View Full Version : Stop the coin inflation!
Sharpielein
28.02.14, 18:51
Intro:
Ever since the Christmas event, tons of additional Gold Coins are entering the game daily.
The consequence is that many items have risen severely, namely: Magic Beans and Granite as well as pretty much any tradable building from the Architect have risen over 100% - and the redemption value for 1 gem has risen from 7 coins to 20 coins within a mere 2 months (given the sales price of silos / jollies etc.)
Many Veteran players are no longer in need of coins for island upgrades, as coins are bountiful and 2-3 Fairytale adventures will fill your coffers so bountifully that coins become a non-issue. These players produce coins every day but will not remove any significant amount of coins from the game, so they actually cause inflation.
That said, a new player who wishes to make some progress in the game used to be able to spend €20 to upgrade maybe 20 buildings to lv4. With the current inflation, a mere €10 spendings will suffice to upgrade pretty much the entire island to level 4!
Short notice: New players willing to spend real money need to spend significantly less money to make significantly more progress and will - consequentially - get bored of the game very, very quickly.
It gets worsened by the fact that new players have neither a Gold Tower nor a lv5 Gold Smelter at their disposal, so they will realize that they start lagging severely behind the rest of the community when putting the same amount of time into the game as someone who's been around since last year.
Thus, new players become degraded to "second class".
This is as bad for Bluebyte as it is for the community as a whole.
Suggestion:
Before the inflation of coins goes through the roof, introduce a highly desirable coin sink which will make sure that there is a constant gold sink which the community will actually use.
Here are [I]some options I could think of:
- Re-introduce the "Mysterious Architect Box" as a permanent feature (maybe replace Christmas tree with a Low Wall or so) and sell them at 5000 coins a piece.
- Gem pit buffs: Double production on the gem pit for 1 day - cost: 2000 coins.
- Medikits for 500 coins in the Black Market.
- General "instant travel": 1 general, 100 coins - general arrives with no delay.
The gold tower should NEVER have been given away as an essentially free gift.
It was probably done just to show people how good it was in the hope they would use gems to get more. Pretty transparent marketing ploy, and one that's a good one which DOES work when used correctly. But it's use for this item illustrates an unfathomable degree of ignorance of the in-game economy by BB.
The worst consequence, as you say, is that new players have missed out on a massive bonus.
And unfortunately, your idea of a gold sink completely fails to address that problem... It just puts those without gold even futher behind.
There is no fix, what is done is done.
The gold tower should NEVER have been given away as an essentially free gift.
It was probably done just to show people how good it was in the hope they would use gems to get more. Pretty transparent marketing ploy, and one that's a good one which DOES work when used correctly. But it's use for this item illustrates an unfathomable degree of ignorance of the in-game economy by BB.
The worst consequence, as you say, is that new players have missed out on a massive bonus.
And unfortunately, your idea of a gold sink completely fails to address that problem... It just puts those without gold even futher behind.
Actually, I think the fact a lot of players started to use x3 buffs in goldproduction (as we got a solid supply of such buffs in Employee of the month) really screwed this up..
"Lowlevels" started to use it even if it's not sustainable (in the long run, the way they use it) and highlevels built a lot of new coinages.
Sharpielein
01.03.14, 06:50
Actually, I think the fact a lot of players started to use x3 buffs in goldproduction (as we got a solid supply of such buffs in Employee of the month) really screwed this up..
"Lowlevels" started to use it even if it's not sustainable (in the long run, the way they use it) and highlevels built a lot of new coinages.
The problem is that while Gold Ore is used in the x3 buffs, there are a lot of Coins coming into the game - but no coins leaving.
But as I said, the issue for "Lowlevels" is not as much that there are highlevels earning 30-50k coins per day, but that a single purchase in the shop for €10 gives about as much advantage as 1 year playing the game normally - but then, afterwards, they find themselves running into a brick wall which they can overcome only by spending BIG money on the game, which will cause them frustration and force them to leave the game.
It is nowadays very easy for any player to spend a bit of pocket money to gain as many coins as they need to upgrade their entire island to level 4 - but then, they are stuck for a long long long time, finding themselves making absolutely no significant progress for months on end, because their island was unnaturally grown.
You gotta think like that: One single purchase of an Improved Silo (€10) gives you enough coins to upgrade 80 Beginner and Intermediate buildings from level 3 to level 4.
Afterwards, if you have the typical lv30 army, it will take you roughly 3-4 weeks(!) to get enough granite to upgrade a single one of these buildings to level 5.
That said, it feels very odd to start the game, build a significant island and upgrade everything you own, including the Barracks, to level 4 within 1 week - then having to spend 6 months to get your hands on the resources required to upgrade just the Barracks alone from 4 to 5.
Sharpielein
01.03.14, 06:54
The worst consequence, as you say, is that new players have missed out on a massive bonus.
And unfortunately, your idea of a gold sink completely fails to address that problem... It just puts those without gold even futher behind.
Since the game is not a "My island is bigger than yours" kind of game, it does not matter that low levels are lagging behind.
What matters is that the easy availability of huge amounts of coins which are now flooding into the game causes a highly unnatural growth on low level player's islands.
I remember that I got about 1 building per week from level 3 to 4 or 4 to 5 in 2013 and that was a smooth, natural growth process.
Look at what I wrote above, new players will simply not get that feeling.
They will upgrade everything to lv4 fairly quickly, then run into a brick wall.
AmySafeunderdark
01.03.14, 08:28
I remember that I got about 1 building per week from level 3 to 4 or 4 to 5 in 2013 and that was a smooth, natural growth process.
Look at what I wrote above, new players will simply not get that feeling.
They will upgrade everything to lv4 fairly quickly, then run into a brick wall.
