Edit:
Putting last post first
Threadstart:
For me a huge problem or even perhaps the biggest problem with Tibia in general is the inevitable inflation all servers suffer from.
If you play Tibia now for 1 years time you will achieve a certain level and strength of the character, aswell as rare items, crystal coins, houses, etc.
But if you then stop playing for let's say 2-3 years time and then come back the value of your characters level, your gold, rare items and basically everything will be greatly diminished.
Why?
Inflation. Inflation of lvls. It's getting easier and easier to lvl, to the point it's brutally ridicilous and the whole conecpt of slow progress towards a longterm goal(that isn't lvl 1000) and enjoying the game in a more casual way is basically gone).
Inflation of money. It's constantly getting easier to earn money(on all servers/OTs/games) at the same time that the total amount of accumulated gold on a server only disappears into purchases from NPCs such as potions and... runes, I guess. (Perhaps this is why original Tibia(CIPSoft) chose to scrap the rune-making for druids and sorcs by letting NPCs sell runes!)
Inflation of rare items. Well, rares are rarely sold to NPCs, right? And not that many are thrown in the dustbin, lost from deaths etc. So, they constantly grow larger and larger in numbers on every game/server. Making the ones already existing lose value. Which ofcourse is "countered" in terms of how it appears if you count the value only in gold coins with the fact that money also constantly loses value making the price be the same. But in reality(the real reality called rl) your rares will not be worth as much as they were 3 years ago. Thus, you have lost money.
So, here's my question:
Why not have a planned and controlled deflation of gold, levels, items and all rates?
Surely, by now, players make much more analyzed decisions than say 5-10 years ago when chosing a server, correct? So, having a planned economy, and open to the public, shouldn't that be the standard by now(On OTs, that is)? I mean, the public/players are basically demanding it by chosing the most longterm promising servers but there's not yet any real discussion about what makes a promising server in terms of economics / inflation vs deflation.
My solution in terms of experience is simply having stages that the first year allows a player to reach let's say 100. The next year that limit will be lowered to 95. Yet, everyone 95+ will ofcourse maintain their level until they die and lose experience points).
Gold? Have to be manipulated via NPC prices and gold-drop from monsters, probably the most difficult to control and should therefor most likely be left alone as much as possible. Anyone have any ideas or thoughts about this or the way that Tibia exchanged the rune-burning to NPC-buying to get rid of gold?
Rares? What would the downside be of creating let's say 50 unique items and hand them out in different ways? For example you could hand out a few to gamemasters or other community-supporters right away, have maybe 10 given out to the winners of open-beta tournaments/wars/duels, unique and one-time quests, etc.
And once they are distributed - they are value in itself and all owners will work together to make sure they maintain or grow in value, yes?
Thoughts?
I hope at least one of you OTlanders know about cryptocurrencies, gold, etc..
How awesome wouldn't it be so use deflation on experience and skill? Early era highlvls/highly trained characters would be more powerful than their younger foes but only until they die and lose it.
Another "aspect" if you will that I forgot to mention is the 'Lifetime' of a server/game/economy.
If the server starts with 100 players the first year and then grows to 200 the year after, the inflation will ofcourse be countered with the increasing playernumbers and thus demand for gold and rare items.
But a server will not have that high numbers of new players for all eternity, right? And players do quit and/or take "breaks"(sometimes 10 years long ).
Have any OTs done succesful merges or server-transfers of characters like Tibia is doing now?
If they didn't have that by now, Tibia would be 100% dead, guaranteed. Who the hell starts playing on a 10 year old server when the common level is 400+?
And, ok, here you go CIP, I'll give you a great idea for free: Why not have 1(!) "deathmatch" server with let's say 10x rates that resets EVERY month? (Not talking an OT now but isn't this what they should've done ages ago??). Then have ladders, tournaments, global highscores, global clans/guilds etc instead of the mega-divide created by the splitting of the worlds..
What could possibly be your most retarded answer to that question, dear CIPSoft??
Putting last post first
Economy, as of 24/04/2016
Tired of seeing your rares, gold and characters on different servers constantly lose value? Argardh: Knights of Tibia will be the first server to promise an active work by developers to make sure that rares and goldcoin does not suffer from inflation, but instead, deflation.
Making $$ for you, the current player, instead of having your value halved for the cause of creating new players - to benefit the server.
Rare Items = Knightset /firesword and above
Great Items = The best of Tibias items, for example Sword of Valor, 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 uniques that are rewarded to Beta-players and community-supporters
these items will be rewarded to players winning tournaments, wars and different kinds of events and games thefirst year of gameplay starting at December 19.
