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After seeing many posts about the economy, many making almost the same suggestions, and most presenting similar problems, I thought I would give a shot at finding a way to handle the economy. But, this will not follow the favorite 'increase the diamond value' approach, prepare to have a developed economy.
While some people say that fishing ruined the economy, I am of the uncommon belief that it was a good change, it was an advancement. While it may have been excessive before, the mechanics of mcMMO fishing have changed since then and it really wasn't bad for the economy, just for those who intended to make a living off of diamonds and such. Now, brace yourselves and don't yell at me just yet, here comes part of the suggestion: re-enable fishing treasures. Now, I know that many of you are thinking I am insane after reading that, however, I assure you that I'm not and that this has a purpose. However, for the sake of not disrupting role play, this would have to mostly be disabled within regalia since the traps which were introduced by mcMMO would be rather disruptive (aka primed trinitrotoluene). And for a little more fun, let's enable the Kraken from mcMMO (OUTSIDE OF RP WORLDS). But what about the diamonds and gear?! That is going to ruin the economy! Well, it is clear that we are past the stage where diamonds should be the main market focus. So why not embrace that and fully move on? If we release the belief that diamond prices should be the concern, then we can more effectively move on to build the other sectors, the parts which really show development, such as builds, art, various services, and information systems. So so goodbye to the past of the old industry domination, accept that it was a nice part while it lasted, but understand the time has come. Now is the time for everyone to show off their skills, their special abilities, their strengths; this is where everyone has the ability to be unique, where everyone can stand out. When materials are not the concern, everyone has a large palet to work from, and we may focus on developing amazing builds and machines, which honestly, are of much more interest to most people than a few diamonds. But don't worry, I'm sure there are enough people who still enjoy fishing and mining. Those will be the people who we will look to on the diamond market. Although ultimately, there will still be some fluctuation in prices, but this is a characteristic of a lively economy; think of it kind of like stocks, sell when the value is high, but it can change in a matter of minutes or hours. I think this will satisfy some of the people who still are stuck on the idea of making a living off of diamonds.
Now, for my second point, alchemy changes! Brewing isn't something for everyone, but, I feel that it needs a little encouragement to become manageable. What I propose is to raise the cap level for the catalyst ability as well as increasing the speed multiplier that it can reach, for example, maybe raise the catalyst cap from 1,000 to 2,000 but increase the max speed multiplier from 4 to 8. One of the reasons that people train axes after 1,000 is because it still keeps getting better. Alchemy, on the other hand, stops getting better after the hard cap of 1,000. However, I would definitely not recommend raising the unlock levels for any of the potions as that seems like it would discourage players from working towards it. The reason for raising the catalyst cap and multiplier is to keep some people in the field even after they max their tier unlocks.
Now, I would love to hear your opinions about the ideas. What works? What doesn't? Where can it be improved? What could be added to make it better?
While some people say that fishing ruined the economy, I am of the uncommon belief that it was a good change, it was an advancement. While it may have been excessive before, the mechanics of mcMMO fishing have changed since then and it really wasn't bad for the economy, just for those who intended to make a living off of diamonds and such. Now, brace yourselves and don't yell at me just yet, here comes part of the suggestion: re-enable fishing treasures. Now, I know that many of you are thinking I am insane after reading that, however, I assure you that I'm not and that this has a purpose. However, for the sake of not disrupting role play, this would have to mostly be disabled within regalia since the traps which were introduced by mcMMO would be rather disruptive (aka primed trinitrotoluene). And for a little more fun, let's enable the Kraken from mcMMO (OUTSIDE OF RP WORLDS). But what about the diamonds and gear?! That is going to ruin the economy! Well, it is clear that we are past the stage where diamonds should be the main market focus. So why not embrace that and fully move on? If we release the belief that diamond prices should be the concern, then we can more effectively move on to build the other sectors, the parts which really show development, such as builds, art, various services, and information systems. So so goodbye to the past of the old industry domination, accept that it was a nice part while it lasted, but understand the time has come. Now is the time for everyone to show off their skills, their special abilities, their strengths; this is where everyone has the ability to be unique, where everyone can stand out. When materials are not the concern, everyone has a large palet to work from, and we may focus on developing amazing builds and machines, which honestly, are of much more interest to most people than a few diamonds. But don't worry, I'm sure there are enough people who still enjoy fishing and mining. Those will be the people who we will look to on the diamond market. Although ultimately, there will still be some fluctuation in prices, but this is a characteristic of a lively economy; think of it kind of like stocks, sell when the value is high, but it can change in a matter of minutes or hours. I think this will satisfy some of the people who still are stuck on the idea of making a living off of diamonds.
Now, for my second point, alchemy changes! Brewing isn't something for everyone, but, I feel that it needs a little encouragement to become manageable. What I propose is to raise the cap level for the catalyst ability as well as increasing the speed multiplier that it can reach, for example, maybe raise the catalyst cap from 1,000 to 2,000 but increase the max speed multiplier from 4 to 8. One of the reasons that people train axes after 1,000 is because it still keeps getting better. Alchemy, on the other hand, stops getting better after the hard cap of 1,000. However, I would definitely not recommend raising the unlock levels for any of the potions as that seems like it would discourage players from working towards it. The reason for raising the catalyst cap and multiplier is to keep some people in the field even after they max their tier unlocks.
Now, I would love to hear your opinions about the ideas. What works? What doesn't? Where can it be improved? What could be added to make it better?