Not if I can help it :)
this is a perfect opportunity for everyone to help new players get going.
So the perfect solution I have:
Share the wealth, share the fun, share the love.
You will be surprised what it can do.
I can do magic me. ;)
http://www.safeunderdark.com/_assets/images/funny_heart.gif
Love,
Amy
Wreckless-
01.03.14, 14:38
There was always a brick, or rather granite, wall when upgrading to lvl5 buildings. I'm lvl 50 for quite a while and I am still upgrading some buildings to lvl5, mainly because the upgrade is so expensive, takes so long and gets you only a 25% increase in production.
There is an inflation, caused by the 3x buffs and the low lvl players don't have access to 3x buffs and lvl5 goldmines, -smelters & coinages, so they are at a disadvantage.
A coin sink doesn't change that.
With the 3x buffs it just takes less time to make more coin.
The number of coins produced on a server will always increase, as players increase their production. Thus prices on resources will increase. This is natural, and can in no way be stopped, unless you introduce a way to take coins out of the game. Just accept it.
AmySafeunderdark
01.03.14, 17:05
The number of coins produced on a server will always increase, as players increase their production. Thus prices on resources will increase. This is natural, and can in no way be stopped, unless you introduce a way to take coins out of the game. Just accept it.
Agreed and how about more players ?? that also increases the number of coins and resources to :)
http://www.safeunderdark.com/_assets/images/funny_heart.gif
Love,
Amy
Wreckless-
01.03.14, 17:12
The number of coins produced on a server will always increase, as players increase their production. Thus prices on resources will increase. This is natural, and can in no way be stopped, unless you introduce a way to take coins out of the game. Just accept it.
Inflation is a result of coin production outpacing the production of other goods.
The creator of the universe has failed to produce a fix for greed, it's a little much to expect BB to be up to the task.
Wreckless-
01.03.14, 19:00
Optimizing your productivity is not greed. The correct technical term is "rational behavior".
Try it. ;)
AmySafeunderdark
01.03.14, 19:30
The creator of the universe has failed to produce a fix for greed, it's a little much to expect BB to be up to the task.
lol if greed mean players will save lots of money, wouldn't that mean there would be less coins "free"in the game.
So would that not solve the problem of have too much coins ?
just asking :)
http://www.safeunderdark.com/_assets/images/funny_heart.gif
Love,
Amy
Bluesavanah
02.03.14, 03:17
I'm playing on a different character on Northisle, no gold tower, no extra building license from gems not even the ones you get from levelling, I lack for nothing generate plenty of cash, can do two IotP a day. Your theories are flawed, yes there's more money in the economy and stuff cost more but also what I get sells well and from experience its far easier to generate the coins for that 3-4 upgrade so it actually makes the game easier for new players.
If helped properly with proper production chains it's a cakewalk compared to when this character started last June.
The principal problem the game has at the moment is it's losing players through boredom, every time the game loses a high level player that's a huge chunk of resources not being pumped into the economy. Lack of supply plus increased demand equals price rises. The new silo's are an enigma they are high priced because there's demand.
This is not a game suggestion, it's only a general whine and does not belong in this part of the forum
I've realised from some of the subseuqent posts that the complainst here isn't gold inflation, but gem DE-flation - OP is just complaining that people have to spend less money on gems for the same result now than they used to.
Very misleading original post...
Ahhh - the good old days;)
-when you could sell a stack(400) of marble for 100gc, buy a gem noble for 150gc
-buying 10k water meant setting up 25 individual trades
-there were never mods in g-7 (and trade was a refuge from g1)
-granite was half the price of gc
-you could not move buildings
-we only had generals taking 200 troops
Totally agree - it was all much better before...
AmySafeunderdark
02.03.14, 18:36
Ahhh - the good old days;)
<snipped>
Totally agree - it was all much better before...
Lol this sound so like my mother :)
in yesteryears all was better...
But seriously: don't be misleading yourself, it was different, not necessarily better :)
this is a good game with a good real life economy
hence the same problems exists as in real life economy: inflation and deflation of values :)
http://www.safeunderdark.com/_assets/images/funny_heart.gif
Love,
Amy
Wreckless-
02.03.14, 22:36
Ahhh - the good old days;)
-when you could sell a stack(400) of marble for 100gc, buy a gem noble for 150gc
-buying 10k water meant setting up 25 individual trades
-there were never mods in g-7 (and trade was a refuge from g1)
-granite was half the price of gc
-you could not move buildings
-we only had generals taking 200 troops
Totally agree - it was all much better before...
Yes, I was still young and goodlooking then :D
BAAAHHHHHJJJAAA
03.03.14, 03:05
What you are asking to to change the nature of the game, settlers game based on an evolving economy.
Oh and its not inflation its deflation, as the value of gc has decreased.
Sharpielein
03.03.14, 13:03
The number of coins produced on a server will always increase, as players increase their production. Thus prices on resources will increase. This is natural, and can in no way be stopped, unless you introduce a way to take coins out of the game. Just accept it.
Congratz, you got my point... we need a coin sink that lv50 players will actually use!
Sharpielein
03.03.14, 13:07
Funny that people say this is just a whine / complaint / whatever post when it's blatantly obvious that there is one area of the game which is pretty much in a dead end (coins) and in need of further expansion.
I guess none of the people who complain that the suggestion to expand the game is allegedly a complaint share my idea that coins are a dead-end resource which gets produced faster than consumed at a continuously accelerating pace.
So I guess you guys are saying "we don't need to make coins useful in the end game".
Ok, then, have it your way.
I would rather have them be meaningful beyond selling to other players.
