their inventory before it dropped or would it spawn at death cry?


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PostPosted: Tue Aug 24, 2010 8:09 pm 
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Joined: Thu Feb 13, 2003 4:59 pm
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Deathadder wrote:
I like the auto drop idea. I would like to say though, would rogues be able to see the random item in their inventory before it dropped or would it spawn at death cry?


I saw a random mercenary NPC holding a magical scrutiny vial not too long ago. Makes me wonder if this was being tested or by some strange reason this mercenary picked one up or was given it.


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PostPosted: Sat Aug 28, 2010 6:39 pm 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Quote:
Quest item purchase:
[14] A lightweight blanket - a brand new small cloth container
Price: 1 platinum, 1 silver, 7 copper.

Quest turn in/reward:
You receive 5 gold coins.
You gain a great deal of worthwhile experience.
XXXX says 'Thanks for the blanket! I'll remember your help.'


Just saying.


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PostPosted: Mon Aug 30, 2010 4:42 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Rodwen wrote:
Quote:
Quest item purchase:
[14] A lightweight blanket - a brand new small cloth container
Price: 1 platinum, 1 silver, 7 copper.

Quest turn in/reward:
You receive 5 gold coins.
You gain a great deal of worthwhile experience.
XXXX says 'Thanks for the blanket! I'll remember your help.'


Just saying.


This made me laugh pretty hard.


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PostPosted: Mon Aug 30, 2010 7:54 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Achernar wrote:
This is why we should have tradeskills to provide the most basic types of gear. Those tradeskills would probably be based off of supply as well.


I'm up for that. I have an idea also for tribs and the economy, I am going to post about it seperately.


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