Re: Server split
Posted: Tue Dec 08, 2020 2:38 pm
This is amazing!
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Absolutely not, and this is something that I would love to address, but unfortunately any solution that I've been able to think of which would create a stable system where this is not the case is not viable because players would find it to be highly objectionable. The matter of the server economy is really tricky. I'll try to make an infographic over the winter to explain the difficulty.
This is a *very* limited set of items. Bye-and-large, what is in the loot table is not even CLOSE to what is available in epic shops. Where the true 'trade' only market really comes in to play is those rare epic RIG creations that have synergistic enchantments, possibly past or present DM awards for long time plots where a given player forwarded RP for a large portion of playerbase, and of course those Grandfathered items, which to be quite honest are far less important than they were even 2-3 years ago as a quite large percentage of the players that had those items are no longer logging in.
I believe this could be fixed with decent gold sinks. Perhaps not easily, but it's doable. Over the years player housing has been a hotly requested topic, and thus far it has been shut down. With the upcoming server split, which will put less strain on the entirety of the server at large, it might be time to revisit that option. Another option is to disallow mule characters, and instead have item storages, which in turn are paid for based on a percentage of the value of the stored items.chad878262 wrote: ↑Tue Dec 08, 2020 3:15 pmAs to server economy, I do not believe there is any way for it to become healthy again, at least not in a way that would be palatable by the player base. The reason gold is useless is because whatever a long time player wants on whatever new PC they create can just be muled/gifted/whatever from other characters. No items ever found, purchased or traded for ever leaves the economy while gold constantly pours in, so of course over more than a decade the economy gets relatively shot.
I'm personally not against item sinks. I've proposed it previously - allowing players to spend items/their entire inventory to participate in events they otherwise would be barred from.zhazz wrote: ↑Tue Dec 08, 2020 3:25 pmI believe this could be fixed with decent gold sinks. Perhaps not easily, but it's doable. Over the years player housing has been a hotly requested topic, and thus far it has been shut down. With the upcoming server split, which will put less strain on the entirety of the server at large, it might be time to revisit that option. Another option is to disallow mule characters, and instead have item storages, which in turn are paid for based on a percentage of the value of the stored items.chad878262 wrote: ↑Tue Dec 08, 2020 3:15 pmAs to server economy, I do not believe there is any way for it to become healthy again, at least not in a way that would be palatable by the player base. The reason gold is useless is because whatever a long time player wants on whatever new PC they create can just be muled/gifted/whatever from other characters. No items ever found, purchased or traded for ever leaves the economy while gold constantly pours in, so of course over more than a decade the economy gets relatively shot.
Anyway. That was slightly off-topic.
I'll test the White Dragon again, and other things as well, when the next update hits.
Voluntary item loss to participate in events would either not balance the economy or would be so exorbitantly expensive as to make certain events exclusive to very wealthy players. The amount of item loss required to maintain a stable economy would mean that few PCs would have a set of +4 gear and not all would have a set of +3 gear. "Item sinks" was a catchall that included all ways to lose items and is not necessarily analogous to the gold sinks we have in our economy at present.
I am going through the loot table and redoing it in to a spreadsheet which will hopefully allow the dev team to do a more thorough rework. However, that is a much more time consuming task so no ETA yet.jclay65 wrote: ↑Sun Dec 13, 2020 2:31 pm To put it kindly. The loot re-balancing program needs some work! It's just not worth the time and effort as it is. I would suggest doing away with most of the junk and increasing the gold a lot. I know there are those out there that would miss stopping in the middle of an exploring expedition and running/teleporting back to a merchant just to unload that 400gp full plate. Or you could just do what most people are doing and leave it on the ground. When you don't have much time and just want to do a quick loot run, it's just not worth it!
Even still, I decided to recharge 1 wand during my week-long stint, at 12,000gp it sure felt like a bitter pill to swallow when I came away from three - four epic dungeons and didn't make that much.chad878262 wrote: ↑Sun Dec 13, 2020 3:13 pm Recharging wands after one run isn't a fair comparison unless you are using 49 charges of your wands.... Even if you use 3 charges of each wand per "run" that is 15 runs at 30k each or 450K that it cost you 38K in consumables.