Sharpielein
03.03.14, 13:10
What you are asking to to change the nature of the game, settlers game based on an evolving economy.
No, I am asking to make coins useful in the long term.
Oh and its not inflation its deflation, as the value of gc has decreased.
So you're saying when you need to spend $10 instead of $1 on a gallon of gas, it's called "deflation"?
If you need to spend 12000 coins to buy a Watermill which used to cost 6000 coins, that means twice the coins get the same amount of product.
You may want to look up the word "deflation" in a dictionary before you troll more.
Wreckless-
03.03.14, 14:05
Indeed, coins should be made more useful. Perhaps barter should be banned from the trade office and all trade should be done with coin.
Barter should be limited to direct trade in the trade channel.
That shouldn't be hard to code and would fix it immediately.
It's rather simple economics:
The game allows creation of gold coins (currency). This is bad as now there is no real control over the amount of currency that can be generated.
There is no limit to the amount of currency that can be generated. Over time, this results in an increased accumulation of currency.
In order to decrease the quantity of currency in circulation, currency must be taken out. However, the quantity of currency withdrawn from the system did not rise in conjunction with the increased rate of currency into the system. In other words, people were able to put more currency into the system, then was been taken out.
In order to rectify the problem, there must be a way for currency to be taken out (increased sink holes, or some other mechanism to remove that excess currency).
Note, this is different from inflation. There is nothing wrong with inflation, per se. If everyone's wealth goes up by 10%, then the costs should also go up by 10% to keep things balanced. It only becomes a problem when costs do NOT go up, or people are introduced to the system with the 'old' level of wealth. For example:
2 Years ago, 500 gold coin to upgrade to level 4 was a lot.
Now, 500 gold coin to upgrade to level 4 is not nearly as bad.
If the cost to upgrade to level 4 had raised in conjunction with the relative wealth of the people, then it would remain as 'painful' as before and therefore retain its balance. This is one of the major economic flaws in the game. In fact, this can be generalized:
The System Costs, in gold coins, of certain activities (upgrades, explorers, etc.) has not properly risen to reflect the change in value of the underlying assets and economic conditions.
The fix: Introduce new, needed, mechanisms that require gold coin costs. For example, level 5 to level 6 upgrade could cost 20,000 gc.
conasatatu
03.03.14, 20:25
Hi, totaly agree with Sharpielein. This is a problem which is gonna escalate further more and the actions should be taken imidiately... For the sake of endgamers but most of all for new players...
I got bored here few minutes ago so i lit up The Settlers Hok map and i had a great fun upgrading my city (farms, residences and yes, college:D), made the army, killed some oponents, made more army and killed all bandits i could find:) great fun, took me the whole 1,5h... So... we have games like that and BB seems to not realise The settlers online is loosing its slow peace as a game you could enjoy for more than few days. The main problem imho is BB doesnt know whats going on in the current servers economy ( for example, have a quick look at the test server and we will be able to buy choco rabbits for eggs (!!) during easter... this was probably disputed at some BB devs meeting, ohh [removed] , none of them is playing in real server??) and TSO is an economy game, not "click all callectibles farmville" or start it up and get there fast in few hours and forget about ever playing it coz its just too easy with gems and uninteresting without them.
thanks for reading
Hi conasatatu,
Please don't use profanity on the forum :(
Thank you,
Fexno
DragoDragonhart
04.03.14, 01:15
Way to go Sharpielein. I believe you have nicely illustrated what is happening in the game. I also share your perspective since the last Christmas event, and I too believe a good fix for the issue is to introduce a nice “coin sink” to the game as you have “coined” the phase. I hope BB would consider the idea.
Bluesavanah
04.03.14, 19:28
It's rather simple economics:
The fix: Introduce new, needed, mechanisms that require gold coin costs. For example, level 5 to level 6 upgrade could cost 20,000 gc.
This could work, but the benefit of level would have to be small or maybe only for certain buildings that low impact on the economy (watermills for instance) certainly not coinages.
Bluesavanah
04.03.14, 20:02
No, I am asking to make coins useful in the long term.
So you're saying when you need to spend $10 instead of $1 on a gallon of gas, it's called "deflation"?
If you need to spend 12000 coins to buy a Watermill which used to cost 6000 coins, that means twice the coins get the same amount of product.
You may want to look up the word "deflation" in a dictionary before you troll more.
Its deflation when your income sky-rockets out of proportion, which is what happened after the Christmas event, prior to Christmas no one had free access to basically more 3x buffs than they can economically use, therefore you can easily create a clear 12,500 gc per day clear profit running coinages, buy up tons of lootspots, sell mountains of loot and granite (which is worth at least 2.5x more than it was prior to Christmas)
The game reflects the amount of skill and effort you put into your economy, it's harsher for the casual player than before Christmas, but also the rewards are higher up until you need level 5 buildings it's fairly easy, then it gets harder.
I mentioned Island of the Pirates earlier, nice easy adventure for casual player's, doable with 2 tavern generals and no blocking (577R 33LB 190C) now if the best loot drops on this you can clear close to 4k gc on Northisle so it's not so bad for new players / casual players at all.
everything has pretty much gone up in price so reaIIy its not a big deaI thats where the gcs go u buy something for 6000gcs u seII something for 6000gcs instead of buying something for 600gcs and seIIing something for 600gcs, gem price wiII go up because of this fact aIso so its not a case of everything becoming unaffordabIe because ur generating shed Ioads more gcs then u usuaIIy wouId anyway to buy things that u think are expensive but reaIIy they are not :)
ATHTHEMANIAC
06.03.14, 01:23
the prices make no sense to me...3000 watermill now is 7000 what because most people got a gold tower which produces 100gold a day when buffed..lol
prices are set by players if people dont pay the silly prices then they would come down every one should use some commnon sense and just sit it out..if there are 10 noble for sale at 800gc and no one buys any then sellers will have to drop the price or be lumbered with thier nobles...its the buyers who cause prices to rise.
same for all those selling silo+ for 50kgc...no one buys then they will have to drop in price....so why rush to buy 1 ?.....
if you cant wait then dont moan about the skyhigh prices if your silly enough to pay them....thats my thinking :)
Well agree to some point with you ATHTHEMANIAC, but do consider the fact that most people have 4 gold towers which give them between 4 - 6,4k coins a week (depending on how often they are able to buff them) and the new triple buff badges also made people invest in coin chain, which means a lot more players are producing coins compared to before.
