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Emps-World => General Discussion => Topic started by: Charr on December 18, 2016, 03:53:45 pm

Title: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 03:53:45 pm
I've been seeing a lot of people go on about how terrible the economy is in it's current state. So I wanted to open up a discussion about it. Please keep this discussion civil and don't bash anyone for their opinion. That however does not mean you can't criticize them for it.

We will be talking about the following subjects:
My opinion
First off, my opinion may be somewhat biased due to the way I play the game. I'm by no means saying my opinion is absolute, it's just what I think of it. My opinion is mostly based on my experience with things and things I've commonly come across.

Item prices
I've heard quite a few people complain about the prices. Some say it makes it really difficult to make money from bossing, others say it makes it so there are no large things to work towards. While I see where those people are coming from, I find it difficult to agree with them.

I can understand it makes PvM quite a lot less satisfying if the factor of being able to get absolute bank from a single drop every time you get a kill, however in my experience that's really not where the bulk of the money from PvM comes from. I may not be too big on bossing, but the majority of money I've made from bossing came from the non-rare drops. Which would suffice to make me believe killing that boss was worth it.

As for there being no large goals to work towards, I fully disagree with that statement. While pretty much all items have gotten cheaper over time, you still don't attain a full tab of max gear by killing goblins for a few minutes. Buyable skills also still aren't all that cheap. There are things to work towards, the lower prices just put less of a focus on gear.

Moneymaking
So many people seem to not be willing to do anything more complex than begging or picking up snowballs for money, it's somewhat sad. I've had quite a few people ask me how to make money, and usually the first response I get from them is either "I don't have the levels" or "I don't have the gear". In my opinion there are more than enough ways of making money, however it wouldn't be that bad to have something to get these kind people to do stuff.

It might be nice to have something people can do daily/weekly/monthly for a quick sum of cash. Just to get them a very basic amount of gear and put them in a place where they can take on the low-medium levels of PvM. It might also be a good idea to add more basic gear to shops.

Moneymaking methods for lower levels in skilling might also be a decent idea, though I currently don't have any good ideas for this and there are currently some methods ingame already.

Sinks
I don't really have to state why we need sinks, I think I've done that enough times. It's just rather difficult to think up and implement a good one. So I'm just gonna talk about a single idea I've had for this part.

We've never really had something the community could collectively work and contribute towards ingame. What I thought of was sinking items for a double exp weekend. There would be an object or npc we could donate items and maybe cash to. Everything donated would add a bit of progress towards the goal of a double exp weekend. There would be no time limit to this goal.

To prevent people from just donating junk, there should be a whitelist of things that you're able to donate. If specific items need to be sinked, they can be given a bonus multiplier towards progress if those specific items are donated. There might need to be a limit to the amount of dxp weekends we can have monthly to not end up in the situation we were in with dxp weekends before. Alternatively, double ticket weekends could be part of this as well.

There should be a list of people that contributed towards it so that people can have fun bragging about it. It might also be something for clans to work on and contribute to.

The no item staking change
In my opinion this was a necessary change. Stakers buying out items would cause items to skyrocket and plummet in price every now and then, I'm quite glad that that's no longer much of an issue. It improves the flow of items in the economy by a lot, it's a great change.

The death timer change
I'm not sure what my stance is on it. On one hand, players are actually losing their items to death, which is good because dying is supposed to be somewhat of a punishment. On the other hand, it's extremely frustrating for people that they physically can't return in time to certain locations to pick their stuff back up whereas they could've before. Other people also have an easier time getting your items after you die, which kind of defeats the purpose of the change. This change shouldn't be final, that's all I really have to say about it.

That's all I have to say for now. Feel free to post your own thoughts on the topic.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 18, 2016, 04:08:04 pm
Charr's opinion in nutshell: You only want sinks so you can increase the total value of your multi-billion bank even further :kappa:
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 04:09:55 pm
Charr's opinion in nutshell: You only want sinks so you can increase the total value of your multi-billion bank even further :kappa:
You got me, the only reason I ever write suggestions/feedback/discussions is because I want my bank to be bigger. :kappa:
Title: Re: Let's discuss the economy (again)
Post by: Yaz on December 18, 2016, 05:35:28 pm
Oh please let's not.
Title: Re: Let's discuss the economy (again)
Post by: Pk Range99 on December 18, 2016, 06:12:05 pm
the item sink idea is a good one, that should be made i think it would really profit everyone.
Title: Re: Let's discuss the economy (again)
Post by: Wg Iron on December 18, 2016, 06:12:49 pm
1) On death timer.
It should be increased, for example, I did Obsidian Terror Quest, not knowing anything about Obsidian Dragons abilities, and died to to it at the very end and thus making it hard to run back, when you haven't got another anti-dragon shield or proper gear to fend off it's attacks easily. So, teleporting back to it, was actually pain and stuff disappeared right in front of my eyes. Though, I'm not mad, I can grind that stuff back, but for novice player, who doesn't have a decent amount of knowledge about what's going on when you die and etc. He will only whine all around the forums and game.
In nutshell: increase death timer up to at least 3 minutes in safe zones. Even if it stays the way it is now, I'm cool. Not sure about PVP though if it works the same. Haven't tested that yet :kappa:
2)Item Prices:
While it doesn't concern me, you're right, Charr, it's because of satisfying player in PvM. I'm an Ironman and don't buy/sell items, but, for example, players(excluding myself, because I always find the way to satisfy with what I can do ing) who will try to kill around 100 - 200 Mithril Dragons for that Zamorakian Spear in Ironman mode, it becomes beneficial, while on normal-based account if you were to kill that much: "Hey nice man you have got now 4M drop and tons of smithing experience to work with, congratulations and enjoy." Not much of a milestone anymore. Clues tho make up for it but still... Supplies required to get exact drop nowadays aren't worth it. Like the one I mentioned Zamorakian Spear. It costs 4 - 5M now, and supplies would consume around up to 6M, assuming you got only crossbow and you also use Emerald (e) bolts as enchantment to faster your kills with that poison. Even with alchs you get on it, it becomes worthless monster to be killed by normal-basis player.
3)NEW:Item lending:
I see in Clan chats trending with the Elite clues of "lend me" system. Not everybody has a money to afford AGS, so they lend each other and there were some scams. Maybe, lending for some time requires exact amount of coins for each item(excluding skillcapes and skill hoods), for e.g. Ags for 5 min. lend - 5% of it's average price, so let's say 20M - average price, 5% would be 1M. I'm sure for a clue step you CAN make 1M. Although, this partly is suggestion, I add it up to your topic.
Title: Re: Let's discuss the economy (again)
Post by: Jp on December 18, 2016, 06:20:09 pm
Going to explain more on the 'item sink' double XP weekend idea and open it up a bit.

Basically we will be getting some kind of meter or indicator that goes from 0% to 100% for example.
Items would have a different % value. For an example lets say bandos chestplate and tassets both have a value of 5%. Depositing one of each item into the well would fill up the gauge by 10%.

We would have to work as a community to get that full 100% for that sweet double xp. It does not have a time limit as Charr stated on his starting post so it doesn't matter does it take a week or half a year to get it filled up.
Once it's filled up we could enable DXP for a whole weekend or 72 hours and disable the well as soon as it hits 100% and then re-enable it once DXP weekend or whatever is announced/enabled.

I really like the concept of this idea and we've been discussing about it a bit.

