Comic: The Economic system and why Karond is so rich...
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Re: Comic: The Economic system and why Karond is so rich...
Once I'm done with the community application this weekend I wouldn't mind throwing my hat into the ring for module development. I enjoy the toolset more than the game anyways.
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Re: Comic: The Economic system and why Karond is so rich...
First, there is a lack of area builders we have had one or two for the last year plus. We are currently undergoing a shift in personel who are able to do updates so there is a period of training and trial associated with that, as has been mentioned elsewhere on the forums. It has nothing to do with being deathly afraid of breaking the server and everything to do with an individual stepping up and learning unfamiliar systems in order to facilitate new updates, which has turned into a long and rocky road. We on staff are thankful for Duster for taking the time to do all of this.maulofthetitans55 wrote:We need to address the real problem first e.g, why it takes so long for ANYTHING to happen. It literally takes 15 seconds to remove an unfinished class from the PrC list yet there they are, confusing new players for the YEARS to come. There doesn't seem to be a lack of QC or area builders so what exactly always holds everything up? Are the staff just deathly afraid of breaking the server? Well you shouldn't be, it's already broken.
Yet this has nothing to do with economics or Karond so do not derail this thread. Lets get it back on track about economy.
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- grymhild
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Re: Comic: The Economic system and why Karond is so rich...
I just had an idea about crafting... but I've not worked out all of the details
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(token crafting idea moved to it's own thread
http://www.bgtscc.net/viewtopic.php?f=2 ... 55#p622955)
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(token crafting idea moved to it's own thread
http://www.bgtscc.net/viewtopic.php?f=2 ... 55#p622955)
Last edited by grymhild on Wed Nov 25, 2015 8:00 pm, edited 3 times in total.
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Re: Comic: The Economic system and why Karond is so rich...
(removed by poster)
Last edited by grymhild on Wed Nov 25, 2015 8:00 pm, edited 2 times in total.
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Re: Comic: The Economic system and why Karond is so rich...
i apologize about the crafting suggestion being off topic.
I was already writing my first post before DM Theophanies reminded us to stay on topic, and then I posted it and the followup before I read back and saw the reminder.
they were meant though as ideas to help the gold and magic item economy
I can move those ideas to a new suggestion thread if asked.
Edit: Moved to another thread (see above)
I was already writing my first post before DM Theophanies reminded us to stay on topic, and then I posted it and the followup before I read back and saw the reminder.
they were meant though as ideas to help the gold and magic item economy
I can move those ideas to a new suggestion thread if asked.
Edit: Moved to another thread (see above)
Last edited by grymhild on Wed Nov 25, 2015 11:06 pm, edited 3 times in total.
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mrieder79
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Re: Comic: The Economic system and why Karond is so rich...
I am not trying to sound offensive if you are familiar with content development, but even adding a shop can take time. Each item must be reviewed and approved. The descriptions must be proofread and changed if necessary. The items must be tested to make sure all featurs work (like were the vfx added properly *cough* flame tongue +3 *cough*), after that, you need to make sure the conversations on the merchant work and lead to the right places. Are there skill checks? Is there additional scripting? All this has to be tested. Bugs have to be found and bugs have to be fixed. It can take a long time to do this.
And then you have the consideration that our staff does this stuff on their time off. They may only have 30 minutes or an hour each night to handle this stuff. Honestly, to me, 3 months to get a new shop in game isn't terrible. It seems about right to me.
Again, if you are a developer and already know these things, then this post will probably sound patronizing. That is not the intent. I intend to explain to anyone reading that content development, even something as simple as a shop, takes a great deal of effort.
And then you have the consideration that our staff does this stuff on their time off. They may only have 30 minutes or an hour each night to handle this stuff. Honestly, to me, 3 months to get a new shop in game isn't terrible. It seems about right to me.
Again, if you are a developer and already know these things, then this post will probably sound patronizing. That is not the intent. I intend to explain to anyone reading that content development, even something as simple as a shop, takes a great deal of effort.
