hottygurl
Dominant
- Joined
- May 11, 2006
- Posts
- 442
- Location
- USA
- Society
- There is no Random - VR Political Activist
- Avatar Name
- Shadowfire Hottygurl Of The Phoenix
I have a proposition I would like feedback on for the implementation of a system that benefits all aspects of the game at once, and provides an opportunity for virtual jobs.
The concept of this is to prevent current content from being taxed with a teleporter system that we have to pay for, but at the same time it brings incentive to Mindark to develop new content for us at a regular pace, which requires money. Without that money, they have to dip into the loot of everyone, instead of just the pockets of those interested in exploring the content and bringing it to you at the sacrifice of themselves!
All healthy economies are based off a source(way items are created) and a sink(a destination for the items that players wish to trade these items for to obtain a reward from).
On each planet, and in dangerous remote locations in space cordoned off by dangerous spacial phenomena that can destroy flying vehicles(damaging their TT), new content is added that focuses on the following new types of lootables:
1) Lootable jewelery components, the components of the jewelery at creation being used to determine the end traits.(Combination system expansion)
- I suggest 1 time use jewels like pills, as well as limited and very rare unlimited jewelery.
2) Lootable new supplies used to turn in for daily 'find the loot' missions, which could reward items like skill pills(new idea, edited 4/28 ~ 4/28. Removed monthly tp pass idea(credit fifth and others)
3) New minable resources to add 'skill increase rate' enhancers to all known professions.
4) Social expansions that are character bound on activation to earn boosts which grow our character: Increased carrying slot number, increased planetary storage, increased carrying weight, increased auction slot count. If we have an unlimited number of slots for (L) upgrades, and a limited number of slots for UL upgrades, it could balance the economy.
5) Items to expand how many of the above social expansions you can have on your character. Make it infinite, but character bound. You have to earn them yourself.
6) New components required to build (L) attachments that burn very common materials in bulk, and dramatically transform how a weapon's cost is calculated. Shifting 75% amp decay onto the base weapon(great if you have a UL weapon), shifting 75% gun decay onto the amp(great if you have a UL high TT amp and normal weapon), or shifting 75% of the decay of an amp or gun on to the ammo burn for a given item could all be great economic opportunities to play in the real of markup, where the attachment may decay at TT 0.001 per click, but save us at markup 0.005.
-In these remote locations, have mobs attack all vehicles
-Players can build a teleporter, those who paid 100TT each to build the teleporter to an NPC get a deed that shares revenue of this new continent via a land area tax.
-Periodically(lets say every 6 months or so), mobs will invade random teleporters and attempt to take them offline for a day. Players will have to re-invade the teleporter in a wave spawn style event which allows us to use vehicles in combat against the boss mobs.(idea edited 4/28 to use vehicles against boss mobs to decay them)
Finally, whenever an invasion event goes off, half of mindark's share gets contributed to a pool which goes to pay defenders of the teleporter if they succeed in heading off the attack within the time period. If the defense force fails, it goes into a global pool that can trigger a 'hof' payout to those who participated, all of it paid out in rare item TT value used for advertisement(ESI, unlimited versions of various weapons(longblades with high TT and high market value, high tt super unique scopes/lasers/etc.)<updated 4/28>
I've established a healthy system I feel, with a source and sink for each item, where all items are continually used up so new drops are always going to be needed.
As a side note, concerning DoA's post that was closed regarding what Neverdie is attempting to accomplish...
I feel he is trying to create a way where people are able to sustain themselves easier and experience a wider variety of content to appeal to all types, where you can pick and choose what you do. I only feel it is off base with economics because the players cannot be paying their own salaries or it is just a sham!
He wishes for the ubers to fuel the noobers it seems from discussions, but unfortunately it has to be mindark easing up on all of us in order for any of us to survive in order to help noobs, and mindark has to be paying us back too out of the enormous amount of !!!! we experience. It seems to be a muddled mess between ideas meant to help, and perhaps Mindark pressuring him in multiple ways has driven him to think in only dollar signs when he pushed the idea out.
