Here it is, the much-anticipated plan for what we're going to do with the economy.
This plan is large, it's expansive and it covers a lot. It's going to cover more than just this one thread, so please be patient as I write up the proposals for the more in-depth things listed here. This part will give a general overview of our goals, the plans, and how they achieve our goals. We'll also list some miscellaneous things that don't really fit elsewhere here.
Goals
- Address the commodity issue.
- Ensure supplies are readily available for anyone, especially newbies
- Ensure that players can participate in as much or as little as they want.
- Make Trading/Merchantile something worthwhile that you can potentially earn money at
Pretty straightforward.
The Plan
This isn't going to be straightforward. Here we'll address a few general points.
Trades - A more in-depth proposal found here:
https://forums.lusternia.com/discussion/4422/economy-trade-revamp/p1.
- We will introduce two new trade skillsets, Prospecting and Agriculture. These skillsets will primarily generate commodities in various fashion, more in-depth proposals to be linked in separate threads
- We will be removing lesson costs (and refunding lessons) on all trade skills. They will instead rely on a new mechanic called proficiency. Proficiency is gained by performing the trade
- Players will only be allowed two trade skills active at once.
- Skillflexing between trade skills will cause you to lose all proficiency.
- All trades will be able to sell their wares/services in a shop.
- All mechanical benefits from selecting a trade will be removed (Trans items and skills that give the trader something)
Shops - More in-depth proposal coming in a separate thread
- We will be setting up an NPC village of shopkeepers that will have all items/services for sale so anyone can access them
- NPC's will sell and buy comms/goods
- Players will be able to sell both goods and services from their shops (per the above)
- Players will be able to select certain from cartels to sell that will automatically be made for the buyer at the seller's proficiency level.
Villages
- Fix current issues with commodity quests, ensure things are more even throughout various villages and standardize how they function to make changes easier and more consistent in the future.
- Look at Commercial governments and make it more viable
- We will be removing receiving a comm when doing a commodity quest
Misc Changes
- Artifact Runes will be free to change and move between items, pliers will be retired. This is to encourage players to change up their items and looks
- Aethertrading will be removed, we will consider another way to gain anomalies but we want to remove any mechanical reasons players select one trade over another.
- All riftable items will be made to decay outside of rifts (they will not decay in rifts, either personal or shop rifts)
- Gold drops from mobs will be removed, Questing gold and turn-ins will still give gold
- Org stockpiles will have a cap (200k comms)
- Remove Sticky goop as a thing
- Potentially retire crucible curios - we may leave this, for now, to see how they work with things.
How these solutions achieve our goals
Goal 1: Adding two additional trade skills that directly generate the commodities as well as shoring up village weaknesses and ensuring that villages are more even and fair in their commodity production should resolve any shortage issues.
Goal 2: Expanding the shop system to include everything from trades and creating NPC traders will ensure that players will always be able to get what they need when they need it. Everything will be available at all times.
Goal 3: See above, having player and NPC shops sell things means that players that don't want to be forced into engaging in the economy can simply purchase from a shop and go about their day. If you want to engage more and design or have special items made for you etc, you can freely engage with others or specialize yourself.
Goal 4: One of the key components to make trading/merchant game playing style viable is needing to have players participate or engage in the economy. An antithesis to this is players being self-sufficient and being able to do everything themselves. By adding proficiencies to trades and encouraging players to specialize in 1-2 trades, we are making it more difficult and costlier to be self-sufficient. By doing so, we're encouraging players to participate in the economy, even if it's just going to a player shop to get what you need and move on. We are not removing the ability to be self-sufficient, but we are not encouraging it either. Additionally, by removing the lesson costs, we're allowing players to start making money right away rather than needing to invest in it, to begin with. Becoming proficient in a trade skill will make it faster/easier/more cost-effective to sell goods and perform services than those that are not proficient.
One note is that the proficiency system does prevent players from realistically becoming all-around merchants that can do every trade skill, which can be considered antithetical to Goal 4. Unfortunately, we do not think there is any way around that, in order to make trading/merchant playstyle worthwhile, we need to encourage players to participate in the economy, whether it's through shops or other means and we are not able to have a situation where players can be the all-around trade guru but not self-sufficient.
Comments
Can't help but feel like a system that was presumably going to be opt-in may become necessary for people, not for trade buffs but for new people who aren't equipped and rich to -have- to sell wares to make money to spend.
