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dapper value?

Well, if getting around is meant to be easy, then the correct way is to make teleport pacts laughably low. Why wouldn't a pact in Void cost 500 dappers, and a PR one 1000 at most? Or maybe make those in regions 0-150 cost very little, and keep the current prices for all others.

If having cheap transportation is meant to be easier than now, then the correct way is to make buying a mektoub mount cost even less. Why not have mounts at 500 apiece and forage bales below 1000 daps? Or introduce the option to forage for the bales, I'm sure there would be willing homins for this activity.

Pacts and mounts pretty much cover the day-to-day needs of a newcomer.

Idea is, you don't drag down the coin value (entirely, as a concept) in order to achieve a few local effects. Sure, it's a sandbox, therefore a relatively easy living shouldn't be hard for anyone to achieve. But a hierarchy will always exist: those who spend the most time getting the good items will eventually be richer than those who are just starting out. Even with dappers out of the equation, those spending time to dig SNs and hunt bosses have the upper hand in a barter negociation. Those guilded and with outposts will have a very good barter tool.

The newbie has little chance either way: if the dapper has no value, then he's solely at the mercy of someone else (guild members, endowment season, etc) for crafted items that have actually acceptable stats. In other words, if no crafter feels like doing their job for free in a barter economy it's end of discussion, newbie goes hunting level 110 creatures with his q60 mismatched armor. In a dapper economy, the newbie at least has a chance to do a couple missions and have dappers for the negotiations; not to mention it would get people interested in crafting earlier, in order to meet overseer demands.

Then again, if a dapper economy might ruin the community spirit .. that's another discussion.

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