Gold Sinks

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NiteHawk
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Gold Sinks

Postby NiteHawk » Thu May 19, 2016 4:21 am

Future gold sinks.

-Color Chat
-Monsters Pics
-Special Houses/apartments.

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Lateralus
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Re: Gold Sinks

Postby Lateralus » Thu May 19, 2016 7:54 am

*custom pics
*name changes
*sex changes
*character resets?
*world shouts
div changes (maybe and would have to have a good rp way to do it? like donate 1million to the other div)
lotto type items (random items that can be bought from stores)
gambling type room with house cut

guild housing for guild donations
guild bonuses like 5% more exp for hitting guild donation levels
*guild renames
ability to buy a house without rent ever for an insane amount of money
statues



I know some are not a fan of this but I think some of these the ones who dont give any advantage should also be a part of in app purchases or atleast a type of a monthly membership to the game (these have the * in them). if Chris is going to be putting fulltime into a game he should be getting paid fulltime. donations are great but once things get going there needs to be a revenue model.

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Satsujin
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Re: Gold Sinks

Postby Satsujin » Thu May 19, 2016 12:43 pm

Houses should always have rent, otherwise you lose the most effective gold sink, and I think guild houses should charge rent too. Being able to pay rent up to six months in advance would be nice, maybe at a slight increase in cost for the convenience of not worrying about it for a while.
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daedroth
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Re: Gold Sinks

Postby daedroth » Mon Jun 06, 2016 1:26 pm

Mentioned this in another post, sorta jockingly... but then again...
Item durability.
Items have durability, need repairing, each repair reduces maximum durability until it is of no longer any use.
Optional whether reduced durability means reduced item effectiveness.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Lateralus
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Re: Gold Sinks

Postby Lateralus » Mon Jun 06, 2016 4:00 pm

daedroth wrote:Mentioned this in another post, sorta jockingly... but then again...
Item durability.
Items have durability, need repairing, each repair reduces maximum durability until it is of no longer any use.
Optional whether reduced durability means reduced item effectiveness.



I think this complicates things a bit so I am kinda on the fence about it. if it could be done simple i guess it woudlnt be too bad but we are already way ahead of rok on gold sinks so maybe this woudlnt be needed?

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daedroth
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Re: Gold Sinks

Postby daedroth » Tue Jun 07, 2016 2:06 am

Right, my opnion on the gold sinks (right or wrong :roll: )

Colour Chat: I am not sure this is a good idea, I would look on this mroe as a feature (as in it should be avaiable for all... but meh thats me). I would not bother with this if it cost me gold! (I am a Scottish man from a place in Scotland considered to be stingier than other places... just for reference in everything I am now typing, personally I dont think im stingy... just eh... VERY practical?).

Monster/Custom pics: Never bothered with them (to be fair I never had the power/gear to worry about them), but they seemed popular, how many people changed their pics more than once? If their likely to do that then itll be a good sink, if not itll be a one off type of thing. I personally prefer to keep a pic once chosen (sorta get used to em and identify the character on them).

Name Changes: Situational. As i mentioned above, not really something I bothered with, and also I would usually keep my name.

Sex Changes: Situational. Personally If i was to make a fem crit itd be for roleplay purposes, but I find that kinda icky, so probably wouldnt bother.

Character Resets: Might be handy, but... itd probably be better just to make a new one or use the Name Change above. In that other game I played you can do a character reset and keep the experience you had gained. It costs a lot and there were conditions. You left a book behind, you had to delete the character, the book was bound to your name... Eh... here there is the vault (not used it yet, but I am guessing its to let you swap gear between crits). Not sure the keeping exp would be a good thing.... maybe lose 50%? This is also something id not really use so it wont bother me what happens with this.

World Shout: Not entirely sure what this is, I am guessing random comments that everyone can hear, like staff broadcasts. Situational, I am absolutley sure people will use this, but I dont think this would cost too much right?

Div changes: Situational again. I remember using certain div's for certain oads, but usually people would have a wide base of alts to draw on, only way around that would be limit the number of crits on an account, but then how do you limit account numbers? Another one I would not use.

Lotto type items: Thatd be interesting, definelty something people would try out once in a while. Could make it teirs... the higher the tier the higher the cost, but (usually) the better the item. Trick is to make the good items good, but not too good. I may use this one once in a while.

Gambling (ack! still ghosted... ok thats been 30 minutes at least... HELP!!!) Mixed bag, I never used the gambling rooms in old Rok. With gambling, there are losers... but people can win... so it will be mixed. Boiviously this will be set up to benefit the "house" more, but itd be another balancing act between loss vs gain, too much loses will put people off. Combining this with the lottery items above would make it itneresting as well.

Guild Houses: I like the idea of guild houses giving benefits based on donations. I also think that they should pay rent (as Satsujin suggests)... The guild need to pay monthly, with options for advanced paying. For guild membership the guild could as for rent based on character level? This would be annoying to keep track off (the game would do this - extra programming, but itd be nice to see who is contributing to clan, just an idea :) )

Guild Renames: Sorta the same as character renames really.

Buying Houses without rent: As Satsujin says, I dont think this is a good idea (although I personally would prefer to pay and forget about it, it would not work so well as a gold sink, itd be one off, so eventually the problem reccurs). Also, they will take up map space... Every house will take up map space, I suppose there ways around this (upstairs/downstairs etc) but eventually youd end up with a sprawling mess... or is that just my thinking?

Statues: Another thing id not bother with, but some people will, egotistacal bastages!

My durability idea: I actually sorta dont like the idea. For sort of the same reason as I mentioned in the house buying one; I prefer to pay and forget. It would however be a major gold sink if you need to buy/renew your equipment. I am aware this would be annoying... However think old rok... remember how items started to accumulate and eventually lost a lot of their value? Even my alts were walking around in fairly decent gear (and I had MANY alts). You were tripping over blood fiend skins in the streets! (slight exxageration... or was it...). If something like this was introduced it would probably mean a reduced cost for moonstones?
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.

Rodeo
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Re: Gold Sinks

Postby Rodeo » Tue Jun 07, 2016 5:05 am

Durability seems like it would hurt more of the casual playerbase than anything.

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NiteHawk
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Re: Gold Sinks

Postby NiteHawk » Tue Jun 07, 2016 5:21 am

Rodeo wrote:Durability seems like it would hurt more of the casual playerbase than anything.

Agreed, it's another hassle that doesn't really impact the game other then making it a slight pain to deal with. Sort of like why we removed food and made it more of a healing item now.

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daedroth
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Re: Gold Sinks

Postby daedroth » Tue Jun 07, 2016 7:49 am

Rodeo, Casual means not playing much right? In which case durability wouldnt be a problem since items wouldnt be getting used much anyway. Could make starter items indestructable. As I said I dont like this idea, but I prefer it to the way old rok got when items became so common they lost their value. Ive already given the other arguments, so wont go over them again, either way im fine.

As for hassle I bow to Nitehawk's superiors knowledge, since I have no idea how hard it would be to implement a durability system, since im not a programmer or a coder.

I still view durabilty as a great gold sink though :p
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.

Rodeo
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Re: Gold Sinks

Postby Rodeo » Tue Jun 07, 2016 10:40 am

By casual player I ment a player who doesn't get to do oads on a regular basis as they won't have a spare when the one they use is all beat to hell and back. But the powers that be have spoken and it's all good in the hood again.


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