Official Suggestion: Scavenging
#121
fs_dsjupiter
Posted 08 December 2008 - 23:48
#122
fs_jperk31260
Posted 08 December 2008 - 23:52
#123
fs_arkonas
Posted 08 December 2008 - 23:53
#124
Posted 08 December 2008 - 23:56
So I'm saying no to this idea for the fact that it will not actually sink gold. I like the premise though, very creative.
#125
Posted 09 December 2008 - 00:11
After reading the past 17 pages I dun think that this will actually be a gold sink. If you get a legendary item you don't wanna use for various reasons, you can sell it for gold or FSP, how does that solve the problem hoofs? I think EcoFrog is on to something with the 100k gold/25stam idea. That's something that benefits the whole community. Not only will it sink gold, but it will also help the lower level players advance quicker.
So I'm saying no to this idea for the fact that it will not actually sink gold. I like the premise though, very creative.
Depends what you mean by lower levels. 100K to under L100 is still a LOT of gold so 25 stamina in return for it isn't exactly a eye-catching deal for them. But, if we're using it on stamina, why not on adding to maximum stamina too ? - no, that won't happen, that's too lucrative a market for HCS to "devalue" by giving away permanent stamina increases.
I stick by my earlier comment - if it's new and unseen items, this could be a winner, provided its pitched (on a price AND item level basis) correctly.
#126
Posted 09 December 2008 - 00:17
After reading the past 17 pages I dun think that this will actually be a gold sink. If you get a legendary item you don't wanna use for various reasons, you can sell it for gold or FSP, how does that solve the problem hoofs? I think EcoFrog is on to something with the 100k gold/25stam idea. That's something that benefits the whole community. Not only will it sink gold, but it will also help the lower level players advance quicker.
So I'm saying no to this idea for the fact that it will not actually sink gold. I like the premise though, very creative.
Depends what you mean by lower levels. 100K to under L100 is still a LOT of gold so 25 stamina in return for it isn't exactly a eye-catching deal for them. But, if we're using it on stamina, why not on adding to maximum stamina too ? - no, that won't happen, that's too lucrative a market for HCS to "devalue" by giving away permanent stamina increases.
I stick by my earlier comment - if it's new and unseen items, this could be a winner, provided its pitched (on a price AND item level basis) correctly.
You do have a point, but even if the items are by chance amazing, once they start getting circulated won't their value drop just like legendary items do after a legendary event? If they can't implement this idea with no items and just potions, stam etc. it may very well work.
#127
fs_a1dan9
Posted 09 December 2008 - 00:58
#128
fs_nicodemus3
Posted 09 December 2008 - 01:39
#129
Posted 09 December 2008 - 01:48
#130
fs_karoj
Posted 09 December 2008 - 01:56
This is a type of an item lottery and will most likely not remove enough gold from the game.
#131
Posted 09 December 2008 - 02:02
Also some of the quest rewards could maybe do with updating. Certainly the xp gains could be boosted for completion of quest.
What about a gambling house option in the game. You win an item on a quest and you get an option to gamble (like slots) double or nothing kind of scenario.
Just some ideas. I like the scavenger one tho, its got potential.
Avatars I have made for FS:-
http://tinyurl.com/sustosavys
#132
Posted 09 December 2008 - 02:20
#133
Posted 09 December 2008 - 02:29
others mentioned more recipies - it's not a gold sink - it's a gold forge, if you can afford to invent new item - you make profit from that, in theory you sunk gold equal to resources needed to invent it, in practice - you encourage ppl to hunt more to 1. get needed resources (hunt makes gold), 2. it's too slow to make any impact - some1 invents item and others decide if it's worth anything at all or is overpowered and repeats 1st point as many times as needed, that item is sold for FSP and price is still at large
finding reserve stam / buying reserve stam via scavengers - reserve stam is good, low chance to find it is also good, buying it is not good - is't a massive gold sink (who don't want to have 10k reserve stam for LE event) which would strike back - put more hunt and more LE items which would raise FSP price even more
FSP price is high bcoz buyer's are willing to pay more and more for it, gold sink in pure form won't limit price buyer's are willing to pay - it will only slow FSP rotation, real solution is to remove FSP from AH, gold from AH is transfered to bank or you don't see who is buying and selling except your bids and auctions. If I need to ujpgrade - I go for FSP's, if not I'm looking for gold freeze via FSP or turn them to bank.
If that is done FSP are really worth as much as you can upgrade for it. Turning FSP into gold via upgrade should be removed (I can get 50k via upgrade or 120k via marketplace).
