Dec 17, 2006, 05:03 AM // 05:03
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#161
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by luilui
let me buy lvl/xp for my pve character.
i have 5 pve characters, i've done most of the missions/quests, i enjoy pve but i only enjoy pve after lvl20 when i have many skills to play with.
i would be very happy if i can just pay for lvl up for my pve characters, dont think it'll do anybody any harm.
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I doubt this will happen but I'd love to have insta lvl 20. Everything before lvl 20 just feels like grind to me. I like having everything maxed so I can just go and enjoy the game instead of worrying about getting the next level or next highest armor, max weapons, etc... Well I know in pve you dont really need all that but I like to make them pvp ready so I can still look good while I pvp. If only they would just let us unlock armor skins for pvp...
Eh, I'm just ramblin now...
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Dec 17, 2006, 07:28 AM // 07:28
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#162
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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Too much reading needed, so ill just put my points out.
** SPOILERS FROM ALL GAMES AHEAD **
1. No Anti-DP Consumables! The only ways i know of arew:
- Outposts (Medic Instant-Heal)
- Champions (Healing from the gods)
- Candy Canes? *not sure*/*special event only*
Adding "potions" and "food" to heal you is kinda wrong, seeing as theorectically the only things that remove them are "Professionals" and "Gods", so how do we do it?
2. Housing, why?
We are heroes consantly on the move to save the world, scenario:
Me vs Abaddon
Me: Die Abadd- oh wait its 6 pm, i promised my son i'd read "Where's my Cow?", really sorry i gtg.
Ab.: Yeh, i know the feeling, i think my wifes calling me.
WTF?
mmm yes, Player owned Houses...
The only resovling idea i can see is to disable your Player owned House until youve finished any chapters youve startedor, If you charcter has no active Main Quests, then the house is re-activated.
3. Guild Statues.
I love this idea.
It's Gold. with Chocolate on top , which doesnt melt!
Types of Statues we can include?:
- Killed Monsters/Bosses.
- Major Allies, past/present.
- Guild Leaders, past/present.
- Alliance Symbols, Kurzick/Luxon, you Guild must be aligned to obtain one.
- Guild Members, past/present. This would be a feature of recognition, say i deposited 30'000 Factions, the Guild would mabye pay 5000 gold to get me a statue? Or mabye i bought a Rare/Material Trader.
4. Polishing.
Cool idea, might egt annoying for people who don't (want to spend money/have money).
5. Weapon Deteriation*spell check?
yeh okay, same as last one.
---
My Ideas
Cosmetic - Casual Clothing
Give us NPC Clothing XD, low armor merely for show.
Yes, just another cosmetic, bar one.
Guild Hall Features.
1. Patrol, creates a patrol of Guards (lvl 20 warriors/rangers), these are inactive during GvG, they dont fight.
2. Commoners, creatures groups of commoners doing random things on your Isle; interacting, sowing/plowing fields, mooring a boat, sleeping in a camp, playing, walking around.
3. Hostiles, pay to have a bit of action in your hall :P (provides xp - no drops) Each raid depends on the chapters your Guild Leader and Officers own.
300 gold per raid:
Prophecies:
Grawl
Bandits
Prophecies Pre-Ascalon Skale
Factions:
Crimson Skull Guild
Mantid
Naga
Nightfall
Corsair - low levels (0 - 5)
Plants
Istani Skale
500 gold per raid:
Prophecies:
Charr (12 - 17)
Devourers & Hydra
Stone Summit - low levels (12 - 15)
Factions:
Afflicted
Sensali Tengu
Yeti
Nightfall:
Corsair - higher levels (15 - 17)
Mandragor
Early Kournan
1000 gold per raid:
Bosses included from now on (1 per raid - class varies)
Prophecies:
Undead
White Mantle
Imps, Skale and Mergoyle
Factions:
Afflicted - same levels as 500g raid, just more.
Sensali Tengu - " "
Yeti - " "
Nightfall:
Kournan - (16 - 20)
Mandragor - " "
Plants - higher levels (15 - 17)
1600 gold per raid:
Two Bosses. 1.5x as many enemies.
Prophecies:
High level Mantle (20 - 22)
Forgotten (20ish)
Enchanted (20ish)
Factions:
Afflicted (20 - 22)
Am Fah (20 - 24)
Jade Brotherhood (20 - 24)
Nightfall:
Margonite (20 - 24)
Mandragor (20 - 22)
Beetles, Heket, Behometh. (20 - 24)
2000 gold raids:
Two Bosses, 2x as many enemies.
