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Gold Crisis and Balancing

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Post time 2020-1-24 01:40:03 | Show all posts |Read mode
Imagine 100 players farming 50m averagely, a single day 5b gold will be created into server. In ao.igg the gold were balanced with ridiculously overpriced NPC Skill/Stance/Money Draw Event/Repair Fee etc, to reduce the total money in the server to prevent Inflation. Before Candyland patch, the price of holybattlefield stone were increasing sharply because the server is full of money, farmed players  competing on low supply items(HB or AG in ao.igg, Skill5 in AOPVP) will destroy the economic, today FS5 were sold at 1b in AOPVP.
The most concerned part is, gold drop rate in AOPVP is 3x higher without gold reduction adjustment, which mean the server will soon be doomed with overpriced offer competition, collectors buying every weapons/HB/Skill5 etc, in the end will divide the Heavily paid players and Free to Play players. If this happens, the "Free to Play in AOPVP" is meaningless because all the maps are occupied by farmers, all items occupied by capitalist, new player have to offer deadly overpriced cost to continue their game or quit.

In my opinion gold adjustment system has to be made. Here are my suggestions.
1) Gold Drop Rate for NORMAL maps in Server1 1x, Server2 0.2x. This is to ensure leveling area for new players joined into AOPVP.

2) All Potions/Skill/Stance that cannot be fused 0 Gold, INSTANCE map Mobs Gold Drop 20x, Instance map Boss Gold Drop 50x. (More adjustment to gold drop required to promote five players TEAMING up to challenge harder instance, ensuring challenge harder instance in team always earn more than solo easy instance)

3) Add Phased out, Old lucky bags into NPC for sell with Gold (If IM selling 150S Class weapon, then add 120S Class lucky bag into NPC).

The suggestion made can also be used to solve the issue where farmers are occupying every maps, multi account farmers which are causing the server to disconnecting frequently. Also the game is more fun and balanced, with players actually PLAYING AO instead of AFK.

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 Author| Post time 2020-1-24 05:18:54 | Show all posts
Re-Posted in customer support section, thanks for the guide.
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Post time 2020-1-24 06:47:59 | Show all posts
FS5 was sold for 1b because a lot of people want and a few people have. This is the law of market.
Let's take IM stuff for example, they are cheap, much more than in IGG AO.

5462153321 farmers flooding the maps is a pain in the ***, but let's leave the money drop as it is.
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Post time 2020-1-24 07:01:15 | Show all posts
Well, today gold is easy and ag is easy, it seems good for now, but i agree to improve instance game gold like 20-30x and reduce Money on normal maps, so who want to farm, go in instance instead of logging 100 alts, it woulda make the game better for every1. Can u add it at ur post aoprivate? if u agree ofc. but i think this change is better for game economy than the rest u suggest, so i agree to ur 2)topic.
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Post time 2020-1-24 08:52:18 | Show all posts
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Post time 2020-1-24 10:58:17 | Show all posts
Most ag users don't have alot of farmers and that inspires them to sell their AG for gold to save time farming, this provides f2p players with a fair playground since they can buy ag from other players.

So far the balance is good, lets see what happens later on.
Skilling 4 Life
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Post time 2020-1-24 11:49:52 | Show all posts
jaja as skills fica 100m
Os meus reparos são 3m
logo logo chega a 10m +
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 Author| Post time 2020-1-24 20:44:37 | Show all posts
WhataMistake replied at 2020-1-24 20:01
Well, today gold is easy and ag is easy, it seems good for now, but i agree to improve instance game ...

The players will log 100 alts + farming in instance instead, there should be some mechanism to discourage players from logging 100 alts ks each other in low level maps. The current issues with huge amount of alts are
1) All maps occupied by 1 hit farmer which leave no room for leveling
2) Holy battlefield filled up with AFK alt
3) Gold Inflation

In my opinion a game should reward&promote players to PLAY their game instead of MINING their game. When making suggestion, i do aware players that
1. Low play time, Low multi account farmer
2. Low play time, High multi account farmer
3. High play time, Low multi account farmer
4. High play time, High multi account farmer

If dungeon improvement were made without multi account adjustment, the riches(Group 4) will get even richer, it will cause the group 1 & 2 to quit game. Group 4 could pay 0 USD but buying AG from Group 1,2,3 by camping bosses that drop Skill 5, occupy leveling area, preventing other players from getting boss drops.
If dungeon improvement and multi account adjustment were made, then the farming rate is equivalent to player's fatigue, which is a fair factor to every players. The groups will become
1. Low Play time(3 Hours), Fatigue Time (3 Hours)
2. High Play time (9 Hours), Fatigue Time (3 Hours)

This could make the paid system to be actually rewarded to those who pay USD. Before adjustment, only Group1&2 have to pay USD to get onto the same ground of Group3&4. While Group 3&4 could just farm every maps and buy AG without spending USD.
After adjustment, the players actually spending USD are rewarded. At current AOPVP USD:AG rate, the "pay to win" factor is greatly controlled. The pay to win occurs if the super equipment ONLY ACQUIRABLE to those who paid. With AOPVP USD:AG rate, drop rates, every player get the chance to collect the same equipment. Players are more willingly to pay if it could speed up their grinding process to get near top players.
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Post time 2020-1-24 22:35:43 | Show all posts
Tbh your suggestion seems biased you only wanted to earn gold that much cause you play so much instances ... and your making the game pay to win by doing this recomenndation u think that skills arent that expensive? lmao think again whats the purpose of a gold? GOLD is used in buying SKILLS which roughly costs around 100m ea by the the time you reach higher levels LOL
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 Author| Post time 2020-1-25 04:45:07 | Show all posts
Please read my suggestion carefully and read it all. Could you describe in detail the patterns on how it is driving the server pay to win? Please support your statements if you say it is pay to win.

Skill, stance, are extremely expensive. 100m is for 100 lvl skills. It can skyrocket to 2b. Read my post, please.
May be you feel multi client and farm for days for necessary NPC skills is fun. The purpose of gold to be precisely should be used for player transaction, why farming 2b using 10 alts afk farming for days to trade it back into NPC for a skill is fun as a game? If anyone think it feels accomplishment, then you should earn it, not mining with alts. Also, I do suggest a new purpose for gold by adding lucky bags into NPC.

The reason for my suggestion are stated in my post, if you think my suggestion for dungeon improvement to promote players play ao actively with friends is bad, then can you suggest other viable solutions to the current problems?

Mocking and oppose another opinions are easy things to do. The proposed system is equal to all players, not just for me. You could add me as friend in steam and ao, you will find out i prioritize dota2 more than ao. Current grind system is much better for me, i could just leave it afk days.

The polls was there for players who think farm hardly, trade it back into NPC is fun vote for poll1. Polls 2 are for players who think new system is fun. It is just a random player's recommendation, not moderator poll for implementation.
Discuss the improvement, dont attack me with "i play instance so much" "think again the purpose of gold". I dont feel "lol", I feel  you should READ IT carefully.
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