These two things make coins more common and worth less....so there is a point to be made about the coin value drop since these changes were made by BB.
It's a balancing problem caused by the introduction of X3 buffs and gold towers. Only solution I see is taxation of high level players. Its the how though that is going to be tricky. Maybe increase the price of posting trades beyond the first one e.g from 3 to 100?
Haven't read through the whole thread, but this is the curse of pretty much every single MMO out there.
Can't say what others would do, but the OP's suggestions would probaly not mean anything at all for me, I wouldn't pay huge amount of gold for such things.
I have to agree with one of the first replies: there is no fix.
ATHTHEMANIAC
06.03.14, 13:06
shelob81 most people have 4 gold towers...not sure that is correct myself...unless most people are lvl 50 ...and if you are correct that most people have 4 gold towers then thats 400gc a day and only 2800gc a week unless again they are triple buffing them 24/7.i would estimate that that not even most people between lvl 45-50 have 4 gold towers myself but i could be wrong.also if i am lvl 50 and have 200k gc in my storage whats the point of getting another 8000gc to put in there ?
all thats happening is prices go through the roof so every one invest in gold chain meaning even more gc in the economy,point is if gold is common/worthless why do people want so much of it..lmao
Bluesavanah
06.03.14, 16:48
shelob81 most people have 4 gold towers...not sure that is correct myself...unless most people are lvl 50 ...and if you are correct that most people have 4 gold towers then thats 400gc a day and only 2800gc a week unless again they are triple buffing them 24/7.i would estimate that that not even most people between lvl 45-50 have 4 gold towers myself but i could be wrong.also if i am lvl 50 and have 200k gc in my storage whats the point of getting another 8000gc to put in there ?
all thats happening is prices go through the roof so every one invest in gold chain meaning even more gc in the economy,point is if gold is common/worthless why do people want so much of it..lmao
Because FT lootspots aren't exactly cheap, they weren't cheap before either.
...and if you are correct that most people have 4 gold towers then thats 400gc a day and only 2800gc a week unless again they are triple buffing them 24/7.
Just to clear up any calculations I used: yes, I have 4 gold towers on my island, which in total produce 226gc/12 hours. That comes down to 3164gc per week unbuffed, which means 6328gc when able to buff with baskets (that's why I estimated 4-6,4k gc for people with 4 towers). And if you are crazy enough to use triple buffs that would even become more.
That is why I made that comment about the balance being off at the moment by adding these buildings and buffs. This game is based on an open market concept, which means adding more coins into the system makes them less hard to come by.
Example:
For now, granite (for example) is still hard to come by and people use granite and other resources to compare the value of gc to. So if the game keeps the same amount of granite available (let's say 100) and in the old situation the game had the same amount of gc (so again 100) people would value them the same (which they did for a while). Now people are creating more gc compared to granite. So lets say there is now 200 granite, but 600 gc in total. That means people would pay 3x more for the granite, because its less available, and that is what we see happening in the game.
Wreckless-
07.03.14, 10:51
When prices go up, it's called inflation. On no planet is this called deflation.
And the extra coin don't come from the goldtowers, but from the 3x buffs.
Get your facts straight before commenting.
inflation is when the price of some item goes up, if everything goes up 35% or more almost over night that's because the currency has deflated in relation to the other goods. if you think this is inflation you shouldn't really be playing a economic's game
Wreckless-
07.03.14, 11:16
inflation is when the price of some item goes up, if everything goes up 35% or more almost over night that's because the currency has deflated in relation to the other goods. if you think this is inflation you shouldn't really be playing a economic's game
So what is it now? Inflation of the prices, or deflation of the value of the coin?
De-evaluation of the coin relative to scarce commodities (granite). Sparking an inflation in prices of goods. Onset by introduction of multiple new economic impacting artifacts (gold producing towers, cheaper triple buffing). In addition to standard inflation due to accumulation of wealth by aging players who have few outputs for their wealth.
BUT, is it REALLY a problem?
People make oodles of coin and are willing now to pay 3:1 for granite instead of 1:1.
That means those who have granite make 3x as much as they used, increasing their personal wealth, which they then fill back into the market.
So yes, the buying power of a single gold coin has diminished, but the abundance of it has increased. This is not necessarily a bad thing, until you start looking at items whose costs did NOT increase in conjunction with the de-evaluation of the GC (building upgrades).
If we use granite as an example, it used to cost 500 granite (500 granite for 500 gc) to upgrade a building to level 4. Now it costs 166 granite (166 granite selling for 500 gc) to upgrade the building. Therefore, to keep the system sane, the price of upgrades should increase with the market value.
(Another way of looking at it is, in an open market as this, all items should participate in the activity of the market, rather than some being stuck with old/static prices).
Wreckless-
07.03.14, 12:09
deflation of the coin
Yes, but most people prefer to call that inflation. :D
And the extra coin don't come from the goldtowers, but from the 3x buffs.
Get your facts straight before commenting.
