Jun 09, 2005, 10:15 AM // 10:15
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#1
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Ascalonian Squire
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A real money sink.
Currently the only two money sinks in the game are Id kits and salavage kits and niether of them really attract that much money.
People will say AR/Runes are a money sink but they aren't because really a player can carry a maxium of like two suits or so because of the limited number of slots.
What I would suggest is either HP/MP restore potion Or HP/MP tempory bonus potions ( say 30 seconds maybe with a 60 delay between uses).
These potions should say cost 100 gold and be a bonus or restoration of 10 points. Not much but it helps.
This idea can be further expand by using crafters to create more powerful potions. Say by combining 10 potions and 100 gold to make a potion that boost by 20 points instead of 10 points.
If something doesn't happen soon the inflation will become a joke.
Its either this or well NCSoft/Arenanet should make everything free.
Last edited by bloodbob; Jun 09, 2005 at 10:21 AM // 10:21..
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Jun 09, 2005, 10:33 AM // 10:33
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#2
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Lion's Arch Merchant
Join Date: Apr 2005
Location: in my house
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Dwarven Ale taste good.. you should try it.
They need a better money sink that's true.. but i don't think healing potions is a good idea. PvP would become a fight between who has the most potions. You can't put item to hotkey(beside weapon set) so in order to use them you would have to open the inventory and double click the potion so you will probably be dead before you use 1.
Potion that give a bonus for X amount of time is a good idea tho. Like potion that shorten cripple duration for X second or the next time you'd be knocked down, you are not but take double damage.. things like that would be cool but please not healing potion.
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Jun 09, 2005, 10:38 AM // 10:38
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#3
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Juhanah
Dwarven Ale taste good.. you should try it.
They need a better money sink that's true.. but i don't think healing potions is a good idea. PvP would become a fight between who has the most potions. You can't put item to hotkey(beside weapon set) so in order to use them you would have to open the inventory and double click the potion so you will probably be dead before you use 1.
Potion that give a bonus for X amount of time is a good idea tho. Like potion that shorten cripple duration for X second or the next time you'd be knocked down, you are not but take double damage.. things like that would be cool but please not healing potion.
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Maybe only make a small set of Potions which can be used only when your not in combat, and allow you to only take one or two into any PvP battle.
The drink is a good money sink, shows A.net are willing to add a bit of RPG like items to bring a bit of fun and role play into the mix.
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Jun 09, 2005, 03:45 PM // 15:45
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#4
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Banned
Join Date: May 2005
Location: Uk Leicester
Profession: N/R
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I would like to see some kind of travel rune introduced say 150 gold each They were used in Neverwinter Nights and worked well to keep the gold storage down. Make them none transferable so you cant pass on to people that havent reached that area. Too easy to move between outposts at moment?
Thinking about it maybe a travel fee to move from 1 area to the next Make game more interesting I think?
You would use them for major outposts and run to the other surrounding areas
Just a Thourght
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Jun 09, 2005, 03:55 PM // 15:55
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#5
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Sandman Uk
I would like to see some kind of travel rune introduced say 150 gold each They were used in Neverwinter Nights and worked well to keep the gold storage down. Make them none transferable so you cant pass on to people that havent reached that area. Too easy to move between outposts at moment?
Thinking about it maybe a travel fee to move from 1 area to the next Make game more interesting I think?
You would use them for major outposts and run to the other surrounding areas
Just a Thourght
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I kind of like that idea... well make TRAVEL STONES... which cost a easy 20-50 charge using a NPC in major cities... using the travel stone you can teleport to towns, which costs a single use!
All they need to do is add a travel stone circle in towns where teleport in... that way at least it make sense! Plus 20-50 gold for being able to travel insantly from any place in the world to another is a good pay off.
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Jun 09, 2005, 04:18 PM // 16:18
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#6
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Lion's Arch Merchant
Join Date: Apr 2005
Location: in my house
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I think good money sink is something attractive that cost you some money but that you are not forced to use.
Traveling rune would make the poor even more poor. I really wouldn't want to walk from ascalon to lion's arch just because i have no rune of travel and no money to buy more. The free travel is very good as it is. What they need is extra stuff that would attract people without being forced to.
Just by being able to had 2 dyes to each piece of armor would already make a small money sink. By 2 dyes i mean adding one like we do now and a second one for the parts that never dye curently.
Or putting more God statue in the world/mission and have them remove 5% DP for 500gold or so.
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Jun 09, 2005, 04:34 PM // 16:34
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#7
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Core Guru
Join Date: Feb 2005
Guild: The Drifters [DRFT]
Profession: E/Me
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Why would we need travel stones - when we can map travel?
Although, perhaps travel stones from one town to an explorable area -- but you must first collect a stone shard from the place you want to travel to.