Prophecies:
Stone Summit (22 - 26)
Mursaat (24ish)
Dryders, Frost Giants, Avicara. (24ish)
Factions: Kurzick
Wardens (22 - 26)
Oni (24ish)
Rot Wallow, Kirin, Dragon Moss, Blood Drinkers (24ish)
Factions: Luxon
Outcast (24ish)
Oni (24ish)
Scuttle Fish, Creeping Carp, Rockhide and Saltspray Dragons (22 - 24)
Nightfall:
Margonite (24ish)
Joko's Minions (22 - 24)
Monolith, Djinn (22 - 24)
2500 gold FACTION round:
These give no xp, bnut rather low amounts of Faction (Balth.)
Underwold Creatures.
Titans; 1 Fire, 1 Rotting, 1 Frozen. (does die-spawn)
Shiro'Ken; 2 groups (16 units in total)
Torment Creatures; 2 groups (16 again)
Good idea?
Last edited by Aegeroth; Dec 17, 2006 at 07:31 AM // 07:31..
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Dec 17, 2006, 09:23 AM // 09:23
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#163
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Wilds Pathfinder
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Quote:
Originally Posted by spiritofcat
Dancing Lessons:
Players pay gold to learn the dances of other professions, or entirely new dances. They have a limited number of dance lots so that learning a new dance would usually replace an old dance. This means that if they wanted their old dance back they would have to spend money again.
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For the win.
One of the greatest ideas as far as realistic ideas that Anet might actually do go.
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Jan 01, 2007, 05:05 PM // 17:05
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#164
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Sylvan Holy Crusaders
Profession: E/N
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Thus far I have only seen one vague mention in passing on this option, so if your interested in a real effective gold sink which does not serve to unbalance play...
Have merchants offer DP removal potions. Effectively similar to the holiday candy canes, yet buyable. The candy would not be hurt by this as it remains free and only available during holiday season.
500g for complete DP removal 1 use per (stackable)
100g for 15 DP removal 1 use per (stackable)
250g for morale boost (PVE only) however the shrines now offer this option, it would be nice to have something portable for those long walks through extremely hostile territory.
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Jan 26, 2007, 12:06 AM // 00:06
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#165
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Ascalonian Squire
Join Date: Jun 2006
Guild: Real Boys Wear Pink
Profession: W/
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sweet. do it.
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Jan 26, 2007, 12:48 AM // 00:48
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#166
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Grotto Attendant
Join Date: Mar 2006
Guild: Thanks to all the guru [mods]
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Can i ask, why do so many people want money sinks? i dont get it
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Jan 26, 2007, 01:32 AM // 01:32
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#167
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Banned
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Quote:
Originally Posted by onerabbit
Can i ask, why do so many people want money sinks? i dont get it
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Have you never taken Economics?
Basically, more money in the Economy = inflation, which raise prices, which is bad.
Gold sinks help lower inflation because it pulls money out of the Economy.
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Jan 26, 2007, 01:50 AM // 01:50
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#168
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by onerabbit
Can i ask, why do so many people want money sinks? i dont get it
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Money sink make prices of items deflats, so it's more affordable by newbies.
There are already a numerous gold sinks in the game. 15k armor, obsidian armor, rare skin items, drunkard title, luck titles....all gold sinks.
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Jan 26, 2007, 02:28 AM // 02:28
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#169
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Frost Gate Guardian
Join Date: Oct 2006
Guild: LLJK
Profession: A/Mo
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/signed for all BUT the armor getting dirty...im all for being able to shine armor brighter then normal, but not for haveing to pay money to make my armor look half decent again...
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Jan 26, 2007, 02:54 AM // 02:54
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#170
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Azeroth (shhh)
Guild: Ryders of the Sword [FrNd]
Profession: E/
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Quote:
Originally Posted by Aegeroth
Too much reading needed, so ill just put my points out.
** SPOILERS FROM ALL GAMES AHEAD **
1. No Anti-DP Consumables! The only ways i know of arew:
- Outposts (Medic Instant-Heal)
- Champions (Healing from the gods)
- Candy Canes? *not sure*/*special event only*
Adding "potions" and "food" to heal you is kinda wrong, seeing as theorectically the only things that remove them are "Professionals" and "Gods", so how do we do it?
