Official Suggestion: Gold Sinks
#121
Posted 06 December 2008 - 06:00
#122
Posted 06 December 2008 - 06:00
#123
Posted 06 December 2008 - 06:03
Again increase the gold cost for blacksmith, so that profit from training is limited. Also make Unbreakable work for a less percentage, except for maybe crystaline items. This would create alot of gold sink into the game and stabilize the FSP market. We saw this in SS2 (b4 the update) where the cost of repair was about 2/3-3/4 of the money made in training and this kept the price of the FC down near the starting mark of 1000...
Gonna Keep re-posting this idea cause no one seem to see it...
#124
Posted 06 December 2008 - 06:06
#125
Posted 06 December 2008 - 06:09
#126
Posted 06 December 2008 - 06:09
#127
fs_ziojoe
Posted 06 December 2008 - 06:09
dunno if this has been proposed....
but why not set up a market where players can sell items to the shopkeeper instead of waiting on an auction. Let each turn cost 25 or so stamina to sell one item and let the items be bought back for cheap. It'll be a nice way to build up gold instead of having to destroy all the items the monsters drop. And let us be able to buy extra stamina with gold....say something like 1 stamina for 100 gold. So for 100 extra stamina....we pay 10,000 gold. And we can't buy more than half our normal stamina levels per day.
You musta missed the point here... it costs 1 FSP for 25 stam... at's about 4000GP (if FSP were 100k, which they are not) stam is one commodity that is never going to come cheap... this would not increase the value of gold at all, if I could buy 100 stam for 10000 gold I would never have to stop playing, lol... 4 kills with dub 500 and I already made 12000GP, repair my equip and but another 100 stam and I'll have change to throw at the Mrs. and I'm only lvl 214...
Oh and not to mention, selling stuff to a shop would only increase money on hand, lol... seriously, did you see the first page?
I think what one person said was best, when we put money down for FSP, it should be taken from our account and held until the offer is over or completed. That way there isn't a rush to sell right away, because the money is safe. I already suggested this tho, and was told that I should increase my protect gold and def etc to prevent this... However, I would add, that maybe in order to force you to possibly have some gold on hand, you could be limited to the number of offers you can have and the amount you can post... that way you may have some leftover cash to deal with...
#128
Posted 06 December 2008 - 06:11
I said this too!! me likey this idea!First of all, if you saw my post I added the 1% interest on bank depots just as a side note, cause not being able to bank everything really sucks... but it was more of a jab than an actual fix for a gold sink.... that being said...
dunno if this has been proposed....
but why not set up a market where players can sell items to the shopkeeper instead of waiting on an auction. Let each turn cost 25 or so stamina to sell one item and let the items be bought back for cheap. It'll be a nice way to build up gold instead of having to destroy all the items the monsters drop. And let us be able to buy extra stamina with gold....say something like 1 stamina for 100 gold. So for 100 extra stamina....we pay 10,000 gold. And we can't buy more than half our normal stamina levels per day.
You musta missed the point here... it costs 1 FSP for 25 stam... at's about 4000GP (if FSP were 100k, which they are not) stam is one commodity that is never going to come cheap... this would not increase the value of gold at all, if I could buy 100 stam for 10000 gold I would never have to stop playing, lol... 4 kills with dub 500 and I already made 12000GP, repair my equip and but another 100 stam and I'll have change to throw at the Mrs. and I'm only lvl 214...
I think what one person said was best, when we put money down for FSP, it should be taken from our account and held until the offer is over or completed. That way there isn't a rush to sell right away, because the money is safe. I already suggested this tho, and was told that I should increase my protect gold and def etc to prevent this... However, I would add, that maybe in order to force you to possibly have some gold on hand, you could be limited to the number of offers you can have and the amount you can post... that way you may have some leftover cash to deal with...
#129
Posted 06 December 2008 - 06:12
#130
Posted 06 December 2008 - 06:18
#131
Posted 06 December 2008 - 06:24
#132
Posted 06 December 2008 - 06:24
#133
fs_ziojoe
Posted 06 December 2008 - 06:41
1. How about buffs, like a wizard shop where you can buy buffs for a specified price, somewhat high, but reasonable, maybe it's more expensive but lasts longer, or more reasonable but last less time... all buffs would be around lvl 150 and cost might be based on stam and level or something... prices can always be changed to see is most suitable. This would also regulate the buff shop market...