So, according to you, up to over 400gc extra from gold towers per day (unbuffed), aren't extra coins at all?
Nice "facts", Einstein.
Rafnir.. No, not compared to the 3 times more from coinages..
Actually, I think the fact a lot of players started to use x3 buffs in goldproduction (as we got a solid supply of such buffs in Employee of the month) really screwed this up..
"Lowlevels" started to use it even if it's not sustainable (in the long run, the way they use it) and highlevels built a lot of new coinages.
their shouId be some type of gambIe system put in with great prizes buffs, buiIdings etc and costs coins to use maybe a new buiIding even if u have to prove ur 18yrs of age to keep it pegi-7 safe or an option to buff ur whoIe isIand using coins so they dissapear from the servers or some kind of perk is the onIy way reaIIy to stop it happening or BB wiII have to keep up with pIayers IvIing up buiIdings aIot faster and the boredom settIing in making new content :)
I'd say a more feasible way to even out the economy would be to introduce a new tier of resources and new expensive ways of procuring said resources. I don't think gold coins will ever hold the value they used to.
Why should BB fix this, it's a player created problem. It's in your powers to fix it yourselves.
their is no where for the gcs to dissapear so after 3yrs worth of making gcs their are aIot of them Iaying around Dorotheus wouID u have us aII destroy coinages or something? IoI :)
their shouId be some type of gambIe system put in with great prizes buffs, buiIdings etc
Bad idea, and will probably never happen.
Blizzard considered some kind of casino in World of Warcraft several years ago, but scrapped the idea, since the game would become illegal in some countries, ie Turkey and Greece.
yeah i just meant Iike if u have an option to donate gcs in ur guiId house then once u have reached a certain amount everyone in guiId gets random bonuses,buffs,buiIdings? just a way of getting gcs off the server i know they have to keep it pegi-7
Wanderer-nl
16.03.14, 05:51
Wow, I's for l's are really hard to read :S
i spiIt vodka and orange on my keyboard now a few keys dont work pIease dont post in forum if aII u do is point out grammer mistakes its a bit pointIess as it wont fix my keyboard, What a W*cough*
Duong_TonThat
19.03.14, 08:13
Intro:
- Re-introduce the "Mysterious Architect Box" as a permanent feature (maybe replace Christmas tree with a Low Wall or so) and sell them at 5000 coins a piece.
Maybe good idea, but BB want to sell gem, Not gc
- Gem pit buffs: Double production on the gem pit for 1 day - cost: 2000 coins.
NO, what if i already have 10pit, will be unfair for those. Maybe gem refill but why BB need to do that. You have to understand they do business here
- Medikits for 500 coins in the Black Market.
Medikits will introduce but will be gem or bean. But i agree with this
- General "instant travel": 1 general, 100 coins - general arrives with no delay.
NO, gen will be reduce time travel through tech skill. Im not agree with instant travel even using gem.
If u want to make instant kill, u already have RS and week potion
Wreckless-
19.03.14, 11:25
Bribe an enemy chief: for a number of coins, he will just walk away and take his men with him.
Can only be done once in an adventure.
Not if I can help it :)
Share the wealth, share the fun, share the love.
Very nice of you = best post ever = Thanks dear Amy , you make me feel home in this weird world = After 6 months still looking for a partner in crime/play/buff/fun etc .. None found = where is the social part in this game ?
A lonely stettler far away + Gam
I agree with having more to spend coins for.
The instantly arrive at adventures for gold-coins would be awesome!
Well if you want to spent more gc ::coins:: , then ask BB to change the geologist and explorers, so in future you have to pay for deposit searches( geologist) and treasure searches (explorer).
Just like we now have to pay for adventure searches, so the price goes up for more expencive deposits searches,and different prices for short, medium, long and extra long treasure searches.
I am sure that BB wont mind to charge for this, and it sure would take a load of gc out of the game, but I dont think it would be liked by many ;)
guiId donation 100 members = 100kgcs 50=50kgcs once acheived the guiId gets a 24hr buff on the whoIe isIand couId even doubIe the costs if thats 2 Iow but this is a sure way of draining tons of gcs from the server and something we can aII aim for better then guiId quests anyway IoI
Bluesavanah
25.03.14, 03:54
Saw someone offering 27k gc for a storehouse on Northisle on Saturday and they wanted 3. People it doesn't matter what you suggest because there's not a gold sink big enough to keep up with the money that's being generated in game at the moment.
Anything that is dreamt up will just penalise the average guy who makes a few hundred gold a day and do absolutely nothing to those who are making silly amounts.
Saw someone offering 27k gc for a storehouse on Northisle on Saturday and they wanted 3. People it doesn't matter what you suggest because there's not a gold sink big enough to keep up with the money that's being generated in game at the moment.
Anything that is dreamt up will just penalise the average guy who makes a few hundred gold a day and do absolutely nothing to those who are making silly amounts.
Progressive wealth tax? All assets are appraised at a gold coin equivalent value. Tax is applied with the higher wealth players paying a higher proportion of tax. This is done daily as part of your logon 'bonus'.
Alternatively they can introduce level 50+ content that is extremely expensive from a cost perspective. For example:
To upgrade buildings from level 5 to level 6, need to use 1000 Obsidian.
Obsidian can only be obtained from the Merchant Shop in exchange for Gold Coins.
People will wish to sell their stuff to get gold coins. Because there will be more incentive to make gold coins there will be more incentive to sell items for coins. Since there is more people selling, the prices will go down. Eventually an equilibrium will be reached where the amount sold for gold coins for obsidian is line with the extraction rate. (This is up to a BB Economist to determine what is the resource extraction rate on the server and put into place mechanics and incentives with adjusted prices to balance out that extraction rate).
