I agree with most criticism here.
It seems the devs don't mhave a real clue about economy, despite me and most of old players, have suggested a lot of things during years.
First, you have to answer this question: in a game player driven, resources centered, what the money should means? Money should be the way to buy "services", while the resources (looted, crafted, digged) are, in reality, the real money. So, how to avoid resource trades in favour of money?
Easy: Money don't use bulk, resources yes.
What are the "services" every homin would pay for? Easy: apartments, guild halls, guilds as organization and, most important, storage.
What you have done, devs, is clear to anyone: you are forcing people to grind their life to get what they need for a normal homin life. It is as someone in real life force us to work hard to buy bread. This is totally wrong.
What is needed to live in Atys should be affordable, while everything you need for a luxury life, should cost a lot. Simple.
For instance, the idea of different tools is correct, but the way you have cut the income is not.
To make a guild now is cheaper than before. There is no upkeep (lol how many times we told you about this subject) for apartments nor for guild halls.
You MUST introduce recurring payments in game, otherwise you'll never fix economy. In real life, everyone make calculations to know how much money they need at end of month to afford their payments. So simple.
I need an apartment, and if i know i have to pay x dappers each 15 days, i know i need the money and i will start selling stuff intead of giving for free. And this is the same for everyone.
Make high upkeep for apartment and guild halls (with guild halls very high, so every member must participate to pay it), make guilds forming, expensive, so people need to jopin together to create one, in advance.
What we need to play should be reasonable, what we need to become "v.i.p.", should be costly: apartments, guild halls, animals (except the mount i agree with the lower price).
Outposts. They are a big luxury: a guild want one? Okay, you fight for it AND, once you have it, you must afford a lot of expenses (it's logic) to maintain it at work. Very high upkeeps for them, drills should cost a lot.
Storage: add rental storage at capitals and Outposts (simple to add a "summon point" similar to ring terminal), make Outpost storage different from Guild Hall storage and RAISE that prices.
I could continue, but if you devs, really don't think this is the right way to do things, ryzom will fail soon.
Don't turn the game in a grind fest for money, Ryzom is not such game. And we don't want goldsellers here.
I hope, at least, you admit, that actual economy system is more broken than the old one, in a way the players cannot fix by themselves (trading in different ways) but in a way to drive out of game the players frustrated.
Regards.
It seems the devs don't mhave a real clue about economy, despite me and most of old players, have suggested a lot of things during years.
First, you have to answer this question: in a game player driven, resources centered, what the money should means? Money should be the way to buy "services", while the resources (looted, crafted, digged) are, in reality, the real money. So, how to avoid resource trades in favour of money?
Easy: Money don't use bulk, resources yes.
What are the "services" every homin would pay for? Easy: apartments, guild halls, guilds as organization and, most important, storage.
What you have done, devs, is clear to anyone: you are forcing people to grind their life to get what they need for a normal homin life. It is as someone in real life force us to work hard to buy bread. This is totally wrong.
What is needed to live in Atys should be affordable, while everything you need for a luxury life, should cost a lot. Simple.
For instance, the idea of different tools is correct, but the way you have cut the income is not.
To make a guild now is cheaper than before. There is no upkeep (lol how many times we told you about this subject) for apartments nor for guild halls.
You MUST introduce recurring payments in game, otherwise you'll never fix economy. In real life, everyone make calculations to know how much money they need at end of month to afford their payments. So simple.
I need an apartment, and if i know i have to pay x dappers each 15 days, i know i need the money and i will start selling stuff intead of giving for free. And this is the same for everyone.
Make high upkeep for apartment and guild halls (with guild halls very high, so every member must participate to pay it), make guilds forming, expensive, so people need to jopin together to create one, in advance.
What we need to play should be reasonable, what we need to become "v.i.p.", should be costly: apartments, guild halls, animals (except the mount i agree with the lower price).
Outposts. They are a big luxury: a guild want one? Okay, you fight for it AND, once you have it, you must afford a lot of expenses (it's logic) to maintain it at work. Very high upkeeps for them, drills should cost a lot.
Storage: add rental storage at capitals and Outposts (simple to add a "summon point" similar to ring terminal), make Outpost storage different from Guild Hall storage and RAISE that prices.
I could continue, but if you devs, really don't think this is the right way to do things, ryzom will fail soon.
Don't turn the game in a grind fest for money, Ryzom is not such game. And we don't want goldsellers here.
I hope, at least, you admit, that actual economy system is more broken than the old one, in a way the players cannot fix by themselves (trading in different ways) but in a way to drive out of game the players frustrated.
Regards.
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GilgameeshLegion of Atys