It does not benefit only the PvM community but also skiller community should be happy. Prices of skilling supplies would go up because the demand for them would probably rise and people want to prepare for double xp weekends.
So naturally as the demand goes up along with the prices people who do not want to participate on them can gather resources through skilling and make money that way.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 06:22:09 pm
3)NEW:Item lending:
I see in Clan chats trending with the Elite clues of "lend me" system. Not everybody has a money to afford AGS, so they lend each other and there were some scams. Maybe, lending for some time requires exact amount of coins for each item(excluding skillcapes and skill hoods), for e.g. Ags for 5 min. lend - 5% of it's average price, so let's say 20M - average price, 5% would be 1M. I'm sure for a clue step you CAN make 1M. Although, this partly is suggestion, I add it up to your topic.
While I get that there's a demand for these things due to sheer convenience, I wouldn't really want lending to be a feature.

Clue scrolls give you more of a reason to keep certain things in your possession, lending would go against that. It would do that for non-clue scroll items as well. It would also be very hard implement without bugs, the development time isn't really worth it.

Title: Re: Let's discuss the economy (again)
Post by: Bubblebeam2 on December 18, 2016, 06:49:45 pm
Going to explain more on the 'item sink' double XP weekend idea and open it up a bit.

Basically we will be getting some kind of meter or indicator that goes from 0% to 100% for example.
Items would have a different % value. For an example lets say bandos chestplate and tassets both have a value of 5%. Depositing one of each item into the well would fill up the gauge by 10%.

We would have to work as a community to get that full 100% for that sweet double xp. It does not have a time limit as Charr stated on his starting post so it doesn't matter does it take a week or half a year to get it filled up.
Once it's filled up we could enable DXP for a whole weekend or 72 hours and disable the well as soon as it hits 100% and then re-enable it once DXP weekend or whatever is announced/enabled.

I really like the concept of this idea and we've been discussing about it a bit.

It does not benefit only the PvM community but also skiller community should be happy. Prices of skilling supplies would go up because the demand for them would probably rise and people want to prepare for double xp weekends.
So naturally as the demand goes up along with the prices people who do not want to participate on them can gather resources through skilling and make money that way.

Only problem: What the hell is a skiller going to contribute to make double xp happen? Some worthless potions or some manta rays? I'm worried that the only people that will be able to actually contribute to this will be the extremely rich people, and they don't give 2 shits about double xp weekend, they just need 99 combat stats and a dds
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 07:43:05 pm
Only problem: What the hell is a skiller going to contribute to make double xp happen? Some worthless potions or some manta rays? I'm worried that the only people that will be able to actually contribute to this will be the extremely rich people, and they don't give 2 shits about double xp weekend, they just need 99 combat stats and a dds
Skiller sells potions or manta rays -> skiller buys items that have multiplier -> skiller contributes.
Title: Re: Let's discuss the economy (again)
Post by: Bubblebeam2 on December 18, 2016, 08:17:22 pm
Potions don't sell these days, same with mantas, they take forever to sell
Title: Re: Let's discuss the economy (again)
Post by: Ameer on December 18, 2016, 08:24:20 pm
Eventho your idea about ' Items sinking ' looks good, however I have to agree with Aaron
The only people who are ready to get rid of their bandos items are actually rich players and they don't give a shit about double xp ( they might actually do it once or even few times because they want their names on the list, however the second they lose everything they will regret it and will never do it again after the rebuild again )

this suggestion is more like focusing on how hard can skillers work together for double xp again


Just add a ' Super dds ' that can do 99 dmg for 2b and follow stakers until they buy it , a good way to sink some cash :kappa:
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 08:26:13 pm
Potions don't sell these days, same with mantas, they take forever to sell
So let's sink those too then?
Title: Re: Let's discuss the economy (again)
Post by: Lv Persavoz on December 18, 2016, 10:44:44 pm
Wtf. Game is almoust dead. I think. Say no? I say yes. Wtf  rares dont have rares anymore. They are 3m ea. We shud better say thommy more sugestions . For economic. Economic. Suc.! Thats is reason why alll quit!!
Title: Re: Let's discuss the economy (again)
Post by: Lv Persavoz on December 18, 2016, 10:50:45 pm
The game can be saved ans we can get  alout peoples and old players back. If we make goood economy. Its one update. Or one my idea. But its hard  becouse i cant say it thomy.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 18, 2016, 11:16:23 pm
Wtf. Game is almoust dead. I think. Say no? I say yes. Wtf  rares dont have rares anymore. They are 3m ea. We shud better say thommy more sugestions . For economic. Economic. Suc.! Thats is reason why alll quit!!
The game can be saved ans we can get  alout peoples and old players back. If we make goood economy. Its one update. Or one my idea. But its hard  becouse i cant say it thomy.
I'm sorry but I really don't understand what you're trying to say.
Title: Re: Let's discuss the economy (again)
Post by: Papa Troq on December 19, 2016, 03:52:17 am
I do agree with mostly all of the things your pointing at. The only thing i disagree is the death timer you are talking about. Right now it's worth buying a GA, which is completely useless if you can run back to your gear almost everytime. PvM is also a risk, even for high-levels.
Title: Re: Let's discuss the economy (again)
Post by: Kaarel 123 on December 19, 2016, 05:14:37 am
Yes, for everything you've said.
Although I would go a bit further with the sink idea. Depositing something in the well could get you some boosts or a very rare chance to get some sort of a rare. This way more people would contribute to it.
I do agree with mostly all of the things your pointing at. The only thing i disagree is the death timer you are talking about. Right now it's worth buying a GA, which is completely useless if you can run back to your gear almost everytime. PvM is also a risk, even for high-levels.
Atm it's only targeting the beginners who train by PvM and don't know the dangers of it. Buying a guardians angel here however would be quite useless for them as it costs way more than what they would save. Imo increase the timer to 3 minutes.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 19, 2016, 11:20:57 am
The only thing i disagree is the death timer you are talking about. Right now it's worth buying a GA, which is completely useless if you can run back to your gear almost everytime. PvM is also a risk, even for high-levels.
A mechanic like dying should not be balanced around GA. GA's general intent was for people that suffer from disconnects to have a way to prevent losing their items due to them.

I disagree with your statement that PvM is a risk, there are very few situations you could actually die in if you aren't going afk for too long, like I mostly tend to do when I die.
Yes, for everything you've said.
Although I would go a bit further with the sink idea. Depositing something in the well could get you some boosts or a very rare chance to get some sort of a rare. This way more people would contribute to it.
I wouldn't mind some extra boosts, but definitely don't want rare items from it. The price of those items is gonna rely heavily on what's sinked and that'll be wonky as hell. Might work if untradable, but that discourages continued contribution.

Atm it's only targeting the beginners who train by PvM and don't know the dangers of it. Buying a guardians angel here however would be quite useless for them as it costs way more than what they would save. Imo increase the timer to 3 minutes.
Death should not be balanced around GA.

About GA's general value; Otto put it into words pretty well.
Cuz risking gear worth upto 100m is totally smart. There is absolutely no reason not to use GA when risking over 10m worth of gear.
Title: Re: Let's discuss the economy (again)
Post by: Ameer on December 19, 2016, 11:33:55 am
I have a small idea that just crossed my mind while reading the last reply

What about doing something similar to ' Wall of fame ' the event that was hosted around a year ago or something by martin, giving the most helpful staff member a 1 ing item for a whole month

this actually can work here as well, since you suggested a list that has the names of people who donated / sinked some items then why not make it more like a competition between them ? that 1 ing is something only the first dude in the last can get however everyone else can still get double xp

Double xp can be something every player can get or only the people who actually did put something in will receive

If something like this gets added ( the part of my idea ) then I believe it should become more like a monthly thing where you get maybe 4 tickets, each one is 24 hours of double xp ( same as enabling it the whole day however in this case people who has school / job on sunday can use it on friday )
Title: Re: Let's discuss the economy (again)
Post by: Fry Chickens on December 19, 2016, 11:40:43 am
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 19, 2016, 11:41:00 am
One reason why items have shit for demand is that maxed gear is pretty much required to kill any bosses efficiently, and in GWD especially blood barrage is a must to at least somewhat efficient. What's the point of even PvMing when you already have everything you could ever need?