So for example, maybe there could be a small teleport stone near the Ascalon Settlement, but in order to travel there from Lion's Arch via teleporter, you must have had walked to the Settlement once already, and retrieved a stone shard from the Settlement before being able to warp there.
GW definitely needs more money sinks.
Currently:
- ID/Salvage Kits
- Rune of Holding
- Dwarven Ale (fun novelty item, but for how long will this last?)
I like the idea of some sort of consumable to boost stats temporarily, but I can see how this would be abused in PvP arenas. Perhaps, the consumables can only be used in the PvE part, since the PvE is much more like roleplay than the PvP aspect of the game.
More items like Dwarven Ale. They're on the right track, they just need to introduce more variety, now. Things like confetti - one time use, good to to hang onto and throw in celebration of someone attaining a new level, or completing a mission, after purchasing your very own Guild Hall (great accomplishment!), or at your /dance parties. Perhaps the confetti can come in two styles, or colors. Firework-type items (lots of room for variety: fake party poppers, fireworks in the sky, sparklers, the ones that pop on the ground, etc.) - make sure the animation isn't anything too crazy that won't increase lag or piss off the other characters, so no smoke bombs lol. Maybe, even with the Ale, they can introduce different kinds of Ale (Ranger's Ale, Dwarven Ale, etc.), each with different effects.
Another good money sink would be extra storage, that can be bought by a player, but can not be sold by players - similar to the Rune of Holding.
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Jun 09, 2005, 04:49 PM // 16:49
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#8
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Desert Nomad
Join Date: May 2005
Location: European Server or International
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Guild Hall upgrades!!! 15p for a new addition. If they took the (what is it, 6?) existing guild halls, then designed maybe like 10 possible additions to them with steadily increasing prices, that would work for a limited but plenty drawn out money sink. Example:
-guild storage: 5p
-PvP (guild only) training area: 10p
-Assembly Hall (to which you can invite other players or open it up like a city to whoever wants to go there): 20p
-Menagerie (using a special, expensive, item your guild can capture miscellaneous (and unlimited) creatures from the map and imprison them in your hall. They could later be released for guild only gladiator matches): upgrade-30p, 1 cage (reusable)-10p
-Land purchase (maybe 5 or 10 extra maps available only to guild halls who have purchased the land, complete with quests and mobs and even a few unique mobs): 20p each
Just these 5 items each could potentially cost up to 85p, and if you max out your cages (say 20) and your land (say 10) then you're looking at 385p for a fully upgraded guild hall.
Add to this decorations like statues and extra flags, paintings (it wouldn't be hard to make a "painting" feature of officers and the leader or npc's, creatures etc.) at 5p each.
You could be looking at a fully decked out hall worth over 500p easy. Now that Celestial Sigils don't sell for 100p each (do they?), this would be a great money sink.
edit: these were all ideas on the fly, I'm sure that if the devs sat down and thought about it, they could easily include 10 or 20 other items/upgrades with the expansion that could cost in total something like 2 or 3000 plat. This would give cool objectives to PvE players other than levelling, and give a reason to enter the economy and trade with the community.
Last edited by DrSLUGFly; Jun 09, 2005 at 04:51 PM // 16:51..
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Jun 09, 2005, 04:57 PM // 16:57
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#9
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Core Guru
Join Date: Feb 2005
Guild: The Drifters [DRFT]
Profession: E/Me
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i wouldn't mind paying for the ability to fight my guild members or for guild storage.
but i think guild halls should be upgraded for free to include merchants, traders, and the xunlai storage agent.
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Jun 09, 2005, 05:16 PM // 17:16
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#10
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Desert Nomad
Join Date: May 2005
Location: Awaiting GW2
Profession: W/
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Quote:
Originally Posted by DrSLUGFly
Guild Hall upgrades!!! 15p for a new addition. If they took the (what is it, 6?) existing guild halls, then designed maybe like 10 possible additions to them with steadily increasing prices, that would work for a limited but plenty drawn out money sink. Example:
-guild storage: 5p
-PvP (guild only) training area: 10p
-Assembly Hall (to which you can invite other players or open it up like a city to whoever wants to go there): 20p
-Menagerie (using a special, expensive, item your guild can capture miscellaneous (and unlimited) creatures from the map and imprison them in your hall. They could later be released for guild only gladiator matches): upgrade-30p, 1 cage (reusable)-10p
-Land purchase (maybe 5 or 10 extra maps available only to guild halls who have purchased the land, complete with quests and mobs and even a few unique mobs): 20p each
Just these 5 items each could potentially cost up to 85p, and if you max out your cages (say 20) and your land (say 10) then you're looking at 385p for a fully upgraded guild hall.
Add to this decorations like statues and extra flags, paintings (it wouldn't be hard to make a "painting" feature of officers and the leader or npc's, creatures etc.) at 5p each.
