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Keeping wealth distributed evenly

4 replies [Last post]
Fri, 06/10/2011 - 21:53
Guhnom

So as everyone's aware, there's a pretty lovely problem in the economy right now, something having to do with a) nobody selling CE and b) CR inflating rapidly. People don't sell CE since they don't need CR since CR is useless/inflated. So, if we put aside all the things about "we need people to start buying CE again" or "let's jump-start the game with free CE!" or "blahblah put a cap on high CE prices I hate you", I think we can get to some reasonable solutions.

ENDGAME. Big issue. When you get to Endgame, whether you have 5kcr or 500kcr, you pretty much have nothing else to do aside from a) UV crafting or b) buying rare UVs. UV crafting is a big problem in this game. Not only do all the vanillas flood the market and make it difficult (or impossible) for other players to profit, the rarest UVs are worth a LOT. Someone who lucks out with said UV (or simply crafted a few thousand) will amass hundreds of thousands more crowns to do what they please with--probably purchasing a couple thousand CE (raising the market price even further, btw) to finance future expeditions.

I think I laid out the problems pretty well, but in case I lost you, I'll reiterate.
Problems: mass crafting will take potential profits from noobs and will also allow said crafters to amass hordes of wealth, thereby having even more potential to sway the game's fragile market (for the worse).
Solution: Place limits on how much a player can craft in a single day. Hopefully this is self explanatory, and it's ultimately desired. Said endgamers/masscrafters are seriously killing the game right now.

--edit--
I forgot to mention that some items are far too rare (UVs or certain drops), and also allow certain players to make hundreds of thousands of Crowns for having an enormous stroke of luck.
Problem: Some items (UVs, drops) are so rare that a lucky player can instantly become a wealthy endgamer.
Solution: Either make them more common (OOO does seem to have a thing for implementing 0.05% chances in the game), or make them bound. I don't care about player outcry, games should be skill-related, not luck-related. I may just be upset because I never have such good luck, but really, think about it. "Wow that's really lucky I'll give you a life's supply of energy for it."
--/edit--

Oh, also, because said crafters generally don't post in the AH, but rather spam trade chat with starting bids of 17kCE, I think it's safe to conclude that such a sum of CE being traded outside the energy market is, again, putting a lot of power in the hands of the few wealthy players. Additionally, if someone does not have that amount of CE, they can just buy it all from the energy market, and seeing how there are NOT hundreds of competing offers up there, 100 purchases will do a lot to hurt the energy market--raising prices.

Problem: Such hordes of CE being traded outside the energy market hurt the game economy more than people think. (One player reportedly purchased 600 offers (for a prize giveaway) at once and raised the price by 1-2kcr).
Solution: Place limits on how much CE can be bought/sold at one time, and place limits on how much CE can be traded (outside the market) at one time.

Also, many of these underlying problems can be attributed to the lack of crownsinks and the lack of incentive (game content) for players to purchase CE and sell it in the game market, since CR is useless.

>>inb4 shut up whiny F2P noob I pay for CE and can do what I want with it

Fri, 06/10/2011 - 22:52
#1
Madadder's picture
Madadder
these so called

these so called "solutions"are ironically problems... if this happens it will undoubtedly be the final nail in Spiral Knight's coffin

Sat, 06/11/2011 - 09:02
#2
Guhnom
How?

Care to elaborate? I was under the impression that these solutions would keep certain players from amassing hordes of wealth (based on luck, especially) and ruining the market. If you mean player outcry would ruin the game, sure, some angry players would leave--however, it would solve problems that keep new players from staying around.

Ultimately all players are going to get upset when Three Rings puts out a new update they don't like (crafting cost, bound items, etc), but I imagine it'd keep the game alive. Not sure how it would kill it, instead.

Sat, 06/11/2011 - 09:21
#3
Grittle's picture
Grittle
unicorn...

your gettin it wrong, redistrubition of wealth is socailist first of all, and having a free market like this is of course like free trade in real life, let the crafters craft what they want, wether they lose the money or gain money is up to there buisness, and other people benifit no matter what, so be carefull what you say next time.

Sat, 06/11/2011 - 10:54
#4
Madadder's picture
Madadder
unicorn this would tick off

unicorn this would tick off player more because now your limiting what they can do whats the point of purchasing CE via real money if all that will happen is you will be limited to how much you can trade off

OOO made things bound to you even after upgrading it because those were meant to be rare and UVs are no different

crafting limits?! are you high? thats the largest energy sink in the game limiting that would hurt OOO by punishing those that purchased energy

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