Eternal lands best sword5/17/2023 This would prevent some money from going back to the NPCs. Whether the game actually needs more money is up to the developers, but one way of putting more money into the game would be to allow players to make more items that new players want (book, sigils, etc.). Unfortunately, this does not often actually put more money into the game, since they then spend the money buying books, sigils, and other things from NPCs. In EL, newer players often create money by harvesting vegetables, flowers, and meat (by killing monsters) and selling them (or making stuff from it and then selling it) to NPCs. Players can intentionally increase the money in the economy by harvesting stuff and selling it to NPCs, then avoid buying things from NPCs whenever possible. The player that harvests regeneratable resources and sells them to NPCs is creating more money, but does not actually create a benefit unless he spends the money buying stuff from other players. When a player buys something from an NPC that he could buy from another player or harvest/create himself, he is needlessly destroying money. Where the players come in is where they interact with NPCs. Quest rewards are also often a source of money creation, in most MMOs. Selling things to NPCs creates money, while buying things from NPCs destroys money. In most games, there are ways for money to enter the game, and ways for it to leave. Generally, if there is not enough money in the world, it is the fault of the players. Playing EL and other MMOs, I have noticed a few things about game economies. The problem still seems to be the potential for dumping by large mass production projects, rather than the fighters (although, those in the upper levels can make quite a good living, though no where near as well as MrMind did.) 30/4/06 10:44 The Editor said. What's always been most annoying is how most people trying to train combat can *sort of* make it by with the drops, if they do some alchemy on the side, yet somehow they get blamed for the manuers (such as RICH, as you pointed out) dumping items into the market. I always thought it was fine as it was, though a gargoyle dropping a garg summon book or a troll dropping fur boots did seem a bit odd. Well, things need to get tweaked here and there for the economy, and this is one way. I will reveal more details once it's implemented. Then I have some other evil idea with some of the crappy items in the game, but for the time being that idea is a secret. What I will do soon is just reduce the monster item drops by half, and slightly increase the money drops, to compensate for the relative lack of money in the game. I posted that idea on our forums, but many players were unhappy with it, and since it was time consuming to implement, I've just decided to cancel it, and work on more important things. Say, you donate 500 broad swords, and everyone in your guild gets a +5 attack bonus. What I have proposed as a solution to make some relatively useless items usable was to have some priest NPCs where you donate a certain amount of items every month, and your entire guild gets a bonus that month. Here is that thread if you are interested. Some player who is leaving posted a very interesting true story about how he and his guild made a lot of money in just months. In reality things are not so bad, and a lot of money can be made by intelligent and determined people. Others say that the byproduct of their work (say, a sword) is cheaper to sell at an NPC than the sum of the components, if you were to buy them from an NPC. Some say the monsters drop too much good items. Another complaint is that there are too many usless items, which can not be sold to NPCs (that's due to the fact that we don't want too much money to enter the game that easy). One of the problems is that, according to the majority of players, there is not enough money. I guess that's normal, since people in rela life complain about the economy as well, and from what I've heard, other games don't do much better either. Players have always complained about the economy.
0 Comments
Leave a Reply. |