2. Housing, why?
We are heroes consantly on the move to save the world, scenario:
Me vs Abaddon
Me: Die Abadd- oh wait its 6 pm, i promised my son i'd read "Where's my Cow?", really sorry i gtg.
Ab.: Yeh, i know the feeling, i think my wifes calling me.
WTF?
mmm yes, Player owned Houses...
The only resovling idea i can see is to disable your Player owned House until youve finished any chapters youve startedor, If you charcter has no active Main Quests, then the house is re-activated.
3. Guild Statues.
I love this idea.
It's Gold. with Chocolate on top , which doesnt melt!
Types of Statues we can include?:
- Killed Monsters/Bosses.
- Major Allies, past/present.
- Guild Leaders, past/present.
- Alliance Symbols, Kurzick/Luxon, you Guild must be aligned to obtain one.
- Guild Members, past/present. This would be a feature of recognition, say i deposited 30'000 Factions, the Guild would mabye pay 5000 gold to get me a statue? Or mabye i bought a Rare/Material Trader.
4. Polishing.
Cool idea, might egt annoying for people who don't (want to spend money/have money).
5. Weapon Deteriation*spell check?
yeh okay, same as last one.
---
My Ideas
Cosmetic - Casual Clothing
Give us NPC Clothing XD, low armor merely for show.
Yes, just another cosmetic, bar one.
Guild Hall Features.
1. Patrol, creates a patrol of Guards (lvl 20 warriors/rangers), these are inactive during GvG, they dont fight.
2. Commoners, creatures groups of commoners doing random things on your Isle; interacting, sowing/plowing fields, mooring a boat, sleeping in a camp, playing, walking around.
3. Hostiles, pay to have a bit of action in your hall :P (provides xp - no drops) Each raid depends on the chapters your Guild Leader and Officers own.
300 gold per raid:
Prophecies:
Grawl
Bandits
Prophecies Pre-Ascalon Skale
Factions:
Crimson Skull Guild
Mantid
Naga
Nightfall
Corsair - low levels (0 - 5)
Plants
Istani Skale
500 gold per raid:
Prophecies:
Charr (12 - 17)
Devourers & Hydra
Stone Summit - low levels (12 - 15)
Factions:
Afflicted
Sensali Tengu
Yeti
Nightfall:
Corsair - higher levels (15 - 17)
Mandragor
Early Kournan
1000 gold per raid:
Bosses included from now on (1 per raid - class varies)
Prophecies:
Undead
White Mantle
Imps, Skale and Mergoyle
Factions:
Afflicted - same levels as 500g raid, just more.
Sensali Tengu - " "
Yeti - " "
Nightfall:
Kournan - (16 - 20)
Mandragor - " "
Plants - higher levels (15 - 17)
1600 gold per raid:
Two Bosses. 1.5x as many enemies.
Prophecies:
High level Mantle (20 - 22)
Forgotten (20ish)
Enchanted (20ish)
Factions:
Afflicted (20 - 22)
Am Fah (20 - 24)
Jade Brotherhood (20 - 24)
Nightfall:
Margonite (20 - 24)
Mandragor (20 - 22)
Beetles, Heket, Behometh. (20 - 24)
2000 gold raids:
Two Bosses, 2x as many enemies.
Prophecies:
Stone Summit (22 - 26)
Mursaat (24ish)
Dryders, Frost Giants, Avicara. (24ish)
Factions: Kurzick
Wardens (22 - 26)
Oni (24ish)
Rot Wallow, Kirin, Dragon Moss, Blood Drinkers (24ish)
Factions: Luxon
Outcast (24ish)
Oni (24ish)
Scuttle Fish, Creeping Carp, Rockhide and Saltspray Dragons (22 - 24)
Nightfall:
Margonite (24ish)
Joko's Minions (22 - 24)
Monolith, Djinn (22 - 24)
2500 gold FACTION round:
These give no xp, bnut rather low amounts of Faction (Balth.)
Underwold Creatures.
Titans; 1 Fire, 1 Rotting, 1 Frozen. (does die-spawn)
Shiro'Ken; 2 groups (16 units in total)
Torment Creatures; 2 groups (16 again)
Good idea?
