Economy
Some texts I just re-wrote for posting today 03/10. Some of the things here are planned to be introduced to the game in March/April next year when there is an established player-economy. Rare-items and magic runes for example will at the start of the game be sold by NPCs but prices will eventually be raised so much so that players will stop trade with NPCs and once they do the possibility of doing it will be taken away.
Runes and Items:
NPC's will not buy or sell any runes (except perhaps the most simple) - Which will re-create the lost Rune-market and the need for "rune-burning" magicians(Aswell as give a well-needed boost for the 'Druid', as they now can get paid well for magic leveling burning and selling 'Ultimate healing rune'.
Rare Items = Knightset /firesword and above
Great Items = The best of Tibias items: Magic Sword, Giant Sword, E-plate, Golden Helmet etc.
Unique Items = Items that are unique, there are no other of the same kind. Almost only from Tibia is the cylopmania sword, almost all other uniques are from Argardh.
While most are valuable rings and amulets, some will be the mightiest of weapons and armors in the game. Except the few uniques that are rewarded to Beta-players these items will be rewarded to players winning tournaments, wars and different kinds of events during the first year of gameplay. The items value/power will vary, but the value/power of an item will basically be decided by the number of players participating in the event/competition.
The main reason why this is important to do over a long period of time(1 year) instead of a short one is to make sure the items are distributed to as many different players as possible. This is very important to make sure the market of these items cannot be manipulated or abused by 1 big trader. If for example the ownership of all the unique-items is divided to 100 players equally they will together have the common interest of seeing the value of their items raised. Thus, it is of highest interest for all these players to make sure the entire economy is protected and growing.
Decreased Drop/Loot-rate to counter-act Inflation
Droprates will start at 2.0(200%) and go down to 1.0(100%) over the course of 1 year. This will act as a shield against inflation. Inflation means that money(goldcoin) loses value(purchasing power) over time. This is caused by an increasing amount of money/goldcoin.
Goldcoin is generated in the game every time a player kills a monster, sells equipment to NPCs or loot treasures. The only time that goldcoin is destroyed is when players buy from NPCs(Potions, runes, equipment etc). Since there's more goldcoin being created than being destroyed the total amount of goldcoin thus increases - which decreases the value of each and every already existing goldcoin.
Also, ofcourse, the first 3 month of a new server the amount of gold being farmed/accumulated is extremely low compared to that of a server after 1 year when everyone is high-level with good equipment.
But with a decrease in gold and loot being dropped from monsters - the early players will earn a lot more(2x)
from killing a monster.
This also gives a very welcomed boost to the start of the server as the startup of any server is always extra intense and fun to play.
This does not mean that goldcoin will be a better investment than rares. The effects of the decreased droprate will also influence the droprate of rares and items, which means - There will be a lot less rares dropped(50% less) after the 1 year period has ended. This means, if the server is not experiencing a high increase in players at that time (which it most likely is not), that all items and gold will together experience deflation(increase of value) instead of inflation.
Wait, what? Deflation, against what?
Against the rl-$$, ofcourse. It is the exact same principles. Less items/gold being created = The existing ones increase in value.
The way this can reward the players for just playing is really interesting to say the least.
No longer will you
lose value(which in essence means losing time and work) by just being a little inactive or taking a break but instead you might even early on see the items and goldcoins you posess increase in value, steadily, by deflation alone.
To counteract inflation we will also manipulate the prices of potions and other consumables - to make sure that goldcoin is constantly being deleted/"burned" at a good rate and thus taken off the market and increasing the value of the existing goldcoin.
Trading
Using a simple buy-here sell-there NPC-system it is now possible to generate money by just running back and forth buying and selling 'Goods'. The cost is the work put in doing just that - running back and forth, aswell as
the risks of being robbed and killed. Example: The player buys his '
Goods' at 'Point A' for 1.0 and sells it at 'Point B' for 1.05.
There will be 3 'Goods' to start with:
Fish:
Small but safe profit. Can also sell self-fished fish for money.
Coal:
Making a good profit here will require bag-pushing. This means you can basically trade as much as your purse allows in just 1 run but the chances of being robbed is drastically higher.
Gems:
Buy in Faraway and transport back to Siath-city. High danger but big reward. Weekly-event(Gems are sold by NPC in Faraway 1 hour every week).
Could swear it said
MARS for a second.
Anyway ...
Meanwhile ...
Back in Arsgardh ...
That feeling when you're locked out the City ...
<3 old school
Tristrum will be the new "New Game"-village so you should expect more closed-gates, levers and traps in the city in the future