2. How about FSP are sold through HCS for gold at various FSP shops, you can only buy 1 for every 50 or 75 levels or something per day... that way the market isn't totally effected, but you can still get them for a fair price and hopefully the market will settle down a bit at the same time. I know this is a long shot... but people would buy them up faster than they could put em out.
3. What if you could go to inns and pay cash to stay and they are safe zones, it could be a flat rate of 50-100GP per level per day or something.
4. For things that cost 1 FSP and are used quite a bit, make an option to pay gold, but make it 90k-100k, that way people won't be looking for FSP when they can save 10-20k gold buy using gold instead. And this isn't a way to weasel out a cheaper FSbox or shoutbox, it would work I think for spending more gold. My FSP are invaluable right now, I'm not gonna waste em on a shoutbox.
5. Have specialized NPC that perform jobs better, such as the forge master suggested earlier, maybe potion crafters, item crafters, etc, that have a better chance of success for a fee.
6. Set a fee on auctions that sell... unlike the market the fee shouldn't be placed until the item is sold. But there should be a fee, say 5% like on ebay, lol... for FSP sales, a standard 5k would work...
7. Have +1 enemies and +1 friends cost gold instead of FSP.
8. Add tattoo shops, they could increase enhancements or stats, something new and a definite gold sink. Oh and removal shops, big money grab...
9. Make casting buffs cost gold... it could be used to buy buff components maybe, but not actually add the components to the game, just a reasoning. Maybe 100gp per stam...
10. Instead of a pet, be able to rent a horse or equivalent to use up 10% less stam when walking for a set time period (4 hours maybe or upto 1 day)
11. add another suggestion here.. lol... kk i'm all out for now, hehe
#134
Posted 06 December 2008 - 06:43
#135
Posted 06 December 2008 - 06:50
#136
fs_billdana
Posted 06 December 2008 - 06:58
guild needs to have at least 400 fsp and 50,000,000 in gold to get the keep level 1 plus 5,000,000 gold per hour
3 levels of keep before you upgrade to castle
3 levels of castle
each level keep and castle minume of fsp and gold requires doubles every time it upgrades
brings down the cost of structuers
brings up the amount of what structuers do
can be attacked by other guilds (treat like a player and items - steal gold abd break walls)
place in some player upgrades
a) +25 XP Gain (per hour) 200 fsp per up grade (50 / 50) use guild level as the minume level and give the xp to the players
c) +1 Stamina Gain (per hour) 200 fsp (25 / 25)
regrdless of attacks these buildings are owned by the guild that built it
player attacks on keep only
group attacks on castles only
no 2 keeps/castles must be within 100 moves/squares from each other
whene creating these buildings the level of the player is in efect as well as the area he or she is in -
a) if they are a level 300 and in the are related to that level and theres no other building thats related to guilds in that area then the creater of this building can build this building
whene someone is left behind to protect the guild building they can recall all guild members to the building (new port option added in will be the (return to guild building))
all players who are not up to the level needed to be at that level cant be recalled to the building
only the guild founder can create the location of the building (assuming the guild has the fsp/gold)
upkeep of these buildings and repairs of these buildings can be done with the permission of the guild founder
upgrading thes builds can also be done with the permission of the guild founder
changes the stats of holding relics instead of the folowing info =
old) The lead defender (highest level) receives a 50% bonus to their stats when attacked (providing you do not control any other relics - note also if you control 3 or more relics, the lead defender will suffer a 10% reduction to their stats at each relic).
(old) Each additional defending guild member will apply 20% of there stats when calculating the total defense (in the same way as a group attack) providing they have been active (logged in) within the last 7 days
the following info would be true
(new) The lead defender (highest level) receives a 75% bonus to their stats when attacked (providing you do not control any other relics - note also if you control 3 or more relics, the lead defender will suffer a 5% reduction to their stats at each relic).
(new) Each additional defending guild member will apply 45% of there stats when calculating the total defense (in the same way as a group attack) providing they have been active (logged in) within the last 14 daysbilldana
extra guild store slots most deffently should be added to this building - 200 fsp per extra slot - unlimited extra slots - starts offwith 0 slots out right 500 more per level till level 6 then its unlimmited
Q. is the FSP consumed when the building is built? Or, is it simply tapped?
A. its consumed
Q. I like the idea of everyone being called back instantaneously upon the threat of attack. Is this the only thing that keeps others from watching us build them then taking them away?
