For transparency, I wanted to share where I am on the goldflation issue. The first two issues that I think should be addressed are
promotional items and mines. I'm putting aside mines for the moment focusing on
promotional items (wheel, presents, etc.). Regarding mines, I still haven't landed
on anything that seems to work so ideas still welcome. Right now, I am giving
serious thought to a refund to the current owner in sticky dingbats. We'll see
where that goes but first things first--promotional items!
I've been testing aethergoop as the official promotion
currency. At first, I multiplied everything by 10,000 but after seeing the
results I thought it was just ridiculous because the numbers were so huge.
Thus, I've decided to multiply everything (goop costs and current player goop)
by 100 and the numbers seemed to me to be much more reasonable. This is what I've come up with:
- Wheel Spins: high chance to give out aethergoop, averaging 50-150
goop (though chance to get much more)
- Presents: mostly gives out aethergoop (70% standard presents, 10-30 aethergoop; 60% superior presents, 50-150 aethergoop; 50% exceptional, 300-400 aethergoop; 25% ultimate, 600-1000 aethergoop)
- Fee to transfer aethergoop to another player: 10
gold/aethergoop
- Genies and maps: 3-5 goop, throttles at 50 goop per game
month (though even if throttled, will give out 1 goop)
- Special Potions: 25 goop, 1000 gold, 20 comms per potion
- Special Candy: 25 goop, 1000 gold, 20 comms per candy pack
- Aetherspace Commerce?? 1-5 aethergoop? counts towards throttle, then gives out 1 goop
- ur'Traps: 1-3 aethergoop?? counts towards throttle, then gives out 1 goop
Anyway, please let me know what you think and if I've missed
anything!
Comments
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
For presents, is the intention to nerf them significantly? For example, the ultimate present currently gives out items valued at around 300-500 credits. You proposed a 25% chance of getting 600-1000 goop, which would be 6-10 goop under current standards, or 30-50 credits in value. It looks like all of the other presents are also getting nerfed similarly.
If the intention is not to nerf them as such but just to get rid of the commodities, candy and gold, then maybe bundle the chance of these things into the chance that already exists for goop at each tier, but make it give less (converted) goop. So for exceptional presents there is currently a 28% chance of getting of these things and a <1% chance at 30-40 goop, which is 150-200 credits in value. Maybe make it can be 28% (plus whatever it is currently for goop) chance of getting 30-40 of the new goop, or 1.5-2 credits in value.
Edit: Lowered amount of goop suggested for exceptional presents on further consideration.
I'm having a very hard time getting on board with this line of change. I suppose you don't need Edward, player of Eldanien to be on board with this change. But I would urge you to step back and look at the problem again, and look at the solution you're coming up with, and see how they relate.
If the problem is too much gold in the system, then we should reduce the gold input and/or increase the gold outflow. There's no need to replace that gold with some other thing.
If the problem is outliers are able to gather up gold far faster than others, then we tweak those activities so they yield less gold. Preferably without throttles, as throttles penalize people for playing more than others, or playing a particular way more than others.
If the problem is more equalized access to valuable resources, then we address that. On-level gold or other resource gifts like we do with lessons and credits. Or a level-based gold drop factor.
Why we're adding all the rest of this... it just confuses me. I don't see how it solves the problems we appear to be working on.
Ultimately, we should think of value-creating activities (bashing, influencing, aetherhunts, maps, ur'traps or whatnot) in terms of total cost benefit and try to balance that way. Then lean towards scarcity rather than surplus, because that will encourage tradeskills and player interaction in the form of trading and bartering.
Estarra the Eternal says, "Give Shevat the floor please."
Maps could easily be Czigany coin or nothing, with the percentage chance determining the average value of that activity.
Maybe I'm too dense to get it.
edit: Even if we eliminate all of the low-value items (gold, commodities, liquids) in presents or wheel spins, for example, leaving only credit or dingbat-value items... this would increase the value of those promos. It would make getting a present or Czigany coin even more exciting. The tradeoff would have to be fewer presents or Czigany coins. In the end, balance is maintained without having to introduce another layer of complexity to the economy.
As for ur'Traps, either all traps should generate goop or no traps should generate goop. If it is limited to just golden traps then refunds should be offered to those who have traps that are not golden, as the perceived value of golden traps may be changed.
Estarra the Eternal says, "Give Shevat the floor please."
I just don't see the cookies as being a worthwhile investment of my time, whereas being able to get a bit of extra goop with a chance of a coin would be.
I agree that the proposed aethergoop change is a step in the right direction. It accomplishes many goals (removal of comm/gold influx, limited use, provides a gold sink via trading, the special potion and candy will be temporary bonuses that also act as sinks)
My one concern is being able to purchase artifacts with goop. I believe Lerad suggested that maybe we change it so you can only reskin with goop. I'd expand to suggest leaving the artifacts that are goop-only but change generally available artifacts to re-skin only with goop.
It may be that it's decided not to go with this suggestion, but it's just that, a suggestion.