Coin equivalent value, sorry to break this to you but no such thing exists.
Coin equivalent value, sorry to break this to you but no such thing exists.
In BB's mind there is (put another way, BB dictates what the coin equivalent value is for each item).
in the end if something aint done everything wiII become worthIess as gcs are pIentifuI res is being produced far greater then used, their are a few good ideas here wouId Iike some imput from BB on the subject and a fast growing probIem wouId be nice for a change :)
In BB's mind there is (put another way, BB dictates what the coin equivalent value is for each item).
BB have set the GEM price of some items, it is us players who are setting the coin price of items in game. As for why coin equivalent value can't exist, it's because each server has it's own trade.
If you don't like the current prices start trading at the prices you find agreable. It's in your power to do this, fail to do it and you have no right to moan about the result.
Wreckless-
26.03.14, 07:07
BB have set the GEM price of some items, it is us players who are setting the coin price of items in game. As for why coin equivalent value can't exist, it's because each server has it's own trade.
If you don't like the current prices start trading at the prices you find agreable. It's in your power to do this, fail to do it and you have no right to moan about the result.
No, it is not in our power to do this. You don't have a clue about economy do you?
Actually there is a fix, removal of gold towers all at once, removing coin production and refunding the cost, inflation will stop gradually and prices deflate.
But, problem might be deeper than you think, ask yourself, does BB really want to stop the inflation? :rolleyes:
weII its good news for BB, peopIe wiII spend reaI money or are more IikeIy to if u get more gcs for thier gems which they shouId 5gcs a gem was pretty Iame but then they need new res, new buiIding chains, res sinks, coin sinks that keep up with the production of the server the baIIoon event was ok bit Iong winded but that was a res sink so they need a few more of these types of events, they need a whoIe new buiIding chain that uses hard to get stuff to make and Iots of it, they couId aIso make IvI 3+ buiIdings aIot more expensive in gcs as buiIdings are getting easier to upgrade now
get ready for the most expensive easter! agree the events would be good every 3 months say for a week a time or something. i think imyourmum has it covered there so instead of bb bringing out these extra vanity windows how about they make us pay to clear areas of the islands stone like they said so long ago and make pvp that costs a fortune to send troops to islands and let us buy more building licences and expand our islands the same way they do in dubai i have far to much blue stuff on my map that would make great land mass for my exo trade but ofc i would like to sink gold into all of the above. it will fix for 6 months to a year subject to cost but you need regular sinks. although my skimming on the subject via another post ever little bit would help.
http://forum.thesettlersonline.com/threads/27797-trade-slot-increase-from-30gc-to-100gc
Today im going to adress a certain financial problem thats mostly applying to older servers but will eventually apply to all.
Due to greater buffs and new golden towers there has been an increased rate of produced gold coins.
This has lead to the point that trades are just increasing in the costs of gold coins all the time.
I dont see how this trend will stop unless you introduce a new way to reduce the ingame ammount of gold coins.
Because as we all know the less ammount of a currency / resource there is the the greater the value it has, and therefore this will stabilze trades.
So here is some ideas to how this can be done without punishing the lower lvl players (those without gold coin producing buildings).
First of all you could create somthing in the merchant that could be bought for gold coins. (It dont have to be a crazy buff or a badass general, just somthing that ppl would buy and use, it dont even have to be expensive. But ofc the more it costs the more efficient it is.)
What i think would be the best in this case would be a completly new resource that could only be aquired for gold coins. (cause if you can get it elsewere ppl will either only buy from merchant or never do it, and that wont work.) Use grout for this if you want, then you almost dont have to do any work at all to implement this gold sink. Allthough i must say that grout works fine as it is. A event resource.
*But for this to work perfectly it has to be somthing players will keep buying and in this case grout will only be bought untill you have fully upgraded all buildings.
Second idea:
There can also be added a minor fee on sending your general to an adventure. (this cant apply to all adventures as it would punish low lvl players, so mainly the epic or higher lvl adventures).
Third and possibly the best idea:
*I know many players will not like this one since they use a lot of troops.
But implementing a very small recruitement fee on troops will also do the trick.
For this not to punish the low lvl players this must not affect the basic troops like recruits and bowmen.
But lets say the scale went like this R = 0 / M = 0-1 / S = 1-2 / ES = 2-3.
* the ammounts are messured in gold coins.
So to train 1 unit it will cost this many gold coins. This sounds very expensive but can do a lot for the economy, but it can even be per 5 or 10 units u train if you are willing or are planning to change the ammount of units trained at a time.
and comeon... we should pay for our troops, they arent just slaves.
So if you are willing to change the ongoing curve of continuesly rising prices i would hope that you embrace one of these ideas and implement just 1. It would do a lot for the economy. I know low lvl players that cant buy stuff on trade office cause everything is too expensive and high lvl players that dont touch either trade office or loot spots cause the prices are too high now.
(players feel free to comment below, im sure many ppl have their oppinion and some share my consern of gold coins going totally useless)
As we know, prices vary considerably between different servers.
On Northisle, if I compare the current price of a sample of items to a published list last updated in May, a lot of the lower-level items are considerably cheaper, whereas those often bought by higher-level players such as granite have certainly increased.
I'm not sure exactly which servers you class as "older", but over the first few months of this year the prices of a large number of items on Northisle seemed to double, but it has now settled down as reported above.
Of course from a higher-level player's perspective the current prices are shocking!
Im not sure how the prices are on other servers as i only play on this one. But ive heard from others that prices are rising. And if the problem exists here with to many gold coins why should it not apply to all the other servers?
For example prices on a noble residence on sandycove is now between 2-4k gc´s making it very hard for low and medium lvl players to grow in population without having to spend to many licences on houses.
