Mboagn said:We also need to move away from the "one big purchase" approach to pricing. 2M gold to connect a city shop to the Aetherplex is steep; why not convert it to a 20k fee per IG year?
Get in line behind Drocilla.Nocht said:I'm claiming void narwhals right now.
There are (currently) 89 species of cetaceans that includes whales, dolphins, porpoises, and narwhals. i"M SURE THERE IS A POSSIBILITY HERELantra said:A. Very sad that Ein claimed a Void whale already.
(Lovelorn forestals subject to extra discrimination and possibly flaying)Tyrus said:Oh really?...
Definitely not a fan of points 2, 3, or 5. Time and money have been invested in credits, etc. to be able to get our tradeskills to where they are, not to mention possible investment of secondary+ artifacts to get additional tradeskill slots. If this were to happen, I'd be one to demand reimbursement of credits/money.Drastrath said:A have a few thoughts on the economy. This isn't me saying that these should happen. It is just brainstorming ideas that I think could be cool for the admin to think about when they are coming up with the new systems/changes.
1. Lessen/remove the restriction of trades based on class.
2. Make it harder to skillflex tradeskills. Meaning flexing would cost investment rather than adding to your investment.
3. After transcendent in a tradeskill, have tiers of expertise that is gained by performing the skill. A legendary forger must continue to forge to keep up their legendary status. Think of this like Tradeskill Exp that decays over time if not maintained. *This could be cool to be a competition by making the buffs in the below idea to be based on your ranking for overall forgers)
4. Instead of Villages passively producing comms, villages give buffs to your comm production to farms and mines from the above ideas.
5. Make gold drop on death or logout (could even do idling in a manse, but honestly I feel like afking in a manse is an issue in itself and shouldn't be allowed). This would make gold only safe in banks where it could be subject to a percentage tax.
6. Add mining, skinning, farming, fishing, and herbalism skills that is enhanced by your trade skills. These skills would be able to be learned by using the skill not lessons. Every so often (IR year) add a new tier to grind out and farm.
Idea:
Give each trade a way to buff combat/bashing/influencing/etc. Add a comm material that you get from events like timequakes(noms), wildnodes ,mining, farming, skinning, fishing, raids (On the fence due to potential of griefing), aetherhunts, astralbashes, quests, etc. This would be on top of existing comms.
Examples:
Forging: A legendary forger (best in the basin) can add an enhancement that will last x time on weapons for 1% critical with those weapons (warrior/monk weapons). The forger that is (ranked 27 overall) could do the same enhancement for a lesser time. I know this is going back to things like weapon/armor stats, but I think this is less of an issue now that it is issue to grind out enough lessons due to daily credits without a huge investment.
Enchantment: A legendary enchanter could add an enhancement to mage-druid weapons/guardian-wicca weapons for the same enhancement the forger could for warrior monks.