Back in scape you were able to start PvMing in completely shit gear, black d hides and such. That also applies in OSRS and RS3, you don't need much to start PvMing there.

How about instead of thinking about stupid item sinks we should think about making the content feel more rewarding.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 19, 2016, 12:01:26 pm
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.
What I thought of was sinking items for a double exp weekend. There would be an object or npc we could donate items and maybe cash to.
Really wonder where you got that idea..  ::)

One reason why items have shit for demand is that maxed gear is pretty much required to kill any bosses efficiently, and in GWD especially blood barrage is a must to at least somewhat efficient. What's the point of even PvMing when you already have everything you could ever need?

Back in scape you were able to start PvMing in completely shit gear, black d hides and such. That also applies in OSRS and RS3, you don't need much to start PvMing there.
I can't disagree with this.

How about instead of thinking about stupid item sinks we should think about making the content feel more rewarding.
Regardless of what you're gonna do to content, without sinks the loot will always decrease in price. My priority would be fixing the foundation upon which the house is built before fixing the house itself. I do think that there are things that need fixing within PvM itself, I can definitely write a topic about it. I wanted to do this first.

How about we stop talking about which problem is biggest and acknowledge/disscuss (each in their own topic though)/provide potential solutions to all of them?
Title: Re: Let's discuss the economy (again)
Post by: Tulrak on December 19, 2016, 12:03:04 pm
Make all items degradable, problem solved.

The sink idea seems too artificial. Items should naturally get in and out of the game as people play it, the economy shouldn't require people to throw items down a well because the staff team asks for it.

Posted an idea in staff chat about death timer, may as well copy it here to see what people think of it:
Quote from: Tulrak
How about a new system where items disappear one at a time in 5 minutes? The sooner the player gets back the more items they can get back.
Quote from: Tulrak
I thought of something as simple as that every 300/x seconds an item is randomly selected and disappears. Where x is the number of items the player lost. Items will still become visible for others after 1 or 2 minutes. If the player loses 3 items then the first item disappears after 100 seconds, the 2nd after 200 seconds and last after 300 seconds. With 10 items lost the first item disappears after 30 seconds, so 2 items would disappear before others even see them (for guaranteed sink), while still allowing anyone to pick up 8 of the items if they get there after 1 minute.
Quote from: Tulrak
items aren't prioritized in any way, so the more items the player has the higher the risk of losing expensive items quickly
Quote from: Tulrak
the problem I have is that the current system is either 100% safe or 100% items lost, which is difficult to balance.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 19, 2016, 12:12:13 pm
Make all items degradable, problem solved.
The frustration this would cause.

The sink idea seems too artificial. Items should naturally get in and out of the game as people play it, the economy shouldn't require people to throw items down a well because the staff team asks for it.
The idea has nothing to do with staff, it would be a feature. It's about as artificial as elemental whips being a whip sink.

Posted an idea in staff chat about death timer, may as well copy it here to see what people think of it:
How about a new system where items disappear one at a time in 5 minutes? The sooner the player gets back the more items they can get back.

I thought of something as simple as that every 300/x seconds an item is randomly selected and disappears. Where x is the number of items the player lost. Items will still become visible for others after 1 or 2 minutes. If the player loses 3 items then the first item disappears after 100 seconds, the 2nd after 200 seconds and last after 300 seconds. With 10 items lost the first item disappears after 30 seconds, so 2 items would disappear before others even see them (for guaranteed sink), while still allowing anyone to pick up 8 of the items if they get there after 1 minute.

items aren't prioritized in any way, so the more items the player has the higher the risk of losing expensive items quickly

the problem I have is that the current system is either 100% safe or 100% items lost, which is difficult to balance.
RNG generally translates into frustration, while I don't disagree that the current system is difficult to balance, this isn't the way I'd like it to be.

Maybe we could, instead of the items dropping on the ground instantly, add death's room (just like in rs3 ;D), and they'd be dropped on the floor once you leave the room. This idea has a fair amount of drawbacks though.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 19, 2016, 12:14:30 pm
Regardless of what you're gonna do to content, without sinks the loot will always decrease in price. My priority would be fixing the foundation upon which the house is built before fixing the house itself. I do think that there are things that need fixing within PvM itself, I can definitely write a topic about it. I wanted to do this first.

How about we stop talking about which problem is biggest and acknowledge/disscuss (each in their own topic though)/provide potential solutions to all of them?

Imagine your a peasant with <100M bank. What would make you want to throw a BCP or ~1/5th of your bank down a well?
Title: Re: Let's discuss the economy (again)
Post by: Fry Chickens on December 19, 2016, 12:18:43 pm
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.


Really wonder where you got that idea..  ::)


Got it from another RsPs :) But it's a good idea overall though.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 19, 2016, 12:36:20 pm
Imagine your a peasant with <100M bank. What would make you want to throw a BCP or ~1/5th of your bank down a well?
You wouldn't.

To translate your point; The sink doesn't appeal to everyone.

I get that. It's why there's no time limit to it, and that's why it's not completely limited to items with a multiplier. Poor people could also work together contribute in a clan, though this is mostly wishful thinking on my part. It's mostly gonna be rich players looking to brag.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 19, 2016, 12:42:17 pm
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.


Really wonder where you got that idea..  ::)


Got it from another RsPs :) But it's a good idea overall though.

And they got it straight from RS
Title: Re: Let's discuss the economy (again)
Post by: Fry Chickens on December 19, 2016, 12:44:45 pm
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.


Really wonder where you got that idea..  ::)


Got it from another RsPs :) But it's a good idea overall though.

And they got it straight from RS

does it matter?
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 19, 2016, 01:14:37 pm
Why not create something new, "The well of Goodwill". Some of you guys have maybe heard of it.

I'll suggest creating it with a little twist.

Every 25m (amount can be discussed) donated to the well makes so everyone grants 1h (time can be discussed as well) hour of double xp. By this way the money ingame will decrease and maybe help the economy in some way.


Really wonder where you got that idea..  ::)


Got it from another RsPs :) But it's a good idea overall though.

And they got it straight from RS

does it matter?

RS uses it for annual charity events. RSPS's ripping that off is total pissing on the whole ''Goodwill''
Title: Re: Let's discuss the economy (again)
Post by: Tulrak on December 19, 2016, 03:30:04 pm
The sink idea seems too artificial. Items should naturally get in and out of the game as people play it, the economy shouldn't require people to throw items down a well because the staff team asks for it.
The idea has nothing to do with staff, it would be a feature. It's about as artificial as elemental whips being a whip sink.
Putting the whole suggestion in the simplest terms to make sure that I understand it correctly(feel free to correct me if I'm wrong at any step):

A wild well appears.
Well: "Giveth me stuffeth, I shall giveth thee doubleth exp'rience."
Tulrak: "ok"
Tulrak gets some items.
Tulrak tries to throw items into the well.
Well: "Wellmast'r Thom'r alloweth not this, for Charr hath said nay junk"
Tulrak is confused.
Tulrak: "ok"
Tulrak: "Which items can I dump into you then?"
Well: "I accepteth stout armeth'r yond has't a huge supplyeth"
Tulrak: "ok"
Tulrak throws good items into the well.
Tulrak: "Where's my double experience?"
Well: "I giveth doubleth exp'rience at which hour oth'r people has't giveth me stuffeth as well"
Tulrak: "ok"
Tulrak: "But what if I'm not online at that time?"
Well: "Thou receiveth a valorous w'rd on a listeth of contribut'rs"
Tulrak: "well, Well, can I get my stuff back?"
Well: "Thanketh thee, cometh again"

