Post by korrupt on Oct 8, 2013 3:31:36 GMT
So, as I understand the dilemma explained by the almighty Stabzszszs, the reason that resources are next to worthless right now is because the market has been overloaded due to the overwhelming number of players who were immediately attracted to Tradeskilling due to the higher profit when compared to battling.
As I see it, there are two ways to address the issue:
1) Do nothing at all to resources. Clans will need an ever-increasing number of resources as buildings are being upgraded, and eventually the diminished returns from Tradeskilling will encourage players to battle more to earn skill points and the like. Battling, in fact, is far more generous with attribute increases and mith/gold/credit drops when you are manually battling (holding the enter key,) especially considering the recent addition of Pandora's Boxes as battle-drops. This will naturally cause resource prices to increase as more players battle instead of developing Tradeskills. If P-boxes become able to be put on the market however I believe this would further devalue resources.
2) Increase the value of resources. This could be done in a number of ways, all of which would involve increasing the demand for resources. A few ideas I had:
A: Players must create a Forge before they are able to craft weapons, armor, and gems (at a cost of resources which increases with each crafting "tier.") These crafted items might have a chance to be "rough" items or "superior" items, perhaps -5% to +5% in either range of the tiers respective power levels.
B: In addition to the Tradeskill "drops" like Tree Sap, Bone Meal, etc. make resources part of the cost in developing the new Professions
C: Consumable boosts like "Burn 500,000 wood in a sacrifice to Stabzs" which might give you 5% drop boost for the next hour (not stackable, or each use has an exponential cost, perhaps) and other things, I'm sure you get the idea
D: Make resources used to provide armor enchantments, either temporary or permanent.
If you have any other ideas, or think I'm dumb, please tell me all about it!
As I see it, there are two ways to address the issue:
1) Do nothing at all to resources. Clans will need an ever-increasing number of resources as buildings are being upgraded, and eventually the diminished returns from Tradeskilling will encourage players to battle more to earn skill points and the like. Battling, in fact, is far more generous with attribute increases and mith/gold/credit drops when you are manually battling (holding the enter key,) especially considering the recent addition of Pandora's Boxes as battle-drops. This will naturally cause resource prices to increase as more players battle instead of developing Tradeskills. If P-boxes become able to be put on the market however I believe this would further devalue resources.
2) Increase the value of resources. This could be done in a number of ways, all of which would involve increasing the demand for resources. A few ideas I had:
A: Players must create a Forge before they are able to craft weapons, armor, and gems (at a cost of resources which increases with each crafting "tier.") These crafted items might have a chance to be "rough" items or "superior" items, perhaps -5% to +5% in either range of the tiers respective power levels.
B: In addition to the Tradeskill "drops" like Tree Sap, Bone Meal, etc. make resources part of the cost in developing the new Professions
C: Consumable boosts like "Burn 500,000 wood in a sacrifice to Stabzs" which might give you 5% drop boost for the next hour (not stackable, or each use has an exponential cost, perhaps) and other things, I'm sure you get the idea
D: Make resources used to provide armor enchantments, either temporary or permanent.
If you have any other ideas, or think I'm dumb, please tell me all about it!