I have a rather bold suggestion: Allow certain faction-based NPCs to trade XP for gold.
The in-world rationale for this is that no faction would send untrained fools to a battlefield, getting in the way of the veterans. Better trained recruits give a higher chance of success.
The IRL idea is to have something to do with all that gold, and at the same time allow players to get around XP-bottlenecks.
The cost would have to be very high and dependent on the level attained. Also, it would require a certain amount of faction prestige to be allowed to get higher levels of training.
The cost in gold could be, say (level x level x level) x 1000 gold per 1000 XP.
Thus:
A level 1 newbie would have to spend 1000 gold for 1000 XP.
Level 2 would pay 8000 per 1000 XP.
Level 3 pays 27000 gold/1000 XP
Level 4 64000...
And level 20 would pay a steep sum of 8 million gold per 1000 XP.
To avoid this system being misused by lower level characters, the Trainers might only train up to certain levels, and also only if a certain amount of prestige has been attained/quests have been solved. Dutiful recruits gain special training, and the higher you get, the better trainers you can access.
Opinions, people?
Training and learning - Something to do with all that gold
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- Noob
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There is to much potential for abuse, i think.
Most "experienced" players have millions apon millions of gold stored in mules, ect. So even if you somehow limited the ways players could use the system, people would still "unnaturally" level their characters.
I agree that there should be a worthwhile way to get rid of all that extra gold though. No use accumulating it if you cant spend it on something usefull or needed. Keep in mind that there are already idea's in place to use the extra cash (buying houses in game, ect)
Maybe we could program in some sort of XP "lottery"? Have the chances of winning (and the amount won) tied into how much gold you put into it? Not sure how this could be programmed in successfully though. The random element would insure that nobody would have a guranteed advantage over anybody else.
Or maybe be able to have a hand in maintaining or even upgrading (to a degree) city defenses? Rich players could buy healing pots for the guards, buy better equippment, ect.
Most "experienced" players have millions apon millions of gold stored in mules, ect. So even if you somehow limited the ways players could use the system, people would still "unnaturally" level their characters.
I agree that there should be a worthwhile way to get rid of all that extra gold though. No use accumulating it if you cant spend it on something usefull or needed. Keep in mind that there are already idea's in place to use the extra cash (buying houses in game, ect)
Maybe we could program in some sort of XP "lottery"? Have the chances of winning (and the amount won) tied into how much gold you put into it? Not sure how this could be programmed in successfully though. The random element would insure that nobody would have a guranteed advantage over anybody else.
Or maybe be able to have a hand in maintaining or even upgrading (to a degree) city defenses? Rich players could buy healing pots for the guards, buy better equippment, ect.

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- Resident Spam King
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True at first there would be a water shed of people get a bunch of xp because of their stored up fortunes.
But what after that? The XP gain from "Training Centers" would grind to a crawl as compared to the initial usage of people's millions of gold.
If I were to name a price for XP it would be a flat rate of 1,000,000 gold / 250 xp for the current economic conditions on the servers.
I've brought back 6,000,000 gold from a run through Giant Caves.
Would be nice to get a form of XP for doing that "Quest" or "Adventure"
So I would get 1500xp for that last run if I decide to put that money into training. I think that is is fairly balanced.
When it comes down to it, it would be too easy to impliment this I think.
A conversation session with an NPC asking how much they would like to train.
And even easier to balance this.
The three things you would need to edit to make this balanced:
1. Cost, how much gold/xp? 100,000/25 ratio seems good to me.
2. Frequency of training, this type of transaction can only be done every so often. 1 "training session" every 1 or 2 real days.
3. Put into place a cap on how much you can spend at a training session. 10,000,000 gold max per session maybe.
The devs would decide ultimately what the rules should be (if they impliment this idea). And if they do, I think they will do a very good job of it.
But what after that? The XP gain from "Training Centers" would grind to a crawl as compared to the initial usage of people's millions of gold.
If I were to name a price for XP it would be a flat rate of 1,000,000 gold / 250 xp for the current economic conditions on the servers.
I've brought back 6,000,000 gold from a run through Giant Caves.
Would be nice to get a form of XP for doing that "Quest" or "Adventure"
So I would get 1500xp for that last run if I decide to put that money into training. I think that is is fairly balanced.
When it comes down to it, it would be too easy to impliment this I think.
A conversation session with an NPC asking how much they would like to train.
And even easier to balance this.
The three things you would need to edit to make this balanced:
1. Cost, how much gold/xp? 100,000/25 ratio seems good to me.
2. Frequency of training, this type of transaction can only be done every so often. 1 "training session" every 1 or 2 real days.
3. Put into place a cap on how much you can spend at a training session. 10,000,000 gold max per session maybe.
The devs would decide ultimately what the rules should be (if they impliment this idea). And if they do, I think they will do a very good job of it.
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- Arrogant Snob
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There could always be a time limit on how often you can train. for example you may only be able to get 10% of your next level via trainers per real day.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
I can understand the frustration that the higher level areas arent in yet, but we need to settle this server stability issues first. That should help those who "must" level their characters to 40 prior to thinking of a new and intereting build.
However, personally I have always been against a exp for gold system in any way shape or form.
However, personally I have always been against a exp for gold system in any way shape or form.
- Foremost, it is way to exploitable. Drop a load of gold from an established character onto your new one. Even if you do limit it to a % per level purchased it still puts you way ahead of the new player.
There is already a prefered class bonus system in place that grants you free exp.
The economy is something that we have taken a fairly hard look at already and have a fix ready to put in place. That wont take place though until a few other major tweaks and fixes are put in place at the same time

*Computers are alot like air-conditioners. They work great until you open windows*
gold for XP GO GO GO!
MY thoughts on this are that the money for XP system is a good Idea but it needs a time limit... perhaps per in-game time like per game day
and make it staggered.. like you have to ait til your levels hour.. so level 1's at 1 am level 2s etc...
and you have to wait 2 days after you level before you train again..
I know the system workis in alot of LARP settings..
it makes the echonomy flow correctly gold doesn't become worthless.
annother option would be to make real echonomy merchants who can only purchase items from players if they have money in thier system start them off with say 10 k gold then as they sell items they get the sale price added to their invcentory..
you could also create training rooms. like a reset dungeon wher you buy the level of training you want up to DC 60 training then you go through a set of random encounters in rooms that add up to that DC worth of XP...
sell the training at your level x training level * 100k
and make it staggered.. like you have to ait til your levels hour.. so level 1's at 1 am level 2s etc...
and you have to wait 2 days after you level before you train again..
I know the system workis in alot of LARP settings..
it makes the echonomy flow correctly gold doesn't become worthless.
annother option would be to make real echonomy merchants who can only purchase items from players if they have money in thier system start them off with say 10 k gold then as they sell items they get the sale price added to their invcentory..
you could also create training rooms. like a reset dungeon wher you buy the level of training you want up to DC 60 training then you go through a set of random encounters in rooms that add up to that DC worth of XP...
sell the training at your level x training level * 100k