If one had attended vellas 9x harrower, the other Vella 3x harrower, and this past weeks 3x harrower that's 900 plat in 2 months. Or 7.2 mil gold. This is factoring in 3 boxing of course. Killing time per harrower is 1-2 hours, so 12 to 24 hours in game. One thing to keep in mind. Plat entering the system is not a big deal. It gets removed and there are tons of rewards to spend the plat on (and more rewards can always be added.) We could keep the harrower the same now and players would be happy, plat reward items are attainable to most. We can discuss ideas on adjusting harrower, but please let's not get into a plat issue cause there is none. The problem is gold.
Humor me and pretend I don't just take your claim at face value. What's the problem with gold, that is not a problem with platinum? * * * * * There will be no effective gold sink if it's just getting turned into transferable items. Say I drop 10M on a mask... that's just 10M that's going to be farmed up when someone decides they want to buy it from me. If you want a gold sink, you need things like name change deeds, hair dyes, plaques on houses that are lost upon transfer, character titles, that sort of thing. Let me pay 10M to have my character called "Scourge of the Elder Gazer", and you've taken 10M out of the shard economy. Let me pay 10M for a cool pair of sandals and you've taken a 10M check out of the economy and replaced it with a 10M check in the shape of sandals.
Platinum has the platinum store, which leads to people saving platinum for future purchases vs selling. Over 50% of the platinum earned from the welfare system has not been collected as well. Gold has houses and reagents as the current leading gold sinks. The hair stylist is a distant 3rd place with NCD's, sex change deeds, and special hair dye. In a recent review there are 1740 houses placed, with a invested gold value of 500,000,000 gold. Houses, including the fortress/large keep continue to be a very effective gold sink to take gold out of circulation. Keep in mind players have invested 200k to 1000k extra for these properties and each time they decay this sum leaves the economy. Code: Type, Value, Count patio house - 9,779,200 - 64 fortress - 144,014,400 - 73 keep - 3,991,200 - 6 large house - 8,959,000 - 62 large keep - 103,740,000 - 130 log cabin - 8,979,000 - 82 castle - 12,273,600 - 12 marble shop - 7,686,000 - 122 villa - 22,795,500 - 167 sandstone patio - 7,813,100 - 79 small house - 11,388,000 - 260 small tower - 22,656,000 -256 stone shop - 4,410,000 - 70 tower - 114,364,800 - 264 two story house 9,427,600 - 49 marble patio - 8,448,000 - 44 Other than a few things that need to be addressed the Renaissance economy has remained quite resilient for almost 3 years now. As the shard grows the players will need to be provided with more things to do with their gold that will destroy the gold as Dalavar indicated. The main aspect I monitor is what experience a new player has when starting out here. Generally most things in the world would be accessible to a new player with an appropriate amount of effort. There is no feeling that you have to resort to profit macros, camping decaying houses or other aspects of gameplay to get ahead. A few players have recently sold some high value items for some very large sums. Just like when someone tries to sell a house for 4x its normal value this will usually result in the standard "sky is falling" feeling because someone paid a great deal for something. I look on these situations (not the house thing) as a success because it means the players trust the world, the staff and the system in which items are earned to know that investing that amount of time/money into an item is a good investment. It also shows the staff will need to always take great care in introducing items of that nature into the world. Going forward we are always open to ideas. We have a few things planned for the platinum system that will give players new things to spend their hard earned platinum on (Moat/Dock, new items, etc). As for gold one idea we have floated around is new versions of some classic houses. The fortress and large keep have been huge successes (see above at the ratio of classic to new styles). We were able to improve both classic houses while avoiding the eye sore aspect. This could be attempted with the large patio, marble patio, tower, etc. If we added a new, desirable, version of the large tower for say 1 million gold. Assuming 66% of the towers in the world are eventually updated 115 million gold could be removed from the economy (1/6th of the active gold in the world for one new style of house). Note: The house idea, is just that, an idea, not a planned addition. I am using it here to illustrate a change/effect to remove gold from the economy.
How about adding gold tithing as a path to one of the virtues? Not sure about rewards or perks, but I'm sure something fancy could be whipped up. Or donate it to a particular town for a title (Citizen of Yew, Elder of Trinsic, etc.). The more donated, the more prestigious the title.
Town titles are great, binded masks are great too, if feasible. Personally I think Telamon should take up Gideon on that 10M offer right now. ALL ABOARD!!!
PvP tournament with a massive entrance fee. Winner(s) gets custom title. Non transferrable house deco addons sounded cool too.
I dont know if this has been mentioned but an armor patch kit for mask to give them the same AR as a barbed leather condom hat. So you can look cool and still have the same AR as a full leather suit.
Seeing mages with masks on is a fun gamble for any dexxer because we can hope for a headshot with every swing. The blessing of getting a big hit because someone's vanity kept them unprotected, makes me happy.
I would love to see more perfected housing, and more options to housing to create matching towns like a sandstone patio/L-shape, or small marble house. Maybe for the 5 year anniversary, we could have some limited custom designs auctioned off as long as they are approved. Maybe 3 or 5 house designs of small, med, large. These would not be deeded (sold by NPC) houses, but created and voted by the people, and all the gold/plat goes to Chris and Co.
What if there was an option in the house menu for keeps/castles/fortresses, like 500k(or whatever) to wipe any existing runes on the server that are marked to any coordinate in that house's courtyard. I know there's something in the works concerning courtyard security, drawbridges or something, so that could be a good gold sink, too. This is just an alternative suggestion.
I would love to see the thingy giving masks some AR, I rock a leather cap but would like to rock more masks. Considering a head hit is 14% wearing a helm can be critical. Previous discussion on this someone mentioned not having blessed items provide an ingame advantage but clearly that went out the window when the taming mask was introduced.
I found this old analysis of the UO economy, written around 2000 I think. It has quite a few interesting ideas about what went wrong back then and with some ideas about how to solve it. It's an interesting read if you haven't read it before. It could possibly provide some idea for how to solve some of the inflation problems? http://www.mine-control.com/zack/uoecon/uoecon.html And here are a few pages of designer notes from one of the main designers for UO back in the day, lots of cool stuff about what never made it in, if you care to dig through it all. http://www.raphkoster.com/tag/ultima-online/