Post by Beagle on Dec 13, 2003 21:07:47 GMT -5
I just had a random thought about the bank while I was in the middle of one of my final papers and took it as a welcome distraction
And then, after I made the post on the bank thread (and moved it to this forum) I had some other thoughts, and NinjaWars being much more find than Philosophy of Mind, I figured I'd just keep going ;D
So...here's what I'm thinking:
The bank was proposed as an idea and several people decided it would be a bad idea because players could hide their money in the bank and then nobody would get any loot when they killed each other.
Well, it's been my experience that almost no one has gold on them for more than a few minutes. It's constantly being spent on healing and items. With the advent of bounty, if you need items, you don't even have to save up for your items, but just wait for a high bounty to come around.
Well, that says to me that a bank would only be minimally useful and minimally economy breaking. So here's some proposals I've come up with. There are two foci. The first is to get rid of money sinks, and the second is to get more money in the economy.
1) Limit the amount of items one ninja can hold. This would stop players from spending great amounts of money at once, because they wouldn't be able to buy 50 speed scrolls at once
2) Limit the amount of healing you can "handle" in a certain time frame. Say in one 24 hours period you can only handle 200 points of healing, and in any hour you can only handle 100 points of healing. That might be too low, but you get the idea. Get rid of the money sinks.
3) Limit the amount of items usable in a certain time frame. Again with the items, if you can't hold 50 speed scrolls, buy as many as you can, use them, and buy more. If we limit the amount of items usable in an hour, then we slow this money sink.
4) Switch from turn generation to money generation. This is controversial but what if, after you reach the maximum amount of turns (50 right now), you start working every hour by default. So every hour after you have max turns gives you 10 gold. This would make inactive players bigger targets than active ones and provide a source of income for players of all levels. The only problem is that it might bring in TOO much money.
5) Quests that result in some monetary gain. I can't really say anymore about this idea without giving away too much
So what are your thoughts about all of this. I don't think we'll be doing all of it until the new build of NinjaWars but maybe some of these ideas could help the current economy. Let me know what you think.
--Woof
And then, after I made the post on the bank thread (and moved it to this forum) I had some other thoughts, and NinjaWars being much more find than Philosophy of Mind, I figured I'd just keep going ;D
So...here's what I'm thinking:
The bank was proposed as an idea and several people decided it would be a bad idea because players could hide their money in the bank and then nobody would get any loot when they killed each other.
Well, it's been my experience that almost no one has gold on them for more than a few minutes. It's constantly being spent on healing and items. With the advent of bounty, if you need items, you don't even have to save up for your items, but just wait for a high bounty to come around.
Well, that says to me that a bank would only be minimally useful and minimally economy breaking. So here's some proposals I've come up with. There are two foci. The first is to get rid of money sinks, and the second is to get more money in the economy.
1) Limit the amount of items one ninja can hold. This would stop players from spending great amounts of money at once, because they wouldn't be able to buy 50 speed scrolls at once
2) Limit the amount of healing you can "handle" in a certain time frame. Say in one 24 hours period you can only handle 200 points of healing, and in any hour you can only handle 100 points of healing. That might be too low, but you get the idea. Get rid of the money sinks.
3) Limit the amount of items usable in a certain time frame. Again with the items, if you can't hold 50 speed scrolls, buy as many as you can, use them, and buy more. If we limit the amount of items usable in an hour, then we slow this money sink.
4) Switch from turn generation to money generation. This is controversial but what if, after you reach the maximum amount of turns (50 right now), you start working every hour by default. So every hour after you have max turns gives you 10 gold. This would make inactive players bigger targets than active ones and provide a source of income for players of all levels. The only problem is that it might bring in TOO much money.
5) Quests that result in some monetary gain. I can't really say anymore about this idea without giving away too much
So what are your thoughts about all of this. I don't think we'll be doing all of it until the new build of NinjaWars but maybe some of these ideas could help the current economy. Let me know what you think.
--Woof