Inflation and 125 item count (gold)

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Loler
Posts: 2485

Re: Inflation and 125 item count (gold)

Post by Loler »

Just change how vendors function. If you pull gold off a vendor up to 10kk it makes a 10kk check if you try to pull 100kk off a vendor it gives you 10 10kk checks. Very simple system. While you are at it make it so you can sell items off vendor for up to 1 billion instead of 100kk max.
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Shallan
Posts: 1483

Re: Inflation and 125 item count (gold)

Post by Shallan »

The Silvertiger wrote:
Franshu wrote:And me with 10k gold in the bank, gg wp
You could double up in almost 2 hours doing escort quests. :P Or you could kill some monsters.
or u can kill afk farmers :D
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Calvin
Posts: 5687
Location: UK

Re: Inflation and 125 item count (gold)

Post by Calvin »

just make a darkside vendor that sells 1 charge bottles at 10kk, then use them as 10kk checks.

give the option to sell the dye back to the vendor for 9.5kk
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Hiryu
Posts: 2

Re: Inflation and 125 item count (gold)

Post by Hiryu »

Hello,
I'm new to the server and I don't know if that is possible, but I came up with solution to both inflation and some of botting problem.

Imagine for a moment that we had an NPC that sells runic tools, all tools, for bs, tailor, carpenter, fletcher etc.
People would have a place to sink their money, prices for man farmed runics would be capped and there would be no point farming BODs on 4x afk bot. No point farming this much minerals either, since most of it was put into BOD farm anyways.

The only problem is that in the beginning people with great wealth would be able to purchase a lot of runics. But after stabilisation period fortunes should stabilise and incredible amount of gold would be removed from server. If my prediction is right, then this should cause deflation. In addition amount of crafted items, as well as sold items should increase. That should revitalize whole trade aspect of this game.

The question is - can we make an npc like that, or do we need an admin made vendor restocked by admins who delete gathered gold?

Well there goes my idea, now do what you do best internet. Criticise
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Made In Quebec
Posts: 777

Re: Inflation and 125 item count (gold)

Post by Made In Quebec »

Hiryu wrote:Hello,
I'm new to the server and I don't know if that is possible, but I came up with solution to both inflation and some of botting problem.

Imagine for a moment that we had an NPC that sells runic tools, all tools, for bs, tailor, carpenter, fletcher etc.
People would have a place to sink their money, prices for man farmed runics would be capped and there would be no point farming BODs on 4x afk bot. No point farming this much minerals either, since most of it was put into BOD farm anyways.

The only problem is that in the beginning people with great wealth would be able to purchase a lot of runics. But after stabilisation period fortunes should stabilise and incredible amount of gold would be removed from server. If my prediction is right, then this should cause deflation. In addition amount of crafted items, as well as sold items should increase. That should revitalize whole trade aspect of this game.

The question is - can we make an npc like that, or do we need an admin made vendor restocked by admins who delete gathered gold?

Well there goes my idea, now do what you do best internet. Criticise
I won't criticize, I like that idea.

It also gives an opportunity to more casual players to get their hands on runic kits without having to farm extensively or bot, which I certainly would profit from that system.

I think it would work at a certain extent, it would also deflate high end crafted runic a bit, but since the chances of getting that kind of pieces is 0.0001%, I don't think it would be that much of a drop, and high-end piece would probably remain highly priced, which is alright.

Yep, I think I like that idea!
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Reetus
Posts: 191

Re: Inflation and 125 item count (gold)

Post by Reetus »

Calvin wrote:i cant see anything wrong with you putting that gold back into the economy. even if you must be forced to.
imo, gold hoarding is a problem, we should not be accommodating them more, or encourage people to do it.
On the flip side, I also have items that I don't need/won't use, but won't sell for gold, because:

a) 2kk+ items uses less housing space than 1kk cheques.
b) buying big ticket items with gold is hard.