You could be looking at a fully decked out hall worth over 500p easy. Now that Celestial Sigils don't sell for 100p each (do they?), this would be a great money sink.
edit: these were all ideas on the fly, I'm sure that if the devs sat down and thought about it, they could easily include 10 or 20 other items/upgrades with the expansion that could cost in total something like 2 or 3000 plat. This would give cool objectives to PvE players other than levelling, and give a reason to enter the economy and trade with the community.
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I sense brilliance. Of course all the guilds are going to want their halls fully upgraded, especially if other people can be invited in. It's an ego thing
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Jun 09, 2005, 05:28 PM // 17:28
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#11
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Lion's Arch Merchant
Join Date: May 2005
Location: Zaragoza, Spain
Guild: [ODL]
Profession: E/Mo
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Seems like Galatea like to argue... :joke:
What about rez potions ? In some advanced outposts (and in almost every spanish district map place) is too difficult to find monks. And sincerely, being an ele/me, if I equip rez (for use once in a while) and some hex / glyphs leaves me space for what? 3 or 4 real attack spells. It would be nice to be able to rez my allies in an easier way.
Please take my idea as it is, it has no guarantee since I've writen this at work and haven't thought much about it... ^.^
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Jun 10, 2005, 05:55 AM // 05:55
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#12
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Core Guru
Join Date: Feb 2005
Guild: The Drifters [DRFT]
Profession: E/Me
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HAHA - I don't like to argue. I just like speaking my opinion. What's wrong with that? ^_-
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Jun 10, 2005, 06:35 AM // 06:35
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#13
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Desert Nomad
Join Date: May 2005
Location: European Server or International
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I"m not fond of potions in general, but rez potions are a great idea, perhaps make them very expensive or limit the quantity you can carry on one mission (say for example: only holdable in your belt pouch, this way 5 max)
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Jun 10, 2005, 07:15 AM // 07:15
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#14
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Ascalonian Squire
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rez potions, healing potions - all these would mean a 9th skill slot for any character.
If they would do this - please eliminate rez skills of the monks and rangers (for their pets) and create other skills for them.
Personally i don't like the idea of potions that interfere with the skill system. They would be like skills with:- no cast time ( or do you consider a "drink" time ? )
- no recharge ( 4 people to rez in a sec no prob - just 4 potions)
- no energy necessary
the only thing you need for those is a preparation before battle ( here getting gold ).
Would that not be controverse to the main goal of the game - you win because of your skill - not because you did lots of lvling or in this case collected much gold before ?
No i think gold should only be used for visual things ( guild hall, clothes, emotes ) - whatever it takes to be competitve and play the game, shouldn't be based on economy.
Last edited by socke; Jun 10, 2005 at 07:22 AM // 07:22..
Reason: spelling probs
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Jun 10, 2005, 07:20 AM // 07:20
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#15
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Krytan Explorer
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Maybe they should charge you every time you try to say something in the $ Trade channel.
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Jun 10, 2005, 07:33 AM // 07:33
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#16
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by socke
rez potions, healing potions - all these would mean a 9th skill slot for any character.
If they would do this - please eliminate rez skills of the monks and rangers (for their pets) and create other skills for them.
Personally i don't like the idea of potions that interfere with the skill system. They would be like skills with: - no cast time ( or do you consider a "drink" time ? )
- no recharge ( 4 people to rez in a sec no prob - just 4 potions)
- no energy necessary
the only thing you need for those is a preparation before battle ( here getting gold ).
Would that not be controverse to the main goal of the game - you win because of your skill - not because you did lots of lvling or in this case collected much gold before ?
No i think gold should only be used for visual things ( guild hall, clothes, emotes ) - whatever it takes to be competitve and play the game, shouldn't be based on economy.
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Just limit their use to only when not in combat, a call down time when you just left combat till you can use them... and allow people to only take 1 into battle at the time. Don't you people think
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Jun 10, 2005, 12:30 PM // 12:30
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#17
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Frost Gate Guardian
Join Date: Feb 2005
Location: Orlando, FL
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How about a one use "Infusion" for resisting a specific damage type?
Or something like "Infusion" that gives a one use bonus against a specific monster type.
This would be available at towns and outposts from a NPC and would last until the next town or outpost.
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Jun 10, 2005, 01:45 PM // 13:45
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#18
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Jungle Guide
Join Date: Mar 2005
Location: Sydney, Australia
Guild: Order of the Sanguine Dragon [OSD]
Profession: E/Mo
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Quote:
Originally Posted by Greentongue
How about a one use "Infusion" for resisting a specific damage type?
Or something like "Infusion" that gives a one use bonus against a specific monster type.
This would be available at towns and outposts from a NPC and would last until the next town or outpost.
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Good idea!
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Jun 10, 2005, 01:50 PM // 13:50
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#19
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Krytan Explorer
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Or the real money sink ...
Women.
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