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#18 Report | Quote[en] 

Kreios (atys)
why so much drama? you are not forced to do it. find another solution you are comfortable with.

I have, it's called un-subscribing. Just another reason for me not to renew, I'm not really seeing any reasons that make me want to stay.

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Elder Of Atys

Chasing the DING!
katriell
You can't "complete" the mainland. If one thinks one has seen or done everything there, one is kidding oneself. But be prepared to "get out what you put in," because the mainland does not coddle or hold hands.
Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.

#19 Report | Quote[en] 

Kreios (atys)
why so much drama? you are not forced to do it. find another solution you are comfortable with. old methods just doesn't work anymore. as you said, it is a sandbox game. there is money in the economy. all reckless chars got 1000k dappers. they need armor, xp help etc. just find a new way for you. making gifts, donating dapper is NOT anymore. we are all survivors.

Calling it drama is sidetracking the debate. Since Ryzom now is heading the way of most games, let us compare them then. In most games you can earn enough doing an activity to support that activity, it beeing fight, craft, gathering resources etc. Currently you cant if it involves any teleportation or financing of tools. Yes, there are other ways to earn dappers like doing missions, but my point was, do we want Ryzom to have an economy based on missions?

Also basing the economy on players signing up reckless characters on their accounts for the merge sounds like a very short term ease of the itch. What about new players?

But I will give it some time to see how it goes before deciding if playing is giving me the pleasure I'm after, because at the end of the day, we play and pay for the fun and not for the sake of anything else.

No fun, no play (pay)!

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#20 Report | Quote[en] 

As I see, the prizes for material are only 1 - 1.5% of the prizes before the merge.
If you craft an Item out of it and sell it, the prize raises 25% to about 2% of the old worth.

I clearly understand the intension of making the Dapper more valuable, but this correction is
far overacted. 10 - 15% of the old prizes would be ok ... and the benefit for crafting is also
a very good idea to keep.

But atm it's like in real life:
hard work (and digging in dangerous areas is definitely hard work under risk to loose the life) doesn't pay off !
And I play real life 24/7, that's annoying enough, I need no game to simulate this, too.

btw. does the "dapper-bug" still exist ?
It was one of the main reasons why billions of dapper were aound ...
If yes, no change in the economy makes sense, but those who know how to exploit the bug, are more powerful than ever.

Last edited by Reeth (1 decade ago) | Reason: typos

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#21 Report | Quote[en] 

On another sidetracked note:
Everyone here is entitle to express their opinion or their feelings, wich are never the same experience for all of us, that is what makes us individual.
So I'd like to ask you to refrain from belittleing other peoples postings, thank you.

Back to the subject...
Last time I checked Ryzom was a sandbox mmorpg, not a business/economy simulation.

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#22 Report | Quote[en] 

it was not belittleing anyone. and of course anyone can post their feelings and opinion. but a statement like: "ryzom has now a mission driven gameplay" - is imo overreacting and just not true.
but ok. i'm taking my words about "drama" back. sorry for this.

im pretty sure there will be more gameplay balancing on this topic, sooner or later.
@callysto: i think everyone has own definition what a sandbox game is. ask 10 people, you'll get 10 answers.

Edited 2 times | Last edited by Kreios (1 decade ago)

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Kreios
==Arise from the Ashes==
Karavan Fraktion

#23 Report | Quote[en] 

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.

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Gilgameesh
Legion of Atys

#24 Report | Quote[en] 

i agree with Gilga ...

btw i posted on "idea for ryzom" some idea how to spend more dappers... maybe some ideas are really worth to have a look at ... maybe... i think there are thousands of ways to get the dapper to more worth again ... think there are some easy ways...but what we have now is in my eyes the badest idea ever....i said yesterday to someone ... Ryzom is now like Germany...earning less(work) and paying much(tax)...so everytime we need to spin 1 dapper twice to think about what we buy with it which helps us in life...u buy the wrong stuff then ur are fu...ed...