If that is the plan then the problem is that the well doesn't have any way of getting information about which items need to be sinked from the game itself, so Wellmaster Thomy will have to manually adjust which items are accepted by the well. Which will mean that the Wellmaster will have to get the well to ask players to throw certain items into it, resulting in the well being run by the staff and I would not want an economy where the staff needs to pressure players to give up their items.
Not to mention that Tulrak wouldn't throw his items into the well the second time.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 19, 2016, 03:57:37 pm
Putting the whole suggestion in the simplest terms to make sure that I understand it correctly(feel free to correct me if I'm wrong at any step):

A wild well appears.
Well: "Giveth me stuffeth, I shall giveth thee doubleth exp'rience."
Tulrak: "ok"
Tulrak gets some items.
Tulrak tries to throw items into the well.
Well: "Wellmast'r Thom'r doesn't alloweth this stuffeth because Charr hath said nay junk"
Tulrak is confused.
Tulrak: "ok"
Tulrak: "Which items can I dump into you then?"
Well: "I accepteth stout armeth'r yond has't a huge supplyeth"
Tulrak: "ok"
Tulrak throws good items into the well.
Tulrak: "Where's my double experience?"
Well: "I giveth doubleth exp'rience at which hour oth'r people has't giveth me stuffeth as well"
Tulrak: "ok"
Tulrak: "But what if I'm not online at that time?"
Well: "Thee receiveth a valorous w'rd on a listeth of contribut'rs"
Tulrak: "well, Well, can I get my stuff back?"
Well: "Thanketh thee, cometh again"

If that is the plan then the problem is that the well doesn't have any way of getting information about which items need to be sinked from the game itself, so Wellmaster Thomy will have to manually adjust which items are accepted by the well. Which will mean that the Wellmaster will have to get the well to ask players to throw certain items into it, resulting in the well being run by the staff and I would not want an economy where the staff needs to pressure players to give up their items.
Not to mention that Tulrak wouldn't throw his items into the well the second time.
That's a damn great post mate.
Title: Re: Let's discuss the economy (again)
Post by: Tulrak on December 19, 2016, 04:27:30 pm
Putting the whole suggestion in the simplest terms to make sure that I understand it correctly(feel free to correct me if I'm wrong at any step):

A wild well appears.
Well: "Giveth me stuffeth, I shall giveth thee doubleth exp'rience."
Tulrak: "ok"
Tulrak gets some items.
Tulrak tries to throw items into the well.
Well: "Wellmast'r Thom'r doesn't alloweth this stuffeth because Charr hath said nay junk"
Tulrak is confused.
Tulrak: "ok"
Tulrak: "Which items can I dump into you then?"
Well: "I accepteth stout armeth'r yond has't a huge supplyeth"
Tulrak: "ok"
Tulrak throws good items into the well.
Tulrak: "Where's my double experience?"
Well: "I giveth doubleth exp'rience at which hour oth'r people has't giveth me stuffeth as well"
Tulrak: "ok"
Tulrak: "But what if I'm not online at that time?"
Well: "Thee receiveth a valorous w'rd on a listeth of contribut'rs"
Tulrak: "well, Well, can I get my stuff back?"
Well: "Thanketh thee, cometh again"

If that is the plan then the problem is that the well doesn't have any way of getting information about which items need to be sinked from the game itself, so Wellmaster Thomy will have to manually adjust which items are accepted by the well. Which will mean that the Wellmaster will have to get the well to ask players to throw certain items into it, resulting in the well being run by the staff and I would not want an economy where the staff needs to pressure players to give up their items.
Not to mention that Tulrak wouldn't throw his items into the well the second time.
That's a damn great post mate.
  • To clarify what I see as junk: Anything that has no actual value. Anything that is better sold to the general store and such. Considering some resources also need some sinking (dear god mantas aren't even high in demand anymore) Tulraketh could giveth the well his fresh skilling produce if he wished for it.
  • I would genuinely prefer having weekends myself, when it's a set timeframe people always try to get the most out of it. It could remove the collective goal, which is a part of this that I'd really like seeing. An alternative is to hand out scrolls, but you wouldn't be able to hand these out to everyone. And it wouldn't be fair to hand equal amounts to everyone, and if it's related to the amount sinked it's just gonna be pay items 4 scrolls.
  • ^Could also just have a weekend and hand a scroll or two to everyone that throws stuff into the well, that wouldn't be too much harm.
  • I don't understand what you're on about this being forced. For one, the items that we want sinked with my idea would recieve a multiplier, you would be encouraged to donate them since they give more progress, but you can still donate other things.
  • We could have some kind of poll or whatever to determine what we want sinked after every dxp weekend, that'd be a way to let players decide.
  • Again, to clarify, there's no pressure or force. It would be entirely up to you if you wanna dunk an ags down the well or not.

What I mean by players being pressured is that they wouldn't get double xp otherwise, I understand that people will still decide to not do it, which is likely going to make this ineffective. That's not really my problem with it, that's just why I think that it wouldn't work and people who do donate but aren't there for double xp would still be whining about it just as much as they are about losing items when they die.
The poll wouldn't work either because people would vote to sink items that are easiest to acquire, so that they can make money easily, while the drops from more difficult bosses would still need to be sinked and any ideas to stop people from doing that would be more complex but hardly any more effective than just letting people dump everything into the well. It would sink items but not items that actually have a use and need to be sinked, because they aren't lost when they are used.
Like I said before, I'd prefer it if people lost their items while they are using them, it would make for a more effective system that doesn't need anyone to adjust how much items contribute to sinking goals.
Title: Re: Let's discuss the economy (again)
Post by: Apoc on December 26, 2016, 05:53:36 am
2% stake fee seems fair.
Restructure high alch values.





 
Title: Re: Let's discuss the economy (again)
Post by: Str8att7 on December 26, 2016, 11:15:49 am
Ah, the well beloved Emps-World economy.

Honestly, the current economy is a sinking ship. Of course you can patch up some holes to prevent it from sinking completely, however it is not going matter in the long run. I appreciate the effort that has gone into coming up with these solutions, but is it really going to help?

The only way to fix this economy is to have a strong foundation which is embedded into rock instead of fixing a foundation which is embedded in sand (current condition).
This includes for example:
Total economy reset
Creating healthy item sinks
Adjusting drop rates

Of course there is going to be resistance, however I believe it is the only way to really fix the issue. Start by the roots. Not by the trunk.

Title: Re: Let's discuss the economy (again)
Post by: Ameer on December 26, 2016, 11:30:59 am
Ah, the well beloved Emps-World economy.

Honestly, the current economy is a sinking ship. Of course you can patch up some holes to prevent it from sinking completely, however it is not going matter in the long run. I appreciate the effort that has gone into coming up with these solutions, but is it really going to help?

The only way to fix this economy is to have a strong foundation which is embedded into rock instead of fixing a foundation which is embedded in sand (current condition).
This includes for example:
Total economy reset
Creating healthy item sinks
Adjusting drop rates

Of course there is going to be resistance, however I believe it is the only way to really fix the issue. Start by the roots. Not by the trunk.
Hi Lisa
Title: Re: Let's discuss the economy (again)
Post by: Ralphe10 on December 26, 2016, 12:43:52 pm
Ah, the well beloved Emps-World economy.

Honestly, the current economy is a sinking ship. Of course you can patch up some holes to prevent it from sinking completely, however it is not going matter in the long run. I appreciate the effort that has gone into coming up with these solutions, but is it really going to help?