- Feel free to discuss this as well.
The concept of this is to prevent current content from being taxed with a teleporter system that we have to pay for, but at the same time it brings incentive to Mindark to develop new content for us at a regular pace, which requires money. Without that money, they have to dip into the loot of everyone, instead of just the pockets of those interested in exploring the content and bringing it to you at the sacrifice of themselves!
All healthy economies are based off a source(way items are created) and a sink(a destination for the items that players wish to trade these items for to obtain a reward from).
On each planet, and in dangerous remote locations in space cordoned off by dangerous spacial phenomena that can destroy flying vehicles(damaging their TT), new content is added that focuses on the following new types of lootables:
1) Lootable jewelery components, the components of the jewelery at creation being used to determine the end traits.(Combination system expansion)
- I suggest 1 time use jewels like pills, as well as limited and very rare unlimited jewelery.
2) Lootable new supplies used to turn in for daily 'find the loot' missions, which could reward items like skill pills(new idea, edited 4/28 ~ 4/28. Removed monthly tp pass idea(credit fifth and others)
3) New minable resources to add 'skill increase rate' enhancers to all known professions.
4) Social expansions that are character bound on activation to earn boosts which grow our character: Increased carrying slot number, increased planetary storage, increased carrying weight, increased auction slot count. If we have an unlimited number of slots for (L) upgrades, and a limited number of slots for UL upgrades, it could balance the economy.
5) Items to expand how many of the above social expansions you can have on your character. Make it infinite, but character bound. You have to earn them yourself.
6) New components required to build (L) attachments that burn very common materials in bulk, and dramatically transform how a weapon's cost is calculated. Shifting 75% amp decay onto the base weapon(great if you have a UL weapon), shifting 75% gun decay onto the amp(great if you have a UL high TT amp and normal weapon), or shifting 75% of the decay of an amp or gun on to the ammo burn for a given item could all be great economic opportunities to play in the real of markup, where the attachment may decay at TT 0.001 per click, but save us at markup 0.005.
-In these remote locations, have mobs attack all vehicles
-Players can build a teleporter, those who paid 100TT each to build the teleporter to an NPC get a deed that shares revenue of this new continent via a land area tax.
-Periodically(lets say every 6 months or so), mobs will invade random teleporters and attempt to take them offline for a day. Players will have to re-invade the teleporter in a wave spawn style event which allows us to use vehicles in combat against the boss mobs.(idea edited 4/28 to use vehicles against boss mobs to decay them)
Finally, whenever an invasion event goes off, half of mindark's share gets contributed to a pool which goes to pay defenders of the teleporter if they succeed in heading off the attack within the time period. If the defense force fails, it goes into a global pool that can trigger a 'hof' payout to those who participated, all of it paid out in rare item TT value used for advertisement(ESI, unlimited versions of various weapons(longblades with high TT and high market value, high tt super unique scopes/lasers/etc.)<updated 4/28>
I've established a healthy system I feel, with a source and sink for each item, where all items are continually used up so new drops are always going to be needed.
As a side note, concerning DoA's post that was closed regarding what Neverdie is attempting to accomplish...
I feel he is trying to create a way where people are able to sustain themselves easier and experience a wider variety of content to appeal to all types, where you can pick and choose what you do. I only feel it is off base with economics because the players cannot be paying their own salaries or it is just a sham!
He wishes for the ubers to fuel the noobers it seems from discussions, but unfortunately it has to be mindark easing up on all of us in order for any of us to survive in order to help noobs, and mindark has to be paying us back too out of the enormous amount of !!!! we experience. It seems to be a muddled mess between ideas meant to help, and perhaps Mindark pressuring him in multiple ways has driven him to think in only dollar signs when he pushed the idea out.
- Feel free to discuss this as well.
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