As I'm going through the goop conversion. I'm probably going to have to increase the cost of crafting candy (x10). I forgot the candies have 12 doses each compared to potions which are one dose each (and easily riftable).
@Eldanien, thanks for your input and I get what you're saying but I disagree that there would be no impact to promotional items or a way to make them work as we'v…
Just to clarify the reason we're doing this, promotional items (wheel spins, presents, genies, maps, etc.) give out gold, potions and commodities. We want to remove them completely and still add value to the promotional items. Just lowering t…
Hrm, I may have been too generous on genies and maps. As I look at it, I may decrease it to 3-5 goop and throttle it at 50 goop (after which it gives out 1-2 goop). Keep in mind that 20 goop=1 credit, so 200 goop/day may be a little overboard.
Re ur'traps, I believe I was told that it isn't necessary. However, I could have them give some very small amounts (5-10) on success (it'd count towards the daily max for throttling).
(Quote)
Instead of gold/comms/potions, it would give out goop. Honestly, I haven't looked at the stockings in forever so I reserve the right to tweak it.
I like the personal tax rate. Seems odd that city leaders wouldn't be able to see tax rates or reward those with high tax rates, however. Agree we would have to make it very clear that any "punishment" or requirement for a personal tax rate would ha…
@Ayisdra: not sure what point you're trying to make but I don't think your questions are really answerable or relevant. The goal would be for the amount of gold ge…
Regarding the gold throttle, I empathize with those who enjoy nonstop
bashing for gold, but it does impact the economy. Why should the game’s economics
be skewed by the handful of outlier players who take advantage of the system?
And …
New conflict systems are really ranging far from the matter at hand. Indeed, we've tossed around some of these ideas before! That said, we could have maintenance fees for controlling villages and aet…
(Quote)
Open to ideas! One issue I think is that from the get-go I always wanted items to be player made so we don't sell items for gold in mob-run shops (except for Bob but he's mostly for newbies).
(Quote)
Nothing would happen, the refund would be unavailable--retired characters shouldn't really benefit from manses (though I guess it's an argument against refunds because it is unfair to retired characters--there's absolutely no way that…
(Quote)
I've given reasons twice now why we don't refund manse/ship items--if no one cares to read them, that's not my fault! Correct, I like the dust idea but if an idea or ideas come up that really strike me as a much better solution, I am comple…
This may be a crazy idea but what if mines became exhausted and disappeared? Let's say you spend 10 dingbats on a mine and get 1000 comms worth and then the mine disappears. Current mines would have an equivalent of 30 uses (30,000 commodities) befo…
Dust (again, trying to think of a better name ... chocolate? joking!) would not be riftable but rather on your stat like dingbats. The cap would be on how much you generate through genies, traps, etc. (yes, like gold throttle).
If we do go with the dust (have we thought of a better name yet), I would put a cap on dust generation from traps, curio rubs, genies, maps (but not for promotional items like presents, wheel spins, etc.). Again, what I like about this is that it wo…