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To ArenaNet, PLEASE TAKE THESE IDEAS INTO ACCOUNT. Amongst the madness throughout the thread are good ideas, alot in this quoted thread. These would balance out the economy for a while, and NEED to be implemented! Green weapons sell for so little now. Obby shards are extremely inexpensive. Ectos are even starting to lose their value! You guys have to do something about the economy, it starts to wear at the PvE aspect of the game until PvE becomes pointless (armegeddon for Guild Wars!). PvE needs to be fixed, and the call is now!
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Jan 26, 2007, 04:27 AM // 04:27
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#171
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Gold Sinks arn't a solution to inflation if they are optional, alternative vendors are.
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Jan 26, 2007, 05:32 AM // 05:32
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#172
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by -.-
Have you never taken Economics?
Basically, more money in the Economy = inflation, which raise prices, which is bad.
Gold sinks help lower inflation because it pulls money out of the Economy.
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Have you never played this game?
Prices are plummeting, across the board. There are a handful of weapon skins that are worth anything anymore, and even these have fallen from what they used to be. Everything else is as cheap as it ever has been. Notice I've posted the exact same thing in this thread over and over again, and every time I post it it gets more and more true. The trend is inexorable. There is no inflation in this game, period.
Don't get me wrong, I'm all for ANet adding more stuff for us to have fun with, but this isn't about fixing the economy. Items actually have to get rare again before the economy is going to be fixed.
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Jan 26, 2007, 06:02 AM // 06:02
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#173
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Ascalonian Squire
Join Date: Jan 2006
Location: USA
Guild: Noob University [GeD]
Profession: Mo/
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Just making more rare items will only transfer money between players. What they want is complete desolve of the money altogether by giving/trading it with NPCs who do not actually hold money.
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Jan 26, 2007, 06:35 AM // 06:35
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#174
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Banned
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Quote:
Originally Posted by Skyy High
Have you never played this game?
Prices are plummeting, across the board. There are a handful of weapon skins that are worth anything anymore, and even these have fallen from what they used to be. Everything else is as cheap as it ever has been. Notice I've posted the exact same thing in this thread over and over again, and every time I post it it gets more and more true. The trend is inexorable. There is no inflation in this game, period.
Don't get me wrong, I'm all for ANet adding more stuff for us to have fun with, but this isn't about fixing the economy. Items actually have to get rare again before the economy is going to be fixed.
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Apparently, you missed the reason why I even replied to onerabbit's post.
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Jan 26, 2007, 09:37 AM // 09:37
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#175
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Krytan Explorer
Join Date: Apr 2006
Guild: TLA
Profession: Me/
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Hey there are some REALLY good ideas here. I hope some devs look through them!
/signed
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Jan 26, 2007, 11:20 AM // 11:20
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#176
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Instead of removing the Dye items, making items with an exclusive NPC not player sellable neither dropable, like customized ones.
You can sell them to NPCs or discard them to the trash.
That way you'll HAVE to use the NPC if the item has one.
Hee hee... no more ecto trading, you'll have to buy them in the NPCs.
No more inflation. A lot of flaming from farmers.
See? A dream come true.
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Jan 26, 2007, 05:04 PM // 17:04
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#177
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Ascalonian Squire
Join Date: Jan 2007
Location: Clemson, SC
Guild: Team Jupiter (TeJu)
Profession: D/Mo
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I'm female, and I'm totally against the house idea. It's just too much fluff for me.
Paying big bucks for a little more storage is reasonable.
I also like the hair saloon idea.
Temporary costumes would also be awesome. Poof! You're an NPC animal. Poof! You become a tiny mini pet. Poof! You've got a temporary different random char in your clothes. I'd be addicted to buying such temporary costumes.
I don't think max gear should be able to be traded. I think the stats should decrease a percentage when the item changes hands.
Perhaps dye titles could change to "old ___ dye" when they change players' hands and the color be become adulterated with grey. People would still buy from each other for variety, but would be more enticed to buy from NPCs or to farm for the bright options.
Also, mini pets could 1) be customised to their first owners or 2) be traded, but be temporary "running away" at random times. People would less likely pay big bucks for something temporary. A possible addition: in order to permanently keep the pet, the owner must train it at an NPC for a fee. Either trained pets could not be traded (preferable), or the "training" could disappear so that the new owner must train again.
