I have been seeing alot of problems with an overflow of gold that is plaguing the server and decided that some brainstorming for gold sinks was in need. Here are what I came up with for possible sinks.
Jobs or Training: As it stands now we have jobs where we do quests in order to gain permanent bonuses. These jobs are great but I think we could create a sink here using jobs at higher or epic levels. When more jobs are created the immortals could charge a steep fee for training. For Example- They create a job for MA called Order of the Black Robes, this order of dark mages allows new recruits but in order for approval into their dark society they require a quest be completed and a fee of 1million gold pieces. Then at 2nd level when they wish to upgrade, the fee rises to 5 million gold pieces, and so on.
Bargain Bins: Stores could use a bargain bin aspect where they give a list of items to choose from, ring, bracers, cloak, helmet, armor, scroll, potion, etc. When someone clicks on one of those items it randomly rolls on a chart and gives that person the appropriate item rolled. Each time a character does this it could cost 50,000 or 100,000 gold pieces. There could be rarer charts where minor artifacts are possibly gained for 1 million gold pieces a pick. These minor artifacts would have about a 1% chance of coming up.
Bags of Holding: At the moment they seem pretty rare. Eliminate the possibility of acquiring one except through purchase. These bags can run anywhere from 25 to 100 million gold pieces each, making them extremely rare.
Thats all for now.
Gold Sinks for the Economy
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- Arrogant Snob
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Re: Gold Sinks for the Economy
Extremely rare? I hope so. There shouldn't be any.Stormwarden wrote:Bags of Holding: At the moment they seem pretty rare. Eliminate the possibility of acquiring one except through purchase. These bags can run anywhere from 25 to 100 million gold pieces each, making them extremely rare.
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
Re: Gold Sinks for the Economy
There aren't any. I believe he is referring to silver and ornate coffers. They offer no weight reduction.DrakhanValane wrote:Extremely rare? I hope so. There shouldn't be any.Stormwarden wrote:Bags of Holding: At the moment they seem pretty rare. Eliminate the possibility of acquiring one except through purchase. These bags can run anywhere from 25 to 100 million gold pieces each, making them extremely rare.
He was just suggesting that bags of holding WITH weight reductions could be bought for very large sums of gold.
Hehehe How about money for better items...like past lvl 12 items being bought. That would be awesome. And according to my calculations, it takes me about 10 minutes to add a whole slew of items that cost about 10 million. Now throw in the tag that makes it ILRed, and update the merchants buy/sell menu's and Kabam! you have yourself money sinks that work 

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- Pk Bait
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Also, though I can imagine how this would be ignored by most higher level characters, how about introducing some sort of weapons fund for the city defenses? Note: I've used variables instead of actual amount values.
If gold donated is
between 0 -- a, Standard Stuff
between b -- c, All weapons wielded by defense NPC's gain a +3 enhancement
between d -- e, Weapons become Keen
between f -- g, Cities gain limited Siege Equipment. This means the introduction of stationary artillery such as Ballista, Scorpions, etc...these weapons CAN be destroyed, though they behave similarly to boss-monsters -- they will respawn after a set amount of time.
between h -- i, Siege weapon damage increases, respawn time reduced
between j -- k, There is now one 'Champion' NPC per area. These guards are far superior to the everyday ones, packing quite a punch.
between l -- m, all guards gain an additional +5 enhancement. This means Champions now have a total of +5, mundane defenders now possess a +8 total
finally, between n -- o, An additional Champion per area, all creatures gain a damage reduction of 15/-
Like I said, this is an effective gold sink, though you'd be hard-pressed to get the high-levels to donate, except for some of the more selfless ones. Still, upgrading then attacking would provide an effective training area, as the upgraded NPC's would provide more challenge, thus more XP.
If gold donated is
between 0 -- a, Standard Stuff
between b -- c, All weapons wielded by defense NPC's gain a +3 enhancement
between d -- e, Weapons become Keen
between f -- g, Cities gain limited Siege Equipment. This means the introduction of stationary artillery such as Ballista, Scorpions, etc...these weapons CAN be destroyed, though they behave similarly to boss-monsters -- they will respawn after a set amount of time.
between h -- i, Siege weapon damage increases, respawn time reduced
between j -- k, There is now one 'Champion' NPC per area. These guards are far superior to the everyday ones, packing quite a punch.
between l -- m, all guards gain an additional +5 enhancement. This means Champions now have a total of +5, mundane defenders now possess a +8 total
finally, between n -- o, An additional Champion per area, all creatures gain a damage reduction of 15/-
Like I said, this is an effective gold sink, though you'd be hard-pressed to get the high-levels to donate, except for some of the more selfless ones. Still, upgrading then attacking would provide an effective training area, as the upgraded NPC's would provide more challenge, thus more XP.
I have to say, that idea sounds interesting, would certainly make things more fun. However a suggested 'improvement' to that idea is that it should take several players to make a donation to gain a lvl of city defense, otherwise you could just have 1 or 2 players doin this which could make it overpowered/abused. The way this could be done is only allow a certain amount to be donated by a character each day, however with several players donating money for city defense it could work.
Another thing I would suggest is that like crafting the building up of city defenses should take time, so for example it would take at least 24 hrs (real time) to get from lvl 1 to lvl 2 of city defense.
On as side note this would also make it much more challenging for a city to be attacked, which hopefully would encourage players to team together and make it much more difficult for a player to just solo attack the city.
Another thing I would suggest is that like crafting the building up of city defenses should take time, so for example it would take at least 24 hrs (real time) to get from lvl 1 to lvl 2 of city defense.
On as side note this would also make it much more challenging for a city to be attacked, which hopefully would encourage players to team together and make it much more difficult for a player to just solo attack the city.
I sense a soul in search of answers...
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- Pk Bait
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Also, you could set it up so that there are one-time purchases, and ones that drain the storage. For example, have guard respawns cost nothing, but set up a drain any time the siege weaponry needs to be rebuilt. (Guards can respawn, Ballista can not).
This could ensure that no city has permanant bristling defenses without more than an upfront investment.
This could ensure that no city has permanant bristling defenses without more than an upfront investment.