A. no-one would be able to take the building away - just a recall for an impending attack
Q. Do we need to be in physical (virtual physical?) proximity to the keep/ castle, etc. to enjoy its benefits, or would this be sort of like the current "Guild Store" system where we can access it like cloud computing?
A. phiysicaly ther yes you will need to be there to access the rooms and lockers no nowhere near it to enjoy the rest of the benefits
#137
Posted 06 December 2008 - 07:01
I still say its cos its blinding people :evil:No Fallen Sword Points for gold other than via the marketplace sorry.
However we are listening to the other ideas.
Remember the aim of this is to increase the overall value of gold (which will in theory reduce the marketplace value of FSPs for gold).
The main way to do this is to create worthwhile ways for people with lots of gold to consume it (sink it).
I'm thinking along the lines of more (powerful) craftable items, that use lots of gold to craft - think potions and items.
Keep the ideas coming however
- hoof
I'll try one more time....
What is pushing up the price of FSPs in the market is not the value of gold. What is pushing it up is the need to get gold off your character as soon as possible.
For the first few weeks of the marketplace people went with what they were use to 1 fsp/100k gold. Then what happen was people were not getting their orders filled. When a person doesn't get their order filled the next time the 'over-cut' to get theirs first. Everyday x people didn't get their order filled and over the last few weeks 20-30x haven't and x is probably around 50-100 people. So now almost everyone in the game hasn't had an order filled and are now 'over-cutting' everyone else who is 'over-cutting'. This is the upward pressure on the market.
Now we have reached a point where people realize FSPs are going up in value. This will cause people to want to buy them faster (get them at the lowest price) and sell them slower (hold out for the highest price). Thus increasing demand and cutting supply. There just aren't enough people who 'need' to sell their FSPs as there are that 'need' to get rid of their gold and I don't think there ever will be. More upward pressure on the market.
With all this upward pressure the only way for the market to stablize to for an equal down ward pressure. The problem is that there is no downward pressure at all. You see there is no correlation between gold value and FSP value. There is nothing better in the game to spend ur gold on than something that would cost you real world money otherwise. No matter how much gold it is per FSP people will spend the same amount of gold they are now even if they only get 1/10 the FSPs. So raising the value of gold doesn't increase its value in relationship to FSPs because people would spend any amount to get them. 1 fsp is worth infinite gold because it has real world value and game gold does not.
The 100k/1 fsp price was just made up and since there was no market it stayed that way. But, by creating the market place you now have created market forces that will affect the price of FSPs in gold. But, you only have upward market forces and no downward forces. Not only that, but there is no way to create a downward market forces unless you made game gold have a real world monetary value itself.
With only upward market forces, and no downward nor any way to even make them, the price of FSPs will only go up regardless of how common or how rare gold is. The only way to fix it is to remove the upward forces. You have to make it so people aren't fighting to pay the highest price. The easiest way to do this is to make the marketplace take the players gold upon listing the offer (or marketplace purchases can be done from a bank account maybe).
I'm sorry for the dissertation, but I really think you guys need to see whats really going on here.
#138
fs_ziojoe
Posted 06 December 2008 - 07:11
I totally see what you are saying, I know I am holding onto FSP for just this reason, it's not worth it to sell them right now, nor try to over cut the highest offer to get them... I can always get gold by killing monsters, but I can only get FSP by selling high end stuff and paying wads of gold... aside from paying real cash, which many people are trying to avoid.
Whether this is a ploy to fix the market place or not, making a gold sink won't really fix that unless the gold sink benefits the players. For example, right now I put bids on auctions at close to the usual sale price or lower... if I win bonus, if I don't my money is safe for a while and then I get it back. The goal in any case, to protect my money or get something of equal value.
If the gold sink is simply a fee for being able to do something like sell items, or create things or fix things... than it won't be a gold sink as much as a deterrent from performing those actions.
I hope someone takes the time to make a list of the suggestions thus far, it sure would be nice
#139
fs_narex
#140
Posted 06 December 2008 - 07:29
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