The price on a frozen manor has went from 10-30k and are now up to 60-75k this year only.
lootspots prices are growing higher by the hour.
Granite are now on a ratio thats 1:5.
Prices on almost every item have increased rapidly on our server during the last couple of months allthough the ammount of avaliable resources on trade office havent decreased.
I'm afraid it's too late for such a simplistic fix to work, at least on Sandycove anyway. A lot of the time Coin is not the preferred medium of exchange. A couple of nights ago when looking at the prices of Noble most were selling for Granite not Coin.
The problem is that as long as their is a item be it Granite, beans or stalks etc which are no longer directly useful for high end players those items will become used as a trade medium thus placing items out of reach of the lower level players whim have yet to have reached a level where they can obtain them by game play and not trade.
Also these players don't care how expensive things are because they have already brought everything they need so what we need is for new things to fulfil their wants.
loot spot prices and weapons are rising because ppl are panic buying with the threat of weapons being removed from adventures so players are stockpiling and because the value of weapons have risen so have the prices of lootspots..as for manors there still around the same price on my server as to what i was getting them for at xmas..no doubt at xmas if they bring out the architect boxes again prices will drop..
Just get BB to create a fabulously building that does nothing but is ludicrously expensive. Ideally something that takes up little room say the space of a flower bed but is extremely visible - say a sky rod or something. Make it 1 million coins and voila job done as I'm sure there will be players that will buy it as an achievement ;-)
BAAAHHHHHJJJAAA
20.09.14, 12:12
Sorry but i think you are wrong.
The devaluing of GC occurred around a year ago, it has nothing to do with the buffs or the towers it is because they allow refills to be traded.
If BB removed this and made it so that you could only obtain refills via adventures or from the merc then a degree of stabilisation would occur however it is well past the point of return now, players have this idea that " I can get 65k for a Frozen Manor therefore I shall list it as that" and then that's how prices stay as they are.
The price of every other resource has increased along the devaluing of coin, Bronze is like 70-80gc per k now on NFL.
The thing is new players have it easier than ever before, they don't trade in stacks they can get premium loot/more loot, it is now easier to obtain a faster general than ever before.
I know 3 players that have gone from level 1-50 in the past 3-4months, back when it would take players months and months (even a year in some cases) to hit 50 players now do it easier than ever before, so it is not that hard for them.
so you you dont think the fact that we are now having stronger buffs that provides a larger profit and towers that make wheat to gold coins, dont add to the devalueing of gold coins?
Maybe it wasnt a great idea with refills, but i personally like it. ( not that i use it very much )
but for those who are not arround to rebuild mines whenever they deplete its a great addition to the game.
To adress Dorotheus comment:
Most of the times when ppl trade its cheaper to do it with other resources than gold coins and therefor ppl do it. And this is just the way settlers trading system works wich is great. But the fact is that if you look on trade office im pretty sure that most of the trades still are offered and bought with gold coins. And if they keep devalueing the price will keep rising on most or all trades that are traded with gold coins. This affect the lower lvl players that dont produce great ammount of gold coins or other resources for that matter. Maybe its easier to lvl nowadays. but im pretty sure its harder to aquire the buildings that you want and need now in the lower lvls. Personally i dont think that this is in order. A noble residence should not be hard to get for new players on trade office since it dont even cost 100 gems, but its a great way for them to save gems in order to one day buy a stronger general.
Why is it better to trade with other resources than gold coins?
Well these resources are used for a lot of stuff and their value dont change much or in quite the same pace that gold coins do. The reason to this is because there is a huge sink for every other resource than gold coins. Every resource is used for some building in production or upgrade, and coins mostly are just used for upgrading buildings wich is the problem. cause when you have upgraded 1 building you will never have to upgrade it at that lvl again and therefor this kind of gold sink dont work in the long run.
One way to fix this would be to remove gold coin as a Trade able resource. cause then ppl would have to use stable economy resources for trading. But i dont like this idea since its good to have one form for currency or call it a common used resource for trading. It makes trading easier and faster in most cases.
The answer to this problem dont really lie in more content as this would just shake the market arround and not work for more than a few months when the content isnt new anymore. We need somthing new that will be used all the time. Say a new resource or buff that everyone needs and never will stop needing, or just a small fee on soldiers ( so small that you dont really notice it in the everyday, but high enough to affect the global market).
Salem_Warrior_1
20.09.14, 13:09
BB flooded the market with buffs. thats the problem remove them
although i can see your thinking your wrong. charging for troop building ect will make it harder for the lower lvs. higher will just add a little to lootspots to reballence thier losses
not really since the low lvl players dont use that many troops and they almost if not completly rely on free or cheap units.
and we are talking so small numbers per adventure that loostspot prices will only be affected with say 50-100 gc´s in the beginning untill the prices of them dropp again.
however when the lootspot rises a little in price everything else will fall down to a cheaper state. and to me its okey to see a momentarly rise in the price of a lootspot if it fixes the prices on the rest of the market.
If the fee on creating troops are to great then some will stop making them. thats not the idea, the idea is to make the fee so small that it dont really matter for ppl.
Salem_Warrior_1
20.09.14, 13:22
so i put a rainbow on a fast special gold mine......sell ore.. lots of gc's
and pay little gc's to train troops..
i still made 20kgc's...
thus ive more to pay for resorces ect
like i said your wrong and cant see the real pic
Well i totally agree that the stronger buffs ruined increases the ammounts of gold coins a lot.
But if they dont want to remove them from the game again as i think that they dont, we need alternate ideas to stabilize the market again.