Another option is to remove 2M gold and 20 FSP from temple - it's about 4M of gold put into market daily. Replace them with a "magic box" - you'll never know what you get when opening - item, set of buffs, reserve stam or whatever else seems reasonable (free roll on crafting).
------------------
As to scavenging items - nice idea, but I would add an option to get you an item from shop for about 1.5 * shop price
As to possible scavenged items - new potions, new medium items (between elite set and LE), rare plants, "magic boxes"
In general I'd say the lower item lvl the more close it can go to SE rarity - this would help guilds to get lower lvl gear and won't impact market of high lvl gear. 1 scavenge per day per player (not upgradeable).
#134
Posted 09 December 2008 - 02:40
Don't love it.
Essentially there is a gold problem. We all know it... We need to get rid of gold.
BUT
I would hate for the scavengers to find items. That just creates an item problem. The PvP arena does that for items already (which is only one of the numerous problems with the arena).
The advantage of the scavenger idea (unlike the PvP thing) is that it is not stacked towards more advanced/richer players/guilds. We all know theat is the problem of the PvP arena. Get the best sets, FF and then just work the odds. Nothing to it. Since the price of items falls as the market floods, the PvP gets less and less worthwhile anyway and as more and more players approach the optimal strategy it becomes a lottery. The scavengers will do the same thing if they find items... flood the item market, drive down the price of items, or in order to attract people game breaking items/potions etc would be added. All bad.
So anyway, the best idea would be to allow people to dump gold for stamina via the scavengers. If there was an approximate return on stamina of say 25 stamina for 100K gold that would re-fix the price of an FSP down to 100K... (when the cap was removed the ineveitable rise began)... Whatever the approximate return on this investment in scavengers in terms of 25 stamina units will become the new range for FSP prices... it would be easy to reduce the price with reserve stamina if the expected return was like 25 stamina for 75K we would watch a lot of FSPs become avaialbe instead of being sunk out of the game.
But please god no to the item flood and overpowered potions...
Ecofrog, and all the others who "Nay"ed this are very correct. I can see this causing way more problems then it solves. The entire problem with the imbalance between FSP and gold is that the things that are really worth buying are ~only~ available for FSP: stamina and any other character upgrades. If you want the value of gold to go up and the price of FSP to go down, you can only do two things: offer valuable things (which might be actual items or stamina or upgrades or whatever) that are buy-able ~only~ with gold and cannot be turned back into fsp later or increase the supply of fsp into the game. I don't see the latter happening, so work on the first one.just stick to reserve stamina (a good idea) ... the items are a terrible idea....
instead of scavengers (how does one find reserve stamina exactly anyway?), why not just allow for the invention of potions of stamina. the more gold you pour in the more stamina is created. That might be fun...
The special auction house potions were a ~great~ gold sink, until the player-invented potions were tossed into the mix. I never saw db10/lb200/dc200/b300 pot prices plummet so fast in my life. The only pots that have kind of retained their value are wither 350, fi1k, and ew1k. And why is that? Cause there isn't any player-producible equivalent.
So, the only way that these scavengers are gong to be a true gold sink is for them to provide value that 1) cannot be gotten any other way 2) have no mechanism for changing that value into fsp (i.e. bound items) 3) is actually worth putting in the effort.
I don't know what the numbers on the fsp draw are, but I know an awful lot of people who just don't bother with it. What's the point? You rarely ever win anything and it's just not worth it, since there are far easier ways to get an fsp.... and with the other methods you ~will~ actually get that fsp! This idea will have the same result if the reward you get isn't worth it. And frankly speaking, unless the reward is reserve stamina or something like that, I just can't see it making a lick of difference.
Seriously though, can you please at least make an honest attempt to sort out the ~existing~ issues in the game before tossing more stuff into the mix? We've already got tons and tons of issues pending in FS and rather than introducing something new (and therefore a brand new source of problems) try correcting the problems we already have!
And no, I won't be voting either way until I get more information about this idea. The existing posts are far, far too vague to make any kind of real judgment on how this would impact the game and the economics of it.
#135
Posted 09 December 2008 - 02:57
Don't love it.
Essentially there is a gold problem. We all know it... We need to get rid of gold.
BUT
I would hate for the scavengers to find items. That just creates an item problem. The PvP arena does that for items already (which is only one of the numerous problems with the arena).
