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So, About This New Economy ....

I completely agree with Yuritau and Fyrosfreddy.

A quick important note concerning Fyrosfreddy's post. I understand trying to make dappers more viable but making them harder to earn and upping the prices on things is a stupid bandage fix. Eventually, as Freddy said, once everything is purchased, those dappers will just accumulate because there won't be much to spend on (exceptions: TPs).

I do know some people suggested having dappers slowly decay, charge "rent", pay "taxes" which would put some value on dappers but cause more of an annoyance (even if the paying rent and taxes is more realistic). I wouldn't mind either if they added goodies to purchase or benefits for the rent/tax expenses. I'll take items that are purely cosmetic and don't actually change playstyle (pets, accessories, etc.). To make dappers viable, there needs to be "products" for people to purchase.

Of course, one can take it a step further to make the economy more complicated by having all resources be finite (to an extent...at least till the "land" recovers and nodes are "replenished" like excellent and supreme). I always believed the Kami Tolerance bar was supposed to help in this regard...so maybe make the KT bar more sensitive and force homins to dig in other places. Example: most 250 desert diggers will forage in Flaming Forest but won't touch scorched corridor because it's not as easy to get to and forage in. Personally, foraging in a level 250 zone should have never been THAT easy (of course, it should never be equivalent to the danger of a PR zone).

I'm sure there are many problems that would arise in my suggestions but there needs to be a better option than just making dappers harder to get and everything more expensive.


EDIT: I do like the new emphasis on missions...but I wish the ones that gave a nice amount of dappers weren't just the crafted ones (though, I can see why).

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Devout Child of Jena

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