Explorer (80%), Achiever (53%), Socializer (53%), Killer (13%)
Bartle Taxonomy
(test yourself)
Then the only reason to turn in at villages would be to help fill the controlling org's holdings. This would also add a more competitive aspect to things, since players in orgs without villages would still have incentives to do commodity quests - it would just be for themselves rather than rolling into their trade ministry.
Though it does mean I'll lose the pang of disappointment I get when astral insanity gold piles aren't real, because there'll almost never be gold on the floor any more.
Like if the floor for their value is high enough that it could be worthwhile and just mine for a bit for pure profit.
Lowmagic locked
Lorecraft Philsopherstone
Herbs Herblore
Poisons Immunity
Highmagic locked
Spellcraft MagiCrown
Tinkering RoseGlasses
Open to either
Cooking HeroFete
Tailoring Splendour
Tattoos Tattoomaster
Forging MasterArmour
Not too useful and/or non-PVP
Jewellery Tierstone
Brewmeister TeaCeremony
Artisan Prized
Bookbinding MagicTome
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Step 1 - Fold armour tradeskills into class skillsets or set as class baselines
Pretty much every combatant has the buffed armour value, so this is preventing a game-wide armour nerf resulting in even more damage stacking. 3 of the 4 open to either low/highmagic skillsets worth having for PVP are armour bonuses. Those bonuses should absolutely be made the baseline for those classes (splendour for any robe wearer, tattoomaster for non-armour monks, and masterarmour for all warriors), and herofete is accessible by wondercorn anyway. If not the skill, just increase the baseline with those classes in mind. A great example of why this must happen is the case of warriors. Warriors cannot wield shield or shield runed items, so a physical class is worse at blocking physical damage than every non-physical class in the game... With MasterArmour it balances out, but without it is obviously ridiculous since classes are designed to be strong against themselves, and certainly not -worse- (notice how the vitals buffs vary based on class).
Step 2 - Unlock all trades/tradeskill trans items to all (could even be moved to a common skillset), but limit to 2 active at once so it's not overpowered. Some of those abilities are quite strong, and losing them is harsh and unwarranted. If you limit to 2 it should be fine, and preserves a system of tradeoffs since you can't have it all.
Simple, safe, no one gets gooseknifed.
It could mean you have to participate in guilds, but that also helps guilds.
However, guilds basically have less mechanical benefits to them than a family which is less than an order. But guilds are probably the first of those three a newbie is going to engage in and when they're dead that can lead to retention issues.
Secondly, there are varyings ways things like this can be implemented.
Guilds could get an item or the like that lets their members perform a skinned herofete/teaceremony, for example. Those who opt out can still get fetes through wondercorns while guilds that go for them might have the current benefits of being a cook with a wondercorn if they've got both.
Other ideas have been around being able to craft and share these buffs.
You could create a blessing mechanism that allows guild members to like... bless targets with immunity or herblore.
Everyone can access the benefits by getting someone in a guild to give them the blessing, it's just the channel. If there was a concern about splitting them between different guilds you could also see if just giving all guilds all/most of the blessings and just making them different skins so it's just... a neat thing you can offer org mates.
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If people want to argue that guilds shouldn't get benefits, you're more than welcome to start that conversation yourself.
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My post just saying we might be able to use it in another star map project is not where this line of conversation went off topic.
If these benefits are repurposed within the revamp purely to ensure they're still around we lose the opportunity to do so in other systems which might also benefit. And potentially spend more time on this revamp trying to handle things that could be dealt with later.
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You all vastly dislike something costing more than what it does now. I hear you. With a chair it's not a problem, with a throne - it is a problem. You say having to pay more comms will not make anyone want to use inept crafters and you would hate making things at inept proficiency. Alright. Removing the extra upfront cost to what it normally costs is an option to be sure! But please keep in mind the goal here is to make commodities more available too - not only for free if you mine for them yourself, but also through stores that will sell them.
Xenthos says he would like to be able to make a cake whenever it suits him without having to lose all of his proficiency in whatever it is that Xenthos loves to have active (forging?). Xenthos dislikes the idea of having to go find a cook to make him said cake.
Lavinya wants to be able to stock all of her shiny things and dislikes that she won't be able to just do it herself. She could, But the things she makes after a switch will cost more.