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Re: Comic: The Economic system and why Karond is so rich...
That would be finegrymhild wrote:
I can move those ideas to a new suggestion thread if asked.
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Merlaran
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Re: Comic: The Economic system and why Karond is so rich...
If i am willing to spend the time setting up new shops, Is it possible for the builders to export a collection of the current high end item? Or would i have to make everything from scratch?
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- grymhild
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Re: Comic: The Economic system and why Karond is so rich...
doneDM Golem wrote:That would be finegrymhild wrote:
I can move those ideas to a new suggestion thread if asked.
http://www.bgtscc.net/viewtopic.php?f=25&t=49011
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chad878262
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Re: Comic: The Economic system and why Karond is so rich...
No promises, but if you post your ideas for a vendors items I'm sure it will be considered. No one will turn down folks attempting to help. Just realize all items need to be discussed in qc and appropriate/balanced for this server. If you are offering to help build a shop to be populated by a vendor I believe you'd need to reach out to duster or rasael to see what, if anything, is needed.Merlaran wrote:If i am willing to spend the time setting up new shops, Is it possible for the builders to export a collection of the current high end item? Or would i have to make everything from scratch?
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Merlaran
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Re: Comic: The Economic system and why Karond is so rich...
I was more thinking the QC could pick items from the current droplist and send me an ERF, Or a basic guideline if you would rather new items. I will happily set up the npcs/stores and conversations so they can be placed around at the builders leisure, And or build a shop or two for the vendors.
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mrieder79
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Re: Comic: The Economic system and why Karond is so rich...
I recommend you visit the various shops in game to get a sense of what is out there. AFter that, make a spreadsheed of your proposed items, description, and cost. Submit this to the QC team for review.Merlaran wrote:If i am willing to spend the time setting up new shops, Is it possible for the builders to export a collection of the current high end item? Or would i have to make everything from scratch?
Recommend writing it out first before you put anything in the toolset to save yourself time.
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Re: Comic: The Economic system and why Karond is so rich...
I've always tended to gravitate away from static content for the reason of time, the effort not being worthwhile when dynamic balancing of item properties can be handled from a script, and retroactively fixed in tandem if an adjustment is necessary.mrieder79 wrote:Honestly, to me, 3 months to get a new shop in game isn't terrible. It seems about right to me. [...] I intend to explain to anyone reading that content development, even something as simple as a shop, takes a great deal of effort.
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Ahku
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Re: Comic: The Economic system and why Karond is so rich...
I say start over...Scorched Earth!
All characters are allowed to keep what they can EQUIP on their persons.
Set a limit on the amount of gold each player can keep initially and then let the axe fall.
This will be brutal and fair at the same time...
It will allow for new ideas, shops, crafting to begin again on a level playing field...
And...NO MORE MULING (this would help give gold meaning again)!
Players and characters will start with what they need and nothing more...as it should be.
All merchants should be set up to pay fair prices for items characters sell in future (limited by their gold reserves of course).
Maybe then we can all get back to true RP without grinding ourselves to death for items we will most likely never find (I speak from experience as I have been on and off this server since 2010 and never found anything of note).
~Ahku
All characters are allowed to keep what they can EQUIP on their persons.
Set a limit on the amount of gold each player can keep initially and then let the axe fall.
This will be brutal and fair at the same time...
It will allow for new ideas, shops, crafting to begin again on a level playing field...
And...NO MORE MULING (this would help give gold meaning again)!
Players and characters will start with what they need and nothing more...as it should be.
All merchants should be set up to pay fair prices for items characters sell in future (limited by their gold reserves of course).
Maybe then we can all get back to true RP without grinding ourselves to death for items we will most likely never find (I speak from experience as I have been on and off this server since 2010 and never found anything of note).
~Ahku
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AlwaysSummer Day
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Re: Comic: The Economic system and why Karond is so rich...
Shut up and take my gp.
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