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Lexius Shiras -Atys Sexiest Zorai-
Born: 10th April 2005

Zorai for Life
GoJ for Life
Atys for Life
Ryzom for Life

someone told me a day : Let the past be the past and never look back...except there is a kitin behind ya ^^

#25 Report | Quote[en] 

For the RL comparison ... if you work on something noone needs and noone asked for, you'll need to work all day to afford some bread. I think it's fine the way it is. We'll find new ways to get some dappers.

Tools have been reduced in cost and that's good, almost 200k was way too much.

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Casy * Foreign Secretary * Alliance of Honor
Intensive Care Bear

#26 Report | Quote[en] 

I agree that the economy changes are annoying. Previous economy was fine.

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#27 Report | Quote[en] 

Hint for those whining about economy changes. The key word is: missions. There is plenty of mission givers in every capital, namely corporals and messengers. The payouts are nothing to write home about, but it's enough to make starter capital. Few runs and you can afford a mount, q250 pick and a tool. I guess you do know what to do next with all these things.

I approve the changes. Hopefully, the days of hippy economy came to the end and will never be back. Finally the devs taking steps to making dappers the real ingame money, instead of meaningless green number at the bottom of your inventory. Good job, thanks.

PS: Anybody up for pathetic crying about goldsellers coming into the game? I want some good laugh.

#28 Report | Quote[en] 

Tumbleweed (atys)
Hint for those whining about economy changes. The key word is: missions. There is plenty of mission givers in every capital, namely corporals and messengers. The payouts are nothing to write home about, but it's enough to make starter capital. Few runs and you can afford a mount, q250 pick and a tool. I guess you do know what to do next with all these things.

I approve the changes. Hopefully, the days of hippy economy came to the end and will never be back. Finally the devs taking steps to making dappers the real ingame money, instead of meaningless green number at the bottom of your inventory. Good job, thanks.

PS: Anybody up for pathetic crying about goldsellers coming into the game? I want some good laugh.

Before you talk about crying maybe make yourself known who you really are done some inquiries and nobody even knows you ingame (might have asked the wrong ppl but asked quite alot)
And you can stick those missions where the sun doesn't shine, ryzom isn't a quest game if i wanna quest i'll login to guildwars 2 where the questing is atleast kind of fun. And again the seccond thing you say buy tool and pick => well not everyone likes to dig it was sandbox game where everyone  could do what they wanted and could build their char the way they wanted now it's impossible.

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#29 Report | Quote[en] 

Actually, something that might actually work and even emulate real world economics popped into my mind. Apartment, tool and vendor prices scaling to amount of dappers that are in circulation on active player accounts.

So, if there are lots of daps in circulation, prices scale automatically up and if amount of player gross wealth is small, prices scale down. In order to prevent misuse (very rich player deactivating account and moving daps on that), the system should lag a bit, week or two.

Oh and keep tp ticket prices as they are now! :D

#30 Report | Quote[en] 

Hint: Dyron, Avendale, Natae, 250 jungle city (idunnolol) Overseers gives hundreds of thousands of dappers for crafting missions.

#31 Report | Quote[en] 

Cwild (atys)
Actually, something that might actually work and even emulate real world economics popped into my mind. Apartment
prices could keep increasing, that would be fun! :p

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Kaetemi

#32 Report | Quote[en] 

Please don't forget that this is a new change and is more than likely going to be adjusted/tweaked as needed based on how we react to it and the discretion of the game makers, we have to give them some support and trust too, complaining is legitimate, it improves the overall quality of the new system to have feedback, opinions are great, suggestions can help, so far i can tell that they do pay attention to the players but it is far too early to be panicking

let's observe and make notes and compare notes, at the moment the this stands out is:

missions = must have for dappers that are in low circulation and mostly useless at the moment, and if you dont need it dont pick it up because its just going to waste inventory space, the merchant wont care about mats you loot or dig even if you craft them, thats how it looks so far to me, lets see how it turns out.

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