Armageddon General Discussion Board

General => General Discussion => Topic started by: Salt Merchant on March 28, 2008, 08:33:33 PM

Title: Money supply
Post by: Salt Merchant on March 28, 2008, 08:33:33 PM
Over the course of a few characters, I have felt the money supply (namely the starting coin available at merchants after reboot) quietly dwindle away.

All sorts of player activities (grebbing, crafting and the like) are made marginal if their "harvest" cannot be sold.

I don't recall a public annoucement concerning this by the staff, so I can't say definitively that it's intentional. If it is, though, I'd be curious to hear the reasoning behind it.

Is the intention to make players more dependent on those who receive stipends to earn their living?
Is the intention to encourage players to spend more time interacting and seeking coin from each other?
Is the intention to discourage "independents"?
Is the intention to encourage raiders by giving them targets in the form of miners? (Since the mining office never shutters up).

Whatever the intent, it is definitely affecting gameplay.
Title: Re: Money supply
Post by: Only He Stands There on March 28, 2008, 09:27:28 PM
Quote from: Salt Merchant on March 28, 2008, 08:33:33 PM
Is the intention to encourage raiders by giving them targets in the form of miners? (Since the mining office never shutters up).

It does, when there is a glut of obsidian (i.e. more than one person mining heavily). However, there are places around the game that buy crafted goods that have the same situation (e.g. buying crafted goods infinitely until they "shutter up,") and there are a number of places in-game that buy grebbed goods.

Be creative. Travel. Talk to people. Don't fall into the rut of greb/craft/whatever-go out-sell to the same shopkeeper-repeat-wait 'til reboot.
Title: Re: Money supply
Post by: staggerlee on March 28, 2008, 10:01:23 PM
Quote from: Salt Merchant on March 28, 2008, 08:33:33 PM
Over the course of a few characters, I have felt the money supply (namely the starting coin available at merchants after reboot) quietly dwindle away.

All sorts of player activities (grebbing, crafting and the like) are made marginal if their "harvest" cannot be sold.

I think that your answer is right there. ;)

Also... cross reference it with the pay structure for the coded clans.
Title: Re: Money supply
Post by: veryalien on March 28, 2008, 10:13:43 PM
I think its to force us interact and it's sort of working although not working great.

The problem is there isn't a coded economy. Just a nerf bat that hit the amount of coin on shop keepers.

EDIT: I make money on dead people btw. That's where the big bux are. Because something will sell off the corpse.
Title: Re: Money supply
Post by: flurry on March 29, 2008, 09:05:19 AM
It does seem to be encouraging people to look outside of shops for deals.  Making money as an independent should be probably be more of a challenge than it used to be, anyway.
Title: Re: Money supply
Post by: veryalien on March 29, 2008, 12:06:53 PM
My only suggestion if a staff member is reading is bringing other prices in line with the PC economy. 20 sid for stabling is way too much when most gathering runs will only bring in 50-100 sid for newbs even when selling to PCs.

the average salary will allow about 20 stablings in a month. think on it. that's pretty pricey.
Title: Re: Money supply
Post by: Malken on March 29, 2008, 12:08:55 PM
Quote from: Salt Merchant on March 28, 2008, 08:33:33 PM
Is the intention to make players more dependent on those who receive stipends to earn their living?
Is the intention to encourage players to spend more time interacting and seeking coin from each other?
Is the intention to discourage "independents"?
Is the intention to encourage raiders by giving them targets in the form of miners? (Since the mining office never shutters up).

Whatever the intent, it is definitely affecting gameplay.

You'll have your answer if you replace "players" by "Malken's character".   8)

I'm rich, biatch! *honks wagon*