The advantage of the scavenger idea (unlike the PvP thing) is that it is not stacked towards more advanced/richer players/guilds. We all know theat is the problem of the PvP arena. Get the best sets, FF and then just work the odds. Nothing to it. Since the price of items falls as the market floods, the PvP gets less and less worthwhile anyway and as more and more players approach the optimal strategy it becomes a lottery. The scavengers will do the same thing if they find items... flood the item market, drive down the price of items, or in order to attract people game breaking items/potions etc would be added. All bad.
So anyway, the best idea would be to allow people to dump gold for stamina via the scavengers. If there was an approximate return on stamina of say 25 stamina for 100K gold that would re-fix the price of an FSP down to 100K... (when the cap was removed the ineveitable rise began)... Whatever the approximate return on this investment in scavengers in terms of 25 stamina units will become the new range for FSP prices... it would be easy to reduce the price with reserve stamina if the expected return was like 25 stamina for 75K we would watch a lot of FSPs become avaialbe instead of being sunk out of the game.
But please god no to the item flood and overpowered potions...Ecofrog, and all the others who "Nay"ed this are very correct. I can see this causing way more problems then it solves. The entire problem with the imbalance between FSP and gold is that the things that are really worth buying are ~only~ available for FSP: stamina and any other character upgrades. If you want the value of gold to go up and the price of FSP to go down, you can only do two things: offer valuable things (which might be actual items or stamina or upgrades or whatever) that are buy-able ~only~ with gold and cannot be turned back into fsp later or increase the supply of fsp into the game. I don't see the latter happening, so work on the first one.just stick to reserve stamina (a good idea) ... the items are a terrible idea....
instead of scavengers (how does one find reserve stamina exactly anyway?), why not just allow for the invention of potions of stamina. the more gold you pour in the more stamina is created. That might be fun...
The special auction house potions were a ~great~ gold sink, until the player-invented potions were tossed into the mix. I never saw db10/lb200/dc200/b300 pot prices plummet so fast in my life. The only pots that have kind of retained their value are wither 350, fi1k, and ew1k. And why is that? Cause there isn't any player-producible equivalent.
So, the only way that these scavengers are gong to be a true gold sink is for them to provide value that 1) cannot be gotten any other way 2) have no mechanism for changing that value into fsp (i.e. bound items) 3) is actually worth putting in the effort.
I don't know what the numbers on the fsp draw are, but I know an awful lot of people who just don't bother with it. What's the point? You rarely ever win anything and it's just not worth it, since there are far easier ways to get an fsp.... and with the other methods you ~will~ actually get that fsp! This idea will have the same result if the reward you get isn't worth it. And frankly speaking, unless the reward is reserve stamina or something like that, I just can't see it making a lick of difference.
Seriously though, can you please at least make an honest attempt to sort out the ~existing~ issues in the game before tossing more stuff into the mix? We've already got tons and tons of issues pending in FS and rather than introducing something new (and therefore a brand new source of problems) try correcting the problems we already have!
And no, I won't be voting either way until I get more information about this idea. The existing posts are far, far too vague to make any kind of real judgment on how this would impact the game and the economics of it.
Great post springbok, that was an insightful look into the inner workings of FS. You have some really great points that everyone here should consider. I honestly do not think that there is an effective way to sink gold unless they make FSP more available and that IS NOT going to happen. HCS, you have to work on the existing issues such as arena, servers, higher level material...this scavenger idea is the last of your worries.
So once the other issues are fixed, then a gold sink can be sought after. The scavenger can and will only work if what we obtain from them CANNOT be turned into FSP, and how can you do that? Make the items unsellable...make it so they are bound and cannot be auctioned. And if you don't like what you got from the scavenger maybe you can "disassemble" the items for stamina or temporary stat boosts. FSP is the evil here, not gold.
#136
Posted 09 December 2008 - 02:59
Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!
#137
Posted 09 December 2008 - 03:05
I wonder how many that think this is a great idea do that cause they think will make a little more gold with the items that that the scavengers bring.
If items are tradable stuff, people will not pay scavengers more than their value at AH. Thus I only see this as a gold generator
The only way I can see this as a gold sink is that the scavengers bring you non-tradable stuff. Non Tradable.
not frigging items to clog up the AH even more and sell for gold again.
maybe make them look for "upgrade spells" which would be the character upgrades.
Sort of an upgrade lottery you pay X gold , you have 10-15% chance of winning . Mostly something less useful ( bio chars, number of enemies etc) and sometimes a BP-slot or more max stam.
#138
fs_fuzzy2
Posted 09 December 2008 - 03:30
#139
Posted 09 December 2008 - 03:50
#140
fs_angiefc
Posted 09 December 2008 - 03:50
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

