Thread Rating:
  • 2 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
The Economy and You
#1
As it stands there isn't yet much representation if at all of the state of each nation on a macro level. The Wall Raid was the start of trying to introduce a somewhat similar system to what G6 had as its framework for an attempt at such a thing.

My suggestion is pretty simple conceptually. Introducing a system where nations require a certain amount of generic resources (Wood, Food, Metal, Currency), and by meeting the needs or even exceeding them, there would be benefits in doing so. I wouldn't suggest penalizing anything for a bit if this were to actually manifest into reality while people adjust to it though.

For example:

Geladyne may look something like needing 500 Food, 200 Metal, 400 Wood, and 100,000 Currency per in-game Month. Meeting these goals would confer a bonus like getting X% more damage to monsters in dungeons residing in the Geladyne region, or increasing item drop rate, monster count in fights, plenty of things that people would mechanically stand to benefit from and thus be encouraged to participate in the system AND act as a resource sink.

In order to make it so people wouldn't just only stack things onto one nation there could be a separate bonus for maintaining quotas for every nation that'd benefit the entirety of Korvara, either providing unique bonuses or amplifying the already present ones akin to the ones mentioned earlier for the individual nations' dungeons.

It'd basically function like Town Marshals from G6 except with more variables and you'd donate items of certain types to bump up the funny number to meet your quota or exceed it for potentially higher bonuses.

Rough idea but hopefully gets the point across, that being more communal efforts encouraged to benefit the majority. As it stands there really isn't any reason to trade with people who aren't your friends, and at least this system would have people potentially working together.

Could kill two birds with one stone and have rewards for donating to this system in the form of scrip that could be spent at a shop unique to each nation that has item drops in the tables of the dungeons from their respective nation, with some exceptions. Labyrinth may need to be split up to avoid Telegrad dominance, especially since two of the new dungeons are effectively Telegrad adjacent. Ultimately this would create some form of universally desirable currency that'd let players obtain what they want by burning resources that'd otherwise serve no purpose (see: massive amounts of crops for one), thus encouraging trade between players using this currency, as they'd be able to get what they want without relying on trading with friends.

For an idea of what I mean with that:

For example, Duyuei's shop would have things like Moonlight Mercy, Noble Axe, and Winged Spear as they are drops from its Dark Amplifier I fight. Providing resources into the aforementioned system would provide the currency needed to eventually obtain those items. Like say, providing raw currency might go at a 1:1 ratio to make things simple, and then providing worked metal may be at a 1:40 ratio. I'd likely price items at their rarity*2,000 base. So you'd either pay 20,000 Murai for a 10 star, or pay 500 Iron Ingots. While clearly at those ratios you'd almost certainly fork over the murai, but that's kind of the point with trying to get money out of the economy in exchange for providing what you'd otherwise be spending a fair bit of time for.

Of course there would be some nuance to how certain items would be valued in their categories, with the rule of thumb of 'harder to acquire = more valuable' so things like Boulders and Fugu Katsu would score more points for Metal and Food respectively, while raw crops would be of minimal value especially to avoid them dominating the system, effectively being equal to currency in value (as that's their value at a pawn shop).

If anyone else has any ideas for how to encourage trade between players I'm all for it. I just think what SL2 is sorely lacking is a universally desirable currency, as Murai simply cannot get you what you want a lot of the time. It only serves to cover one-time cash sinks per character then you stop needing it for anything other than minor fees that only hurt the poor. Thus the wealthy end up with Murai in abundance and no incentive to trade with the poor who still need things, as they've a lack of things they actually need and Murai does nothing for them.
[-] The following 4 users Like Trexmaster's post:
  • Sawrock, WanderWeist, who, zericosmic
Reply
#2
I like the theory behind it but I don't like the idea of having people grind for large amounts of items. I think what would be better is if each character could contribute to mini events that supply those things. Otherwise, we are asking players to dedicate tremendous amounts of time grinding in a way that isn't very fun. Does anyone actually want to cut down 200 trees? No. And you'll say, but hey everyone just needs to contribute like 10 wood or something. Yes but in reality let's be honest, a small handful of players are gonna do 95% of the work. We already have people with like 1000 tomatoes and such. I don't think it's a good idea to make such ridiculous numbers relevant honestly. Because all it does is reward intense grinding. Instead, I believe we should focus on making players do things that
1: Make sense for the nation.
2: Make for an enjoyable, or at least not too repetitive activity, which can even lead to roleplay.

For instance there's Geladyne mining. Ever so often we would have a "mining shift" where any Geladynians are invited to head to the mine, outdoors (not in dungeon), and do a mining activity. Ore veins would pop up periodically within a given area, and grant you "paydirt" which can be turned in at a nearby foreman. The veins would take a certain time to mine unlike normal ones, so it wouldn't be a click spam thing. Once the event is over, people receive xp and perhaps prizes based on their participation, could even have a ranking of who's got the most paydirt.

For Telegrad, we would have a similar minigame related to farming. Call it the "harvesting season". There's a dedicated wheat field and people harvest wheat, shuck it on some stones, bring grain to sacks, and have to chase off birds that eat the seed or something. The goal is to fill the most sacks you can. Etc.

For Meiaquar, we have a fishing contest, but we could also have a cargo minigame. When there's a "big shipment" you go there, and you pick up crates from the big ship. They have a certain thing inside them and it gives you a message such as "this one smells fishy" and you have to bring it to the appropriate warehouse (just an npc standing next to some crates would do) around the city. And the warehouse types would change each event.

For duyuei, the wall minigames seem to fulfill the purpose very well. We'd just need to connect that to the overall system.

If we have these minigames for each nation, we would be able to then have values which determine the prosperity of each nation. Could even have a mechanical "foreman" role like we used to have medical heads in g6. The prosperity of each nation would become dependent not on a few players' willingness to grind for 10 hours a day, but rather on the overall in-game activity level of that nation.
[-] The following 2 users Like Poruku's post:
  • Sawrock, who
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)
Sigrogana Legend 2 Discord