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Increase the bank's gold capacity (again)
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5 characters is enough to bring your bank capacity to 100m. And you start with 6 free character cards and get 2 more if you ally with giants and elves. That should be plenty of space for the majority of players. Most players wouldn't even spend all of their gold in just one transaction on the auction house if they're at the cap. Maybe what we need to do is remove checks from the game and cap banks at 100m for everyone to make it fair. This way the bank is the the most viable way to store and therefore forces the rich players to not get richer (unless you count good equipment to being rich). This would greatly close the wealth gap between players. Although it would ruin the game for people who enjoy it for gold making. The 100m cap would of course also prevent items being sold for over 100m. They'd also need to make alt accounts to be against the rules for this to work.
Another good idea would be to scale repair fees with step upgrades - this would mostly affect the richer end-game players. Also could scale the Auction House fees with the highest level character on the account. A lot of games scale the fast travel cost to the players' level. I wonder if there could be some way to give incentive to richer players to help out lower level players with gold, maybe similar to the altruism quest system.
Oh! Your idea reminds me, the Tara Church Donation thingy is a system that resembled what you mentioned.
Though it's a very basic system, and it's not like newbies can request donations, since the donations collected are randomly distributed to characters that are low level (account-based, so no high level player is going to have their mules get donations from Tara's Church) although it could possibly also be restricted to accounts with low bank balances.
Those who get a portion of the donations receive them through the mail, along with a message saying that the money is from the church donation collection.
But it's a cool idea of thinking of a new system, if not a revamp to this old one.
There are special rewards if you decide to donate on Saturdays and happen to land in the top 5 of the donation rankings, which acts as a sort of incentive.
The prizes are a bit dated, things like Falias Dew/Rain Drops, and gear that used to be sought after in the past.
Incentivizing generosity is nice, since rewards for good deeds make people happy, both the recipient and the giver.
The details would need to get worked out, I'm not sure if getting altruist-like popups of newbies requesting money would go over all that well.
Though even the altruist system is opt-in/opt-out so it's a good base to start from.
I'm on phone so not quoting long response
1. Hey in real estate those who can afford it will challenge other rich folks for a property they have an eye on.
2. I want more valuable or perhaps everyday necessities to bring produced by players to supply each other. More final goods that can be crafted and be of use so it will create a better livelihood for players. But this strays away from your original topic.
3. Inflation occurs when money supply is increased to fuel transactions. In the real world, central banks and mints do this in monetary policy to stimulate growth. Money is also injected in the economy in attempt to pay off debt but the inflation will have negative effects as prices will rise to unreasonable levels. That is hyperinflation. Sometimes market controls are needed to prevent prices from spiraling out of control and protect consumers. In Mabi, hyperinflation exists because there is a vast money supply that injects a large amount into the player economy. With some rare gacha items, players have artificially priced many items at values beyond normal affordable price levels. Botters take advantage of the lack of regulations by the developers to sell the in game currency for their own illegal gains and then hide their illegal activities by reinvesting legally from of their ill gotten gains into legal items in the webshop to continue to expand the money supply in the game. As a result despite most players playing fair, there becomes so much money there's nowhere to store it. And thus we end up with where we are now.
At the beginning of every month everyone will get 100m. If you don't spend it all by the end of the month you lose it all and get another 100m. That way everyone will be rich and have the best equipment that can be crafted/gacha'd. Since no one will have more than the 100m we won't need to worry about stuff like hyperinflation.
Meanwhile I'm sitting here with only 3m struggling to even make 8m.
Just living that poor life.
As long as it is completely voluntary, then I think that's a good idea. In the real world socialism has a use since people must eat, must be housed, must be clothed, and must have their medical issues attended to. This is a game though, there are no needs.
It won't work, in fact it will make the problem worse. I can already think of ways around it, and they are likely what the super-rich already do to get around the bank limit. It also rewards being lazy and punishes rolling up your sleeves.
If this is ultimately about getting the most desired items into more hands, then just have the NPCs sell them; prices are high because supply is restricted.
this sounds like something a 1% will say
Posted by u/judasmartel : «As we all know, Belgium has not-so-recently passed a law banning lootboxes in video games and mobile games, and it seems other EU nations such as the UK and the Netherlands are following suit as well. And just recently, a US senator has called to look into lootboxes as well.
EDIT: I think one problem with these laws and campaigns is that it's very easy to angle it in such a way to "protect children" when kids aren't even the biggest consumers of lootboxes and gacha games. The ones most affected by unregulated lootboxes and gacha gaming are those with high tendencies for gambling and those highly susceptible to the psychological traps some of these games employ to suck you into whaling as hard as possible.» A lot of game-companies and game-developers out there have had to significantly cut/down-size the number of «staff-members» that they once formerly employed (i.e.: they got «laid-off» from their former jobs working at said game-organisations). And as such sometimes some of them have had to take such «desperate measures» in order to be able to keep their game going (certain other ones just got outright discontinued from the publishing platforms that they were on for whatever reason... even when they used to be amongst the top-ranked on those platforms; someone like me, who does not gamble, is far less likely to spend $$$ on things like Gacha, which I do see as a form of «gambling» in many ways, rather than a guaranteed ROI, and so I don't bother to «burn $$$» on them, but I can certainly see how other people seem to like to play something that resembles a Casino-game... when I do bother to play such things, the sole purpose is usually to get rid of whatever $$$ I might have, even though I ironically have ended up actually winning a few times, even having to go to an adult one time before whom I knew who was fortunately there and thus helped me cash in my winning since I apparently couldn't go do it myself due to being under-aged [this was at a bowling alley so no I wasn't «hanging out» at any «seedy places» or anything]).
No one said you are, but to make a defense about it sure made me raise an eyebrow.
Anyways, as already had this been said by me this economy is dead. One player is all it takes to ruin it, one player is all it takes to learn player behavior, one player is enough to break it beyond saving.
Gold in the game is a code a limitless data, when something that can go infinity and beyond, inflation is all that comes in it's path.
Soon gold would mean nothing, gold would have a value of zero to most who had too much, only then would you get your "getting players to trade with each other" come a reality in a shape of more items.
Gold would be replaced by items, items would be the new currency by how useful it is, how much power it holds as well as flexibility use.
the AH lacks restriction, too much freedom could mean an end of it. Players are too caught up on making the big numbers that they ruin the economy by having too much gold to spend. By having too much gold to spend of course you be willing to spend it, little or too high to the point of sealing the deal of value.
So yea, dead economy congrats folks, you did it, you broke the system, it now comes Mabi economic depression or something. It be nuts once items becomes valued over 2,000,000,000 yikes that is a lot of golds for single items now huh?
Oh and Nexon did not help with this. Actually they tried by telling ya not to sell gold or buy it but what can I say? Good Job >w<