Therefore, Little Johnny who wants Invulnerability Blue tokuno dyes and only has gold misses out, even though I have a bunch of them.
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Calvin
Posts: 5687
Location: UK

Re: Inflation and 125 item count (gold)

Post by Calvin »

my concern is the health of the server, not your convenience.

frankly, you're a bad player, you should sell charges to players, do it cheap if you can afford it.
you should put gold back into the economy and not hoard it, this is why the real world economy sux tbh, it's based on trickle down; but the problem is that if you give rich people more money, they dont put more money back into the system, they just have more money. often overseas.

it is exactly the same, no-one buys anything, because you have all the gold, and you will not buy anything. hence the economy grinds to halt.

but at least you have loads of money. so it's good for you.

im just glad your gold cant buy you power in UO.

if it were up to me, i would think of ways to force you to put that gold back into the economy. i'd make sure you get something for it, but i would not let the economy stagnate or be monopolized.

i dont think the runic tools idea would work because it would be too much of a gold sink, and it would ruin the main source of gameplay for a lot of players.

darksides would work because the gold sink is minor, 5% of trades. it does not infringe on any current players. it does not offer any real advantages for purchasers, only status, and the item is fully usable in itself, and has it's own value independent of the gold exchange system.

basically you'd be breaking 2 rules for a gold sink - it would have functional effects, not just cosmetic/status; and it steps on players toes, completely changing an existing and working market.

gold hoarding is a different issue, and it would not address that, but it would allow for an equivalent of 10kk checks, and it would also provide a gold sink.


i know what the GMs are like tho, they wont do what anyone suggests, but they read and learn from it all; often coming up with a better solution than any suggested.
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Calvin
Posts: 5687
Location: UK

Re: Inflation and 125 item count (gold)

Post by Calvin »

if you have all that money then build something.
Hiryu
Posts: 2

Re: Inflation and 125 item count (gold)

Post by Hiryu »

If you like my idea please help me make it visible to admins, cause since I'm new to the server I'm worried it may be ommited.
Loler
Posts: 2485

Re: Inflation and 125 item count (gold)

Post by Loler »

I like your idea hiryu and make sure val hammers are like 10kk
PM me or contact me on discord mortoburger#5040
Buying List
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Trading Brsk for Arties
My vendor in Luna
Buying Tailor/Smith resets in bulk.
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deathviper
Posts: 119

Re: Inflation and 125 item count (gold)

Post by deathviper »

Hiryu, I've suggested selling kits/big gems/colored ingots and hides several times to take gold out of the economy and remove some (a lot) of afk farmers of those items.

I've been around a long time ( I realize my post count tags me as a noob) it's not that hard of a change but I don't think it's ever been considered, for whatever reason.
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The Silvertiger
Posts: 4469

Re: Inflation and 125 item count (gold)

Post by The Silvertiger »

Hi Jon Snow!
Never forget June 4th 1989!
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Calvin
Posts: 5687
Location: UK

Re: Inflation and 125 item count (gold)

Post by Calvin »

btw you dont even need to use darksides or anything, if everyone is so defensive about items they've had kudos from for years already being devalued...

you could literally just do a vendor that sells 10kk checks for 10x1kk checks from your bank.
just instead of cashing the 10kk check at the bank, you would sell it back to the vendor for 10x1kk checks

wouldn't need to change anything. i think it misses an opportunity tho
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Made In Quebec
Posts: 777

Re: Inflation and 125 item count (gold)

Post by Made In Quebec »

Calvin wrote:btw you dont even need to use darksides or anything, if everyone is so defensive about items they've had kudos from for years already being devalued...

you could literally just do a vendor that sells 10kk checks for 10x1kk checks from your bank.
just instead of cashing the 10kk check at the bank, you would sell it back to the vendor for 10x1kk checks

wouldn't need to change anything. i think it misses an opportunity tho
Wouldn't have to be that complicated.

Eos can easily set up bankers so they can make bigger checks.

Hell, the script already exists because you can do bigger than 1m checks on hybrid for years.

So it's not like it's a complicated procedure, it's probably just copy/paste and it's done.

The only place where it stops, is whether they want/intend to do it or not, no the how or if it is possible or not.
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Calvin
Posts: 5687
Location: UK

Re: Inflation and 125 item count (gold)

Post by Calvin »

yeah but that's not the point, the point is things like the item count in the bank will become too easily fuxed, and that will cause extra problems... you need to keep it isolated from all the other mechanics cos it's not been made to accommodate it originally

like lets say you have a 100kk check in your bank, then you need 2k gold in cash to buy something off a vendor. think what would happen
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