Last, (if there isn't) there should be a cap on how much money an account can hold. (If there is, perhaps it should be lower, I see things up for 500,000 g so people must have millions?) The amount could be way up there, but this would ensure inflation would stop somewhere.
I mean, that's my two cents.
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Jan 26, 2007, 05:21 PM // 17:21
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#178
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Frost Gate Guardian
Join Date: Nov 2006
Location: Ascalon
Guild: Venatori Solaris
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/signed for the permanent gold sinks.
Hair styler ftw.
But temporary ones will annoy rather than amuse.
Having more variety to customize a char will always drain gold off people. It'll work yes.
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Jan 26, 2007, 05:42 PM // 17:42
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#179
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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/signed with reservations
We have enough gold sinks as it is. It is ridiculously easy to accumulate gold in this game anyway and the only reason to decrease inflation is if you , for some reason, can't get cash. That gripe aside we already have money sinks in place in the form of 15K armor. the only reason I signed it is because I can't honestly see the harm in more money sinks since there will always be people stupid enough to use them. I doubt it will solve inflation though since there will always be people who won't part with their hard earned gold. Granted all things you can spend gold on are more or less cosmetic in nature so why not add a few more.
Quote:
Originally Posted by Ralli Pemirl
I don't think max gear should be able to be traded. I think the stats should decrease a percentage when the item changes hands.
Perhaps dye titles could change to "old ___ dye" when they change players' hands and the color be become adulterated with grey. People would still buy from each other for variety, but would be more enticed to buy from NPCs or to farm for the bright options.
Also, mini pets could 1) be customised to their first owners or 2) be traded, but be temporary "running away" at random times. People would less likely pay big bucks for something temporary. A possible addition: in order to permanently keep the pet, the owner must train it at an NPC for a fee. Either trained pets could not be traded (preferable), or the "training" could disappear so that the new owner must train again.
Last, (if there isn't) there should be a cap on how much money an account can hold. (If there is, perhaps it should be lower, I see things up for 500,000 g so people must have millions?) The amount could be way up there, but this would ensure inflation would stop somewhere.
I mean, that's my two cents.
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Bad idea on the weapons and mini pets. You would in essence kill the entire player trade economy if you devalued items or made trades non permanent. As for the cap there is a cap. You can carry 100K on you and store 999,999 gold on storage I think it's either that or 900K in storage, one of the two. It's been a long long time since I maxed any of my character's on that. I think the one thing people loose sight of when they make these sort of suggestions is that you can get the same stats on any weapon for relatively cheap. I've got the best ebon dust scythe in the game and do you know how much it cost me? 6.5K total. 5K for a 15% while enchanted scythe from the Bazaar. 1.5 for an ebon snathe and I found a 20% enchanting grip. The only thing people want 500K for is skins. These are vanity items and by definition they aren't necessary to be competitive or beat the game. In essence they are Lamborghinis. Now honestly can everyone afford a Lamborghini? No Does everyone need a Lamborghini? No. for most people a Toyota does just fine and in this game the same principle applies. There is no need for a bunch of excess money sinks, though there won't be any harm in adding them. However even if these ideas were all implemented it wouldn't fix the problem. There will still be people who will say,"Hair styles? Screw that I want a max Elemental Sword for my warrior." or "Houses? Any goober can buy a house I want that Crystalline sword because it's more rare."
Last edited by Str0b0; Jan 26, 2007 at 06:43 PM // 18:43..
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Jan 28, 2007, 06:35 PM // 18:35
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#180
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Ascalonian Squire
Join Date: Jan 2007
Location: Clemson, SC
Guild: Team Jupiter (TeJu)
Profession: D/Mo
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Str0b0, I think hurting the entire trade community by devaluing equipment and making semi-permanent pets could be a beneficial idea. This would cut down on people trading real money for such items (which I think would be in Anet's interests), and make owning perfect items more special.
It would be interesting to discover what percentage of weapons and pets are sold in game and what percentage is sold on EBay. If I really wanted to trade the great items I receive, I would be tempted take my chances and go to EBay before spamming in capitals, which is SOOOO boring. I am content with my in-game (and out-of-game) savings, though, so I enjoy giving stuff away instead.
I do agree that too many money sinks would discourage people from buying and playing the game.
Last edited by Ralli Pemirl; Jan 28, 2007 at 06:49 PM // 18:49..
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