The only way to fix this economy is to have a strong foundation which is embedded into rock instead of fixing a foundation which is embedded in sand (current condition).
This includes for example:
Total economy reset
Creating healthy item sinks
Adjusting drop rates

Of course there is going to be resistance, however I believe it is the only way to really fix the issue. Start by the roots. Not by the trunk.

A reset  of economy will kill the game, cuz everyone would quit.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 26, 2016, 01:16:36 pm
Ah, the well beloved Emps-World economy.

Honestly, the current economy is a sinking ship. Of course you can patch up some holes to prevent it from sinking completely, however it is not going matter in the long run. I appreciate the effort that has gone into coming up with these solutions, but is it really going to help?

The only way to fix this economy is to have a strong foundation which is embedded into rock instead of fixing a foundation which is embedded in sand (current condition).
This includes for example:
Total economy reset
Creating healthy item sinks
Adjusting drop rates

Of course there is going to be resistance, however I believe it is the only way to really fix the issue. Start by the roots. Not by the trunk.
Because it's totally physically impossible to get most of the water out of the ship. A total economy reset would not only rid us of most of our playerbase, but also be completely unnecessary.

Yes, it would make it easier to clean up the economy. However the amount of players we're gonna lose from it is not worth it.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 26, 2016, 01:28:26 pm
Ah, the well beloved Emps-World economy.

Honestly, the current economy is a sinking ship. Of course you can patch up some holes to prevent it from sinking completely, however it is not going matter in the long run. I appreciate the effort that has gone into coming up with these solutions, but is it really going to help?

The only way to fix this economy is to have a strong foundation which is embedded into rock instead of fixing a foundation which is embedded in sand (current condition).
This includes for example:
Total economy reset
Creating healthy item sinks
Adjusting drop rates

Of course there is going to be resistance, however I believe it is the only way to really fix the issue. Start by the roots. Not by the trunk.

Total economy resets won't work without totally resetting every account as well. High level supplies would be available since day one and therefore the economy wouldn't start building up how it should, from the bottom.
Title: Re: Let's discuss the economy (again)
Post by: Freestuffyay on December 26, 2016, 03:34:32 pm
The well idea thingy is a pretty good idea if it gets changed into something that favours the game the most, not sure why literally every attempt of an idea gets bashed on this forum
Title: Re: Let's discuss the economy (again)
Post by: Icedrags on December 27, 2016, 09:43:21 am
all we need is some idiotic government  who doesnt know how to manage with cash money and OUH BOY WE HAVE A ECONOMIC RECESSiON in no time  :kappa:
Title: Re: Let's discuss the economy (again)
Post by: Avenus on December 27, 2016, 09:14:34 pm
Make a full server reset

Would be fun to start all over again from scratch with everyone else.
Thats what made me competetive when i first started this game with older players and friends.
Competing for high levels and obtaining items trough hard work.

You saw how it worked with the ironmans when it was released, people started competing.
Whipe the database again Thomy, you have done it before. I believe you can do it again  ;D

I would for sure play if we had a fully whipe were everyone started from scratch, but thats just my 2cents.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 27, 2016, 10:01:19 pm
Make a full server reset

Would be fun to start all over again from scratch with everyone else.
Thats what made me competetive when i first started this game with older players and friends.
Competing for high levels and obtaining items trough hard work.

You saw how it worked with the ironmans when it was released, people started competing.
Whipe the database again Thomy, you have done it before. I believe you can do it again  ;D

I would for sure play if we had a fully whipe were everyone started from scratch, but thats just my 2cents.
You would, a lot of people wouldn't. That trade off is not worth it, since the vast majority of players would get very pissed off at losing all their progress. We would just end up in the same situation again in a few months, it solves absolutely nothing and it would make a lot of players quit.

I think anyone can compete in emps, I made my account in 2015 and am way past most of the people that played in scape in terms of exp. In terms of earning items through hard work, it's really just a matter of not being stupid and continually staking everything. Once you've recieved billions in a matter of minutes your general idea of hard work tends to fade. It's really just a matter of having the right attitude.

Would you mind linking me the complaints about ironmen? I haven't seen those, I've mostly seen positive responces after release.
Misread it.

It's what ironman mode is all about though, a lot of players aren't into that kind of thing. Giving players a choice like that is a great solution for those that think the non-ironman highscores are too far out of reach, and I think that's plenty.
Title: Re: Let's discuss the economy (again)
Post by: Il Skill L on December 27, 2016, 10:06:54 pm
Would you mind linking me the complaints about ironmen? I haven't seen those, I've mostly seen positive responces after release.
Competing not complaining.
Title: Re: Let's discuss the economy (again)
Post by: Charr on December 27, 2016, 10:10:36 pm
Would you mind linking me the complaints about ironmen? I haven't seen those, I've mostly seen positive responces after release.
Competing not complaining.
Oh derp, misread that.
Title: Re: Let's discuss the economy (again)
Post by: Zudikas95187 on December 27, 2016, 11:16:20 pm
a total server reset sounds like a good idea the more you think about it, because Emps - world is dying anyways, and soon enough there will be only 20 players online daily, a server reset is a risk Thomy has to take, because sooner or later, the server will die out because of the unfair economy. but if we start over, we'll at least have a chance of fixing this server and bringing it back to it's formal glory, or at least to some of it.
make all the item and money sings right from the bat, fix pking and pvming along with the server reset in one go, this is the only way imo, because whatever you do now, you can't fix what can't be fixed.

it's like trying to build a house with glue (I know it's a horrible example, but it's the only way i found to interpret this situation)


and please take this opinion into consideration first, before completely slandering it. ty
Title: Re: Let's discuss the economy (again)
Post by: Tomtim1 on December 27, 2016, 11:24:42 pm
To be honest, I would probably start playing again if there would be a server reset. Just because there will be so much to do and to compete over. It is indeed a huge risk to take, but as Zudikas said, I also feel like the server will die because of the lack of players sooner or later.
Title: Re: Let's discuss the economy (again)
Post by: Magecrune on December 28, 2016, 12:13:50 am
I like how the people recommending economy/server resets are barely playing themselves right now.

We've been in a standstill for about 4 months (without the ironman addition the estimate would even be 6 months) with a slight improvement in activity, so I don't know what you guys are talking about. We're not losing players really. You just can't expect the same playercount we used to have.

Tomtim1, you're saying that there would be so much to do and compete over, however what happened to your ironman account (Iron Tim)? You just got bored and quit again, without even maxing the account.
I know that you had previously maxed an unofficial ironman, so this example might not be the best.

Bart, same applies to you, eventhough you didn't directly mention server reset and playing again, your comment had the same kind of feeling. Your ironman account was just abandoned.

The full reset would kill Emps entirely. Yes we may see initially people trying to start building their accounts again, however most will meet the same fate as most ironman accounts, they'd just abandoned.
I personally would quit instantly, without a 2nd thought and any regrets.

Also just resetting wouldn't fix anything. We'd just be turning back time and let the events unfold to the state we are right now. Rs and the private servers are flawed in their base structure, it's impossible to balance everything out, especially if we're talking about our current playerbase.

Zudikas95187, you're saying that we could fix pking/pvming and add sinks to the game then. Tell me how exactly.
By making half of the items degradable and unrepairable and the other half based also on charges, but these could be fixed? Also sinks to various skills?
Tell me, what's wrong with the current pvm/pk? Pk will always be up to rng, we can't change that without changing the mechanics. Rs tried EOC, do you think we should follow?
What should be done about pvm? Increase droprates 10-20x times, so we wouldn't have so high flow? Yeah right...

What about the people who have donated for items? This would simply be undone by this decision.


Currently the best choice is to artificially inject cash to economy by buying out items.

To balance that we'd need cash sinks. Since items can no longer be staked and most of the cash is still going through Duel Arena, staking tax must be implemented.
Now there's nothing stakers can do to crash the market, since they already dumped everything.