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. Distribution is extremely important. It's about distributing to as many players as possible to make sure that as many people as possible are committed to see the economy grow.
To counter the constant inflation
Droprates will start at 2.0(200%) and go down to 1.0(100%) over the course of 3 years. This will act as a shield against inflation. Inflation means that money(goldcoin) loses value over time, this is caused by an increasing amount of goldcoin being created. 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. Aswell as gold accumulated after 1 year, will surely be worth less after 3 years.. when there is perhaps 10x more gold accumulated by hunting/leveling.
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 3 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 if not rares and in-game items?
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 with $$ for just playing is really interesting to say the least. No longer will you lose value(which in essence means 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" and thus taken off the market and increasing the value of the existing goldcoin.
To be continued and updated..
Threadstart:
For me a huge problem or even perhaps the biggest problem with Tibia in general is the inevitable inflation all servers suffer from.
If you play Tibia now for 1 years time you will achieve a certain level and strength of the character, aswell as rare items, crystal coins, houses, etc.
But if you then stop playing for let's say 2-3 years time and then come back the value of your characters level, your gold, rare items and basically everything will be greatly diminished.
Why?
Inflation. Inflation of lvls. It's getting easier and easier to lvl, to the point it's brutally ridicilous and the whole conecpt of slow progress towards a longterm goal(that isn't lvl 1000) and enjoying the game in a more casual way is basically gone).
Inflation of money. It's constantly getting easier to earn money(on all servers/OTs/games) at the same time that the total amount of accumulated gold on a server only disappears into purchases from NPCs such as potions and... runes, I guess. (Perhaps this is why original Tibia(CIPSoft) chose to scrap the rune-making for druids and sorcs by letting NPCs sell runes!)
Inflation of rare items. Well, rares are rarely sold to NPCs, right? And not that many are thrown in the dustbin, lost from deaths etc. So, they constantly grow larger and larger in numbers on every game/server. Making the ones already existing lose value. Which ofcourse is "countered" in terms of how it appears if you count the value only in gold coins with the fact that money also constantly loses value making the price be the same. But in reality(the real reality called rl) your rares will not be worth as much as they were 3 years ago. Thus, you have lost money.
So, here's my question:
Why not have a planned and controlled deflation of gold, levels, items and all rates?
Surely, by now, players make much more analyzed decisions than say 5-10 years ago when chosing a server, correct? So, having a planned economy, and open to the public, shouldn't that be the standard by now(On OTs, that is)? I mean, the public/players are basically demanding it by chosing the most longterm promising servers but there's not yet any real discussion about what makes a promising server in terms of economics / inflation vs deflation.
My solution in terms of experience is simply having stages that the first year allows a player to reach let's say 100. The next year that limit will be lowered to 95. Yet, everyone 95+ will ofcourse maintain their level until they die and lose experience points).
Gold? Have to be manipulated via NPC prices and gold-drop from monsters, probably the most difficult to control and should therefor most likely be left alone as much as possible. Anyone have any ideas or thoughts about this or the way that Tibia exchanged the rune-burning to NPC-buying to get rid of gold?
Rares? What would the downside be of creating let's say 50 unique items and hand them out in different ways? For example you could hand out a few to gamemasters or other community-supporters right away, have maybe 10 given out to the winners of open-beta tournaments/wars/duels, unique and one-time quests, etc.
And once they are distributed - they are value in itself and all owners will work together to make sure they maintain or grow in value, yes?
Thoughts?
I hope at least one of you OTlanders know about cryptocurrencies, gold, etc..
How awesome wouldn't it be so use deflation on experience and skill? Early era highlvls/highly trained characters would be more powerful than their younger foes but only until they die and lose it.
Another "aspect" if you will that I forgot to mention is the 'Lifetime' of a server/game/economy.
If the server starts with 100 players the first year and then grows to 200 the year after, the inflation will ofcourse be countered with the increasing playernumbers and thus demand for gold and rare items.
But a server will not have that high numbers of new players for all eternity, right? And players do quit and/or take "breaks"(sometimes 10 years long ).
Have any OTs done succesful merges or server-transfers of characters like Tibia is doing now?
If they didn't have that by now, Tibia would be 100% dead, guaranteed. Who the hell starts playing on a 10 year old server when the common level is 400+?
And, ok, here you go CIP, I'll give you a great idea for free: Why not have 1(!) "deathmatch" server with let's say 10x rates that resets EVERY month? (Not talking an OT now but isn't this what they should've done ages ago??). Then have ladders, tournaments, global highscores, global clans/guilds etc instead of the mega-divide created by the splitting of the worlds..
What could possibly be your most retarded answer to that question, dear CIPSoft??
Last edited: