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MONEY MONEY MONEY MONEY
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Topic: MONEY MONEY MONEY MONEY (Read 7457 times)
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
Karma: +1/-1
Posts: 712
MONEY MONEY MONEY MONEY
«
on:
May 14, 2005, 03:08:03 PM »
Money is definitely not a problem! One round through the first two levels of the dwarven mines netted me 197k!
Now I'm all for lots of cash, but considering how we've planned to setup the server there is very little to spend this kind of cash on and future dungeons will provide an even greater cash cow.
Obviously there are a few things we could do to correct it but my initial question is how does everyone feel about this?
If we all believe the money should be adjusted in some way then I'll move this to the general forum and we can discuss what the adjustments should be.
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Podilarius
Agilant Systems
Administrator
Prismatic Dragon
Karma: +13/-0
Posts: 4,253
Master Diagnostician
MONEY MONEY MONEY MONEY
«
Reply #1 on:
May 15, 2005, 09:45:01 AM »
197k ... dang ... I couldn't even get that much. It took me several rounds to get that kinda cash. I just want to know what you killed. I would say that the cost of living is high so therefore the cost of itmes in the shop should be adusted as such. what do we all think?
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If you don't like it ... Whatever! ... I do what I want ...
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Drakaen
Global Moderator
Hobgoblin
Karma: +1/-1
Posts: 210
DM Administrator
MONEY MONEY MONEY MONEY
«
Reply #2 on:
May 15, 2005, 04:12:15 PM »
yea adjustment of the stores for the loot system as such
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From Hell I Rise To Earth I Rule
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
Karma: +1/-1
Posts: 712
MONEY MONEY MONEY MONEY
«
Reply #3 on:
May 16, 2005, 06:24:43 AM »
That was with a pack mule. Removing the pack mule would severely decrease the amount of funds a person could pick up from a dungeon.
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Podilarius
Agilant Systems
Administrator
Prismatic Dragon
Karma: +13/-0
Posts: 4,253
Master Diagnostician
MONEY MONEY MONEY MONEY
«
Reply #4 on:
May 16, 2005, 08:32:46 AM »
not really ... you can kill through lvl 1 and then hoof it to the seller on level 2. Its slow but doable ... then you can kill all but the seller on lvl 2 and accomplish the same thing ... pack mule or not ... a pack mule will make it MUCH easier and faster though... I say just adjust the higher end stuff up. Allow the newbies to run for the CX until they have enough for heals then just go for it ...
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If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at
www.abalisk.com
.
perk31
Agilant Systems: The Smart Choice for IT
Drizzt
Karma: +1/-1
Posts: 712
MONEY MONEY MONEY MONEY
«
Reply #5 on:
May 16, 2005, 09:59:38 AM »
Well the mines are really the only place you can create a cash loop like that and I could easily remove the store. Then by removing the pack mule and limiting the availability of packs you have basically eliminated the ability to make a huge sum like that at one time. Of course that means coming up with a way to limit the number of magic bags one can have assuming that a magic bag will be one of the special items available through one of the guilds.
The issue I have with raising high end items is that we simply are not selling high end items in the game except for potions and maybe some spells. Because of that you would have to increase the store markup to 500% or so. I don't mind doing this and perhaps adding an ooc merchant that doesn't mark up like that for new players.
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Podilarius
Agilant Systems
Administrator
Prismatic Dragon
Karma: +13/-0
Posts: 4,253
Master Diagnostician
MONEY MONEY MONEY MONEY
«
Reply #6 on:
May 16, 2005, 11:05:17 AM »
I like that last suggestion ... ooc shop for newbies and then jack the rest of them ...
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If you don't like it ... Whatever! ... I do what I want ...
Check out my new project at
www.abalisk.com
.
Drakaen
Global Moderator
Hobgoblin
Karma: +1/-1
Posts: 210
DM Administrator
MONEY MONEY MONEY MONEY
«
Reply #7 on:
May 17, 2005, 11:41:31 AM »
This Post was moved to this forum to get the veiws of the players
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From Hell I Rise To Earth I Rule
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