Minor cash sinks can be added elsewhere (access to certain dungeons, gravestones etc).
To secure more item sinks, we could add the well (wouldn't allow cash dumps, only items).
Double xp has always been held in high regard among the players, so that's the appropriate reward.
Title: Re: Let's discuss the economy (again)
Post by: Cjkinsey6 on December 28, 2016, 12:22:33 am
I cannot understand for the life of me why a entire server wipe is even considered as an option. Players have spent hours and hours of their own time working on their stats and building up their riches, to completely set everyone back to square one with absolutely nothing seems unreasonable. The whole appeal of Emps-World is that it is Emps-Scape 'remastered' so to speak - many many people joined because they could continue where they left off on Scape (obviously minus their banks.)

You saw how it worked with the ironmans when it was released, people started competing.
Whipe the database again Thomy, you have done it before. I believe you can do it again  ;D
I don't know if you pay any attention to what's going on ingame, but while yes Ironman was hugely popular to begin with, there's probably less than 20 ironmen playing actively. It'll be the same if a server reset was to happen. Players would grind for a few weeks and the hype would die down, resulting in barely anyone playing in the end.


a total server reset sounds like a good idea the more you think about it, because Emps - world is dying anyways, and soon enough there will be only 20 players online daily, a server reset is a risk Thomy has to take, because sooner or later, the server will die out because of the unfair economy.
A server reset is more than just a risk, it's wiping out (for some players) years upon years of work. Yes, it's inevitable that eventually Emps-World will die out - it's a matter of fact that it won't last forever however pissing off 90% of the playerbase and making them quit is a way to certainly speed up the process.

it's like trying to build a house with glue (I know it's a horrible example, but it's the only way i found to interpret this situation)
Resetting the whole server is more like tearing down a house to replace it with a shed - retarded.


I think anyone can compete in emps, I made my account in 2015 and am way past most of the people that played in scape in terms of exp. In terms of earning items through hard work, it's really just a matter of not being stupid and continually staking everything. Once you've recieved billions in a matter of minutes your general idea of hard work tends to fade. It's really just a matter of having the right attitude.
Charr is spot on with this, absolutely anybody has the opportunity to prosper in terms of wealth + stats. The matter of fact is that the majority of the playerbase are either too lazy or lack the know-how to do what is required to get their accounts up to scratch. The top ironman are a prime example - in a matter of months some of them have reached incredible amounts of XP and wealth just because they know how to play. This is why staking is so popular, it offers a quick opportunity to make hundreds of millions with absolutely zero effort. Some players would rather beg for scraps from other players, stake them in the hopes to win big, lose their entire bank, rinse + repeat rather than put some damn effort in and make their own fortune while learning about the game.


All that said, no I can't provide a straight up solution. If you begin to take away what players have earned, whether it be levels or items, the vast majority are going to be pissed and quit.
Shit if you really want to sink some cash, bring in an old-school rare shop like in Scape but with new rares lmfao. When everyone dumps their items into the GE, have it all bought with spawned cash and then dispose of the items. (no, not a serious suggestion lol)
 
To solve the economy issues you need players to voluntarily dispose of their huge amounts of items and cash, you can't just remove them forcefully.




Title: Re: Let's discuss the economy (again)
Post by: Zudikas95187 on December 28, 2016, 01:05:13 am
I like how the people recommending economy/server resets are barely playing themselves right now.
i'm still playing??? and have you considered why they don't play anymore?
a total server reset sounds like a good idea the more you think about it, because Emps - world is dying anyways, and soon enough there will be only 20 players online daily, a server reset is a risk Thomy has to take, because sooner or later, the server will die out because of the unfair economy.
A server reset is more than just a risk, it's wiping out (for some players) years upon years of work. Yes, it's inevitable that eventually Emps-World will die out - it's a matter of fact that it won't last forever however pissing off 90% of the playerbase and making them quit is a way to certainly speed up the process.
like 30% of the player base already expressed their thoughts on a server reset positively, and many more would still like it.

I cannot understand for the life of me why a entire server wipe is even considered as an option.
because it is a very viable option in a lot of players eyes. -.-
Title: Re: Let's discuss the economy (again)
Post by: Cjkinsey6 on December 28, 2016, 01:08:10 am

like 30% of the player base already expressed their thoughts on a server reset positively, and many more would still like it.

I cannot understand for the life of me why a entire server wipe is even considered as an option.

because it is a very viable option in a lot of players eyes. -.-


4 Players, only 1 of which is active, does not equate to 30% of the player base. Go in game and see how many people support your idea lmfao. It is not a viable option.
Title: Re: Let's discuss the economy (again)
Post by: Magecrune on December 28, 2016, 01:24:33 am
Zudikas95187, yes you're the only exception.
To answer your question you should take a look at the 2 examples I brought. They quit while playing on their ironmen, so that's definitely not because of the economy.
Since Avenus was no longer staking and he was never that active via other ways (to my knowledge atleast), he just got bored.
These quits were definitely not because of the economy, so my point still stands.

I like how you're evading the question I asked you along with all the other points I made and giving us 2 statements which are pulled out of your buttocks.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 28, 2016, 01:27:40 am
like 30% of the player base already expressed their thoughts on a server reset positively, and many more would still like it.

And 100% of you peasants once again do not even know what you are asking for. The same phenomenon has occurred on several updates recently:
  Peasants: ''Omg we want X thing'' -> X thing gets implemented -> Peasants: ''Omg X thing sucks ass, thomy f u for adding this''

Ironmen died, JP's still the only maxed ironman and the rest aren't even close to his total level or XP. People got mad at clues because of lack of brain cells to complete them. Both were highly ''hyped'' updates.

There's no saving the economy as long as staking exists. It will forever fuck it up no matter how many times you'll reset the whole game.
Title: Re: Let's discuss the economy (again)
Post by: Zudikas95187 on December 28, 2016, 01:47:26 am
like 30% of the player base already expressed their thoughts on a server reset positively, and many more would still like it.

And 100% of you peasants once again do not even know what you are asking for. The same phenomenon has occurred on several updates recently:
  Peasants: ''Omg we want X thing'' -> X thing gets implemented -> Peasants: ''Omg X thing sucks ass, thomy f u for adding this''

Ironmen died, JP's still the only maxed ironman and the rest aren't even close to his total level or XP. People got mad at clues because of lack of brain cells to complete them. Both were highly ''hyped'' updates.

There's no saving the economy as long as staking exists. It will forever fuck it up no matter how many times you'll reset the whole game.
or remove frikkin' staking from the frikkin' game overall.
Title: Re: Let's discuss the economy (again)
Post by: Tulrak on December 28, 2016, 03:46:27 am
All the suggestions so far are the same:
Remove items from the game and hope that the economy doesn't return into the state that it is in now.
The reason it won't work is because the economy didn't get this bad because there was a sudden increase in supply. So having a sudden decrease in supply won't be a long-term solution, the supply would rapidly go up again and we would be in the same situation, with possibly other problems that were introduced with the 'fixes'.

So I will once again suggest that the focus should be on finding ways to permanently increase the demand of items.
There's plenty of room for the supply of items to rise so there would be no need to worry about having the demand be too high.
I also still think that the people who use the items should lose them. It's how every other type of item is sinked, because it works. Bones are sinked by people who are training prayer, ores and bars are sinked by people who are training smithing, logs are sinked by people training firemaking or fletching, arrows are sinked by people training ranged, runes are sinked by people training magic, raw fish are sinked by people who train cooking, cooked fish are sinked by people who eat them, herbs are sinked by people making potions, potions are sinked by people who drink them, seeds are sinked by people who farm, rune essences are sinked by people who train runecrafting and so on.
What do all of these have in common? People who use these items are the ones who cause them to leave the game.
Now think of weapons and armor.
People who use weapons and armor for PVMing keep them unless they lose their internet connection while in combat or get hacked. The only people who lose their items after using them are pkers, but these items are picked up by other pkers and as such don't leave the game.