Both of these things have the same solution available in the shop system. Not the same solution that you are all used to - ie not switch around at the drop of a hat - but it is there and it is worth considering because it has many far-reaching implications. Xenthos can get himself a cook for his shop. He hires someone, even a newbie. The newbie's work may cost more but it will be available. Xenthos' shop has the upgrade where he can stock patterns to be made on demand. He hops in, puts the cake he wants made and then buys the cake - the cake gets made for him by cooks in his kitchen.
Lavinya can do the same thing. Rather than lose proficiency in the things she cares most about, she gets herself some serfs to hire for the shop that do tailoring or jewelry etc. This is as simple as making a trade agreement. The person does not have to be online, same as above. She no longer needs to switch around. She can stock things from the cartels she owns no matter the trade. The patterns to be made on demand are available on sale in her shop. The things are not hand-made by her. Yes. But the things are on sale in her shop. Better yet, when Lavinya stocks her shop, she would do so from her cartels. The person she hires could have access to the shop and stock things from the cartels they are a part of but Lavinya isn't (cartels will have the option to flag designs as not allowed to be stocked).
You don't need to bribe people or bug people to restock your shop. You have one meeting, agree to be partners, and then you use your hired help whenever. You no longer have to give them 100000 redtint and tell them the exact pattern numbers. You hire them and you decide what is stocked. For anything public or from org cartels, you could also go to the local tailor mob to make things for you as well.
IMPORTANT: We also have an alternative proposal for this posted in the Trade thread. Including it here as well for reference:
Here is an alternative proposal to the "losing all proficiency if you switch" issue.
Have only 2 skills active at a time (as before) but also have the ability to lock the proficiency of 2 skills. In this scenario, you don't lose proficiency in these 2 skills even if you switch out of them back and forth. You cannot gain proficiency in the skill you switch to as one of your actives, not unless you choose to abandon proficiency of the skill you have it locked to at the moment.
That way you could still switch out and make the things you need, but not lose your proficiency to do so. The things you made in the skills you have 0% proficiency in would still be worse than if someone specialising made them, of course, and if possible it would be a good idea to seek out a specialist to help you with the more difficult/advanced things you wished to make. You would not be forced to rely on that though.
On the whole, we're still working on this and reading your comments. We'll take a few days to mull it over, tweak, see what version 2.0 we could present to you next week.
i strongly believe that a lot of current shops are stocked by people who have multiple trades. Proposing punishment for being self-sufficient, finally picking up those elusive once-gated trades and wanting to craft your own things may well end up resulting in a lot of currently well-rounded shops being mostly empty. Most often i would flex a trade to make a certain thing i or someone needed, then make some extra things for my shops while i was there to meet a need. NPC shops filling gaps where items were hard to get is GREAT but i don't see, still, why it is impossible to allow self-sufficiency. People who currently have trades for the trans perk that never respond to market calls looking for items or stock shops because they have no interest are not going to magically develop an interest in stocking a shop or making their services available to people. A lot of trade-flexers are the only reason the system has stayed alive, when you hear how many of us flex JUST to help someone who needs something. Choose the rp or the mechanics (in this case, profit) as it's still very obvious not all trades are created equal in terms of making money. Someone with herbs or alchemy will always make more than an artisan, so someone who enjoys being crafty but likes to make money will have to make a sacrifice, and that feels so backward to making trades freely available to everyone.
This should also solve the issue of players who just want to design and share them to the world without getting hurt by the changes.
Edit: if acquiring spices is still by chance despite the new agriculture/prospector skillsets, no thanks and I'd suggest keep the commodity requirements the same.
For the loss other trans skills like magictome, herblore, etc. Here are some of my suggestions:
1. Artifacts - it can be done, anyone can buy them via money or daily credits
2. A skill similar to AB Beastmastery Beastmaster, except you can switch anytime for 10 power. Switching to another specialize item/skill will let you lose them
3. Chosen Passives - Mages/Guardians get Tierstone and Magictome, Warriors and monks get Immunity, Druids get Herblore etc. (bad idea but just throwing it out there)
As for goop:
Remove them, convert them to credits. If you still want to keep them, I advise having an NPC give out daily quests by ordering a number of items that rewards you if you fulfil that order for goop.
Mostly because it'd be kinda cool for Stag followers to be able to wear leather or robes and have them give them same reduction cause stag magic. Celestines being able to choose between robes and forged armour, etc
If that goes away, it will be difficult to stock up on basic equipment for new players.
participating within this system should be Opt-in and not forced.