IDÉES POUR RYZOM


Adjustments following players population

I'm a pretty new player. Was just informed about the entry. The real problem for new players is not that they do not come to the materials or whose craft has no corresponding levels. But the money system. When you can accumulate endless money, that's a problem.

There has to be a balance between material and money. Like a capitalist economy. At the moment it seems more like socialism to me. You need to know people who can build something or have equipment, or join a guild. Markets are not filled and it's not worth selling good equipment for lower levels for higher levels. That needs to change.

There must be a limit to the game money and a corresponding adjustment to the market. That means that if there are more materials, whether in the shop or stored somewhere, then it should be cheaper in the shop, as well as the other way round. The prices must then be determined by the system. Voluntary exchange of homin to homin is excluded.

The idea: If there are many materials available and prices are cheap, it is not worth digging if you have enough money. Rare materials are therefore also expensive. So you can avoid that sources are not constantly exploited, because it is no longer worth the effort, but for new players it will be interesting.

The NPCs should accordingly also offer excellent and supreme materials according to the value.

The rewards of the missions or occupations may not have a standard reward, but adjusted.

I do not think there should be a limit on sources or creatures. That's good in my opinion right now.

At least this is a little idea I have that can make the game a little livelier and also give new players a fair chance and not just the long-time players.

[made by Google Translate] <--- sorry, but was easier for me.

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Last visit mardi 26 Novembre 15:53:01 UTC
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