Is it possible to have another use for weapons and armor that causes them to leave the game, such as dumping them into a well for whatever the reward is? Certainly and if it works at all then once the reward becomes undesirable the economy will go back into the state that it is in now.

I would encourage people to come up with ideas to make more people want to buy items, instead of trying to find ways to get less people to have items. Sinking items that are used while they're being used would be my preference, because it would be a system that would continue sinking items that are being used and as such it would mostly balance itself.
Title: Re: Let's discuss the economy (again)
Post by: Magecrune on December 28, 2016, 04:07:45 am
Tulrak, you're right about the items not increasing in numbers suddenly, however a huge amount was released when the no-item staking update went live. The problematic part is that we used to have a higher playercount, while it decreased the imbalance between supply and demand increased by a large margin. That's what is problematic.

Yes that well sink suggestion might not be for the longest of terms, but it would directly deal with our current oversupply. Due to a small playerbase we won't reach so high numbers again (also many items were removed from most droptables: uncut onyxes, barrows gloves etc).

It's hard to make items desirable, if their supply is many times higher than our playercount.
Also there is an easy solution to what you're saying - making all armours and weapons degradable with them also being unrepairable. The charges should be quite low for items likes stones, furies, dfses etc.
This way they're actually sinked by combat and due to that there would be a large supply.

However we all know how popular is the idea of degradability. People would be downright pissed at us.
Title: Re: Let's discuss the economy (again)
Post by: Tulrak on December 28, 2016, 05:58:30 am
It's hard to make items desirable, if their supply is many times higher than our playercount.
Also there is an easy solution to what you're saying - making all armours and weapons degradable with them also being unrepairable. The charges should be quite low for items likes stones, furies, dfses etc.
This way they're actually sinked by combat and due to that there would be a large supply.

However we all know how popular is the idea of degradability. People would be downright pissed at us.
Could give everything 10k charges. Donator items could have 50k charges, for a slower sink, so that donating for these items remains useful. Every time the item is traded or a player wearing the item dies (to give dying at least a slight cost) the remaining charges will be rounded down to the nearest 500. If it's already divisible by 500 then the charges stay the same. Items with less than 1000 charges can't be sold in GE(because getting a weapon that lasts less than half an hour in combat wouldn't be very pleasant), and items with less than 500 charges can't be traded.
Grand exchange automatically adjusts the price to be a percentage of the price based on the percentage of charges that the item has left rounded up to the nearest gp.
So buying an abyssal whip for 2m will mean that the price will be 2m for a whip with 10k charges. Someone selling a whip with 1,914 charges in GE will cause the whip to turn into one with 1,500 charges and the price will be 1500/10000 or 3/20 of 2m, with the rest being returned to the buyer.
10k charges is quite a lot and not very much at the same time. Whips will last 7 hours in combat, which is enough to get several new whips, but assuming that 50 players each spend 2 hours in combat, will mean that almost a quarter of them will need a new weapon. If they're using more powerful weapons then that could be quite costly, which means that there will be more of a use for weapons like dragon weapons that are cheap, easy to acquire and aren't too much weaker than stronger melee weapons.
Ring of stone and dragonfire shield are cheap so a lot of people will use them and a lot of them would be sinked even if it takes a while for each of them to run out of charges. In fact due to how rare draconic visage drops are.. one might think that one may use more dragonfire shields while killing dragons than they gain visages, but not to worry, because if that does happen to be the case then it would make antifire potions more useful and if not then it may still be cheaper to use antifire potions than it would be to use a DFS.
One problem could be ranged and magic armor, considering that safe spotting wouldn't cause them to lose charges, but I'm sure it would be fine as people still use these armors when they're not safe spotting.
Another problem could be multi areas, like monks of zamorak, which would cause people to lose charges on their armor very rapidly, to which the solution is simply that it encourages people to use cheaper armor (not a bad thing IMO).

I realize that such a system would be completely unacceptable for most of the players and it would cause major changes to the economy, but it might give someone else ideas for other suggestions.
Title: Re: Let's discuss the economy (again)
Post by: Ameer on December 28, 2016, 08:01:10 am
It's hard to make items desirable, if their supply is many times higher than our playercount.
Also there is an easy solution to what you're saying - making all armours and weapons degradable with them also being unrepairable. The charges should be quite low for items likes stones, furies, dfses etc.
This way they're actually sinked by combat and due to that there would be a large supply.

However we all know how popular is the idea of degradability. People would be downright pissed at us.
Could give everything 10k charges. Donator items could have 50k charges, for a slower sink, so that donating for these items remains useful. Every time the item is traded or a player wearing the item dies (to give dying at least a slight cost) the remaining charges will be rounded down to the nearest 500. If it's already divisible by 500 then the charges stay the same. Items with less than 1000 charges can't be sold in GE(because getting a weapon that lasts less than half an hour in combat wouldn't be very pleasant), and items with less than 500 charges can't be traded.
Grand exchange automatically adjusts the price to be a percentage of the price based on the percentage of charges that the item has left rounded up to the nearest gp.
So buying an abyssal whip for 2m will mean that the price will be 2m for a whip with 10k charges. Someone selling a whip with 1,914 charges in GE will cause the whip to turn into one with 1,500 charges and the price will be 1500/10000 or 3/20 of 2m, with the rest being returned to the buyer.
10k charges is quite a lot and not very much at the same time. Whips will last 7 hours in combat, which is enough to get several new whips, but assuming that 50 players each spend 2 hours in combat, will mean that almost a quarter of them will need a new weapon. If they're using more powerful weapons then that could be quite costly, which means that there will be more of a use for weapons like dragon weapons that are cheap, easy to acquire and aren't too much weaker than stronger melee weapons.
Ring of stone and dragonfire shield are cheap so a lot of people will use them and a lot of them would be sinked even if it takes a while for each of them to run out of charges. In fact due to how rare draconic visage drops are.. one might think that one may use more dragonfire shields while killing dragons than they gain visages, but not to worry, because if that does happen to be the case then it would make antifire potions more useful and if not then it may still be cheaper to use antifire potions than it would be to use a DFS.
One problem could be ranged and magic armor, considering that safe spotting wouldn't cause them to lose charges, but I'm sure it would be fine as people still use these armors when they're not safe spotting.
Another problem could be multi areas, like monks of zamorak, which would cause people to lose charges on their armor very rapidly, to which the solution is simply that it encourages people to use cheaper armor (not a bad thing IMO).

I realize that such a system would be completely unacceptable for most of the players and it would cause major changes to the economy, but it might give someone else ideas for other suggestions.

You're suggesting such as thing eventho you know that over 40% of our players only wants a whip / dds and wings and they're fine.
if something like this gets ever added, trust me people would start using bronze to pvm with

eventho your idea might actually help the economy recover, however you're focusing on the wrong people again, people who pvm are mostly the poor ones who are trying to rebuild after they lost their banks, if they gonna lose cash when they use their items / trade it then they would prefer to beg for few hours at g.e then go back to duel arena.

CJ said something that i've suggested to Thomy around a year ago and he refused to do it ( Adding new items to a shop then use the cash that been used to buy items from that shop to buy items from the game ) < IMO this WAS one the best ideas if he is not looking into doing something big.
Title: Re: Let's discuss the economy (again)
Post by: Tomtim1 on December 28, 2016, 09:16:04 am
Playing on Iron Tim will just be the same thing all over again for me, the only thing is the icon which makes it official. I know there is a really small chance a full reset will happen, it just is the only thing which would get me back to the game.
Title: Re: Let's discuss the economy (again)
Post by: Thomy on December 28, 2016, 10:45:19 am
I can already confirm at this point, that a full reset won't happen. That is not a solution.

The current situation of the economy is imho pretty good. I will give a full statement on it in some future patch notes. It is very important that prices are always compared in relation to other items.
Title: Re: Let's discuss the economy (again)
Post by: Avenus on December 28, 2016, 12:14:05 pm
Since Avenus was no longer staking and he was never that active via other ways (to my knowledge atleast), he just got bored.


You're right, i have probably not been skilling legit since the first months world came back up again in 2x14.
Staking is what kept me logging in from time to time, now interracting with older friends is.

However, a full reset would make it all competetive again. Everyone would have to start from scratch
xp and item wise. You can all say its boring and shit, but i have had this account for 8 years now and i honestly think it would have been good for the server. But then again, there is people who have billions of xp more than me so i kinda understand that they would kill themselves if so.

Someone mentioned what about the donators? I have donated more than 400 usd to this server, i wouldnt even mind at all. But then again, thats just me.

Thomy just said that there will be no full reset, its all up to him.

But as Cj said, we should really implement an oldschool shop again. That will sort of help on the economy.

Item prices are on a all-time low. Like who the fuck remember when the AGS used to cost 20m?

You can also degrade the money value by x10 like you did 6 years ago.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on December 28, 2016, 12:17:17 pm
It is very important that prices are always compared in relation to other items.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Title: Re: Let's discuss the economy (again)
Post by: Callmedragon on January 01, 2017, 02:58:26 am
I support everything charr has stated. Enough said.
Title: Re: Let's discuss the economy (again)
Post by: Il Skill L on January 01, 2017, 01:53:21 pm
What about 2 worlds for our rather small player base. Maybe it's time to shut down our 2nd world for now?
Title: Re: Let's discuss the economy (again)
Post by: Charr on January 01, 2017, 04:28:35 pm
What about 2 worlds for our rather small player base. Maybe it's time to shut down our 2nd world for now?
I don't think it's necessary. I think it's great that we have a second world, it prevents a lot of frustration.
Title: Re: Let's discuss the economy (again)
Post by: Il Skill L on January 01, 2017, 04:39:29 pm
What about 2 worlds for our rather small player base. Maybe it's time to shut down our 2nd world for now?
I don't think it's necessary. I think it's great that we have a second world, it prevents a lot of frustration.
from purely skilling perspective i think it would be better for the community to have less trees/ores. => less supplies get into the game which eventually leads to a bigger demand for those items.

In scape thomy also shut one of the worlds until our player base got bigger again and i found that to be a rather good idea back then.
Title: Re: Let's discuss the economy (again)
Post by: Charr on January 01, 2017, 04:50:55 pm
from purely skilling perspective i think it would be better for the community to have less trees/ores. => less supplies get into the game which eventually leads to a bigger demand for those items.
You're not wrong, however you should consider the fact that that applies to two of the least popular skills for making money. Mining/woodcutting locations are never really packed, or used at all. It wouldn't have much of an impact. It wouldn't affect fishing and farming at all.

It's not a trade-off that has many benefits.
Title: Re: Let's discuss the economy (again)
Post by: Callmedragon on January 01, 2017, 06:47:18 pm
from purely skilling perspective i think it would be better for the community to have less trees/ores. => less supplies get into the game which eventually leads to a bigger demand for those items.
You're not wrong, however you should consider the fact that that applies to two of the least popular skills for making money. Mining/woodcutting locations are never really packed, or used at all. It wouldn't have much of an impact. It wouldn't affect fishing and farming at all.

It's not a trade-off that has many benefits.
Not sure if this is different now or not. But reducing the ores from 2 to 1 and just making cutting logs take longer would be an easy fix. Could also be applied to fishing etc... no matter what charr is right. Something needs to be done asap. I was online for a decent amount of time yesterday for the first time in around a year and there were 10 players online... that is seriously a joke. Not to mention all the people just ge standing begging for stuff.
Title: Re: Let's discuss the economy (again)
Post by: Il Skill L on January 01, 2017, 07:01:09 pm
2 worlds also means there are twice the amount of pvm locations and so on. With 2 worlds more stuff get into the game than you could ever sink. Closing 1 world would be an easy step towards finding the right solution.
Title: Re: Let's discuss the economy (again)
Post by: Charr on January 01, 2017, 07:21:12 pm
Not sure if this is different now or not. But reducing the ores from 2 to 1 and just making cutting logs take longer would be an easy fix. Could also be applied to fishing etc...
Almost nobody mines/woodcuts for money, it's really not a problem at all. If we want fishing to be better, we just need people to eat more food, which could easily be done by getting more people to pk and making bosses more appealing. (topic regarding bossing here (https://emps-world.net/forum/index.php?topic=18644.0)). It's not skilling supplies that are a problem; it's things like gear.

Though this isn't as severe of a problem as it's claimed to be; a better solution to cut the amount of supplies that come into the game through gathering is to provide alternate training methods. For both mining and woodcutting the best high level training methods put supplies into the game, if we were to introduce choking ivy and something similar for mining that would just provide good exp people looking to just gain exp wouldn't have to bring items into the game. Having the choice between gaining better exp or gaining money isn't a bad thing.

Making skilling slower/less rewarding is only gonna frustrate those that do it, and most likely prevent more people from getting into it. It's also a nice slap in the face towards ironmen.

I was online for a decent amount of time yesterday for the first time in around a year and there were 10 players online... that is seriously a joke.
It was new years eve yesterday, of course not a lot of people are going to be online. A low amount of players also isn't too weird for your timezone, considering where the majority of our playerbase is from. That amount of players was kind of normal for your timezone even when we peaked 200.

Not to mention all the people just ge standing begging for stuff.
These people aren't as bad as they seem, while some of them are beyond help, a lot of them just don't know what to do. A lot of them will listen to advice about making money, they just need to be talked to instead of ignored. Which may be difficult considering that most of them can't communicate properly.

2 worlds also means there are twice the amount of pvm locations and so on. With 2 worlds more stuff get into the game than you could ever sink. Closing 1 world would be an easy step towards finding the right solution.
Again I'd like to point out that this wouldn't have very much of an effect. It's very rare for both worlds to be full. It will just add frustration, and it's not worth the trade off.
Title: Re: Let's discuss the economy (again)
Post by: Someone12116 on January 01, 2017, 07:50:49 pm
IMO there's no need to reduce the number of supplies entering the game, herblore, smithing and crafting would become even more less appealing to train because of higher resource costs. Getting new players to join Emps is the best sink for resources since they still need to train those skills. When Emps-World launched half of the currently active players were already maxed or nearly maxed.
Title: Re: Let's discuss the economy (again)
Post by: Ameer on January 01, 2017, 07:51:29 pm
2 worlds also means there are twice the amount of pvm locations and so on. With 2 worlds more stuff get into the game than you could ever sink. Closing 1 world would be an easy step towards finding the right solution.

Gotta agree with this, Again!
Removing world 2 for temporary has been suggested few times already,

The main reason why we had world 2 in the first place was the lack of places for players to pvm / skill, however this only applies to when we had around 600 online players at the same time,
I don't see a reason why world 2 should stay open, especially that we are asking for items sink ( corp is a good example where people went to w2 because w1 was full )
Kolodion so people would kill 2 / 30 mins instead of 1

If you want I can list all the things that people ' Cheat ' / do in both worlds instead of 1

with 100 online players -MAX- a day, 1 world is more than enough.