It's all very well asking for a sink but we have got to ask how big a sink do we need. At the very least I figure it's got to consume 5k coin per day minimum, less than that and it's not going to be effective. Next it needs to be something which only apply's to those with the high powered economies who are currently in the position of being able to dictate trades prices due to the volume of trades they are able to do. I'm currently thinking along the lines of island colonies where it costs to ship goods from one island to another with each island being unique is one way or another and that you several steps before a island is available for use. I'm still fleshing it out at the moment.
Wreckless-
20.09.14, 19:20
If you want to big players to pay coin, an upkeep for an army can be introduced. A professional soldier, from cavalry up, should require an upkeep. Perhaps 1 coin per 10 soldiers each day and twice that for elites and canons.
Yes we discussed that idea yesterday in global chat and it could work. but the downside to that is that you could just kill off all your units before the upkeep is due.
and it would not be fair to the inactive ppl. so i still believe that a fee for training the professional units would be more fair. but your idea would still work. :)
If you want to big players to pay coin, an upkeep for an army can be introduced. A professional soldier, from cavalry up, should require an upkeep. Perhaps 1 coin per 10 soldiers each day and twice that for elites and canons.
Yes we discussed that idea yesterday in global chat and it could work. but the downside to that is that you could just kill off all your units before the upkeep is due.
and it would not be fair to the inactive ppl. so i still believe that a fee for training the professional units would be more fair. but your idea would still work. :)
Sorry but this would be totally wrong and would alienate a load of players. Currently the game consists of people that enjoy adventuring and people that enjoy the trading aspect. I would say that generally its the traders that get rich in coin and or other resources so to suggest that someone that has a big army should pay an in-game tax without thinking through how that will alienate some players is just plain crazy.
Its not adventures that makes people rich its the trading of the resources either farmed from your island, or obtained from adventures that causes a market to occur. There are many players that have a big army that do maybe one big FairyTale adventure per week, say at the weekend, then they often spend the rest of the week rebuilding and doing the occasional small adventure. They need a big army to sustain those types of loses in one go and that's their playing style. This type of player often doesn't have huge amounts of coins to rebuild their army hence why they do it slowly.
If the concern is there is to much coin in the market then tax it at the point it impacts. Make every trade have an associated trade tax or similar. That way the distribution of resources will take coins out of the game. After all someone that just sits on their coins isn't impacting the market - its the traders that impact it.
The idea is to have the tax or training fee so small that it dont affect your gameplay. its just for removing some coins from the game. just like the fee on trade office.
ppl dont trade less cause there is a small fee... but they would if the fee was bigger. then ppl would stop trading or just trade trought freinds list.
lets say you pay 1 gc to train 10-25 millitia, that would in no way affect how many of them you train. but ofc if its 1 gc per millitia it would.
Im sure even the traders do adventures. I do both adventuring and trading every day.
People do trade less because there is a small fee. Many people place 1, 2 or 3 trades at a time but not use all the trade slots due to the cost of using them. Also many people trade more through friends that the market thereby avoiding the trade cost. I know many people that have grown in the game by focusing on a single resource and farming it in isolation, often trading it on to 1 or 2 players who then sell it on further at a profit.
My point though, was that to tax the army is (in my opinion) wrong. Why penalise the player that doesn't cause the insane market prices and leave the player who does impact the market prices to continue unaffected. This is especially important when we don't know the impact of the current battle balancing activity as currently we don't lose many of the high value troops but if test reflects live (and I hope it doesn't) we are all going to start needing to replace those high value troops a lot more often.
Well i can definetly see your point and you are right about that.
But the thread is mainly a place to put ideas of how to reduce the huge ammount of ingame gold coins.
troop tax and training fee will do this along with a tax on trading. i would love to see trading wihout a tax still be avaliable but you are right about that it will affect the traders only. but a trading tax will proboably increase the prices on stuff rather than lowering them. But it would definetly lower the ammount of gold coins ingame.
But the thing i got to ask is... will the tax only apply to trade office? cause if its so then ppl will just start using trade trough freinds list even more frequently.
and if not then trading in low lvls will be harder.
i would love to see trading wihout a tax still be avaliable but you are right about that it will affect the traders only. but a trading tax will proboably increase the prices on stuff rather than lowering them.......
But the thing i got to ask is... will the tax only apply to trade office? cause if its so then ppl will just start using trade trough freinds list even more frequently.
and if not then trading in low lvls will be harder.
You say a trading tax will increase the price of trades, well don't you think that a troop tax will increase the cost of adventures and therefore the cost of loot spots?
More importantly a tax of any kind will actually make many leave - my suggestion re traders was purely to speculate that I think its the hard core trading community that accumulate the coins and impact the market. There's many things BB could do and everyone of them will impact the game in some direction.
I would suggest its more about the age of the servers, the longer they exist the more coins and wealth they generate leaving those that start much later disadvantaged unless they find themselves a niche, such as hard core trading, selling of Loot spots from spewing out dozens of Roaring Bull or FairyTale Adventures every week.
Give it another 12 months, and if the game is still going, granite will start coming down in price as many more hard core players have all their island at L5.
And whilst on the subject of server age, I think back to the beginning, people thought a fair price for gems was 3 coins, that made it a lot easier for people to buy gem giftable items, now its 20 coins or more - I often see Nobles being sold for 2k+ coins these days. So whilst you may think coins have become devalued, others will say its for gem giftable items the its harder to buy good stuff with coins for the newer players. So how does taxing anything, troops or trades help that situation as some people will say that gem items should increase even further making the divide between new and old players even larger.
So in summary, I am not in favour of any sort of tax. Offer players the ability to buy non tradeable expensive items for vanity and status, that will take gold out of the game quicker and have negligible impact on adventures or trades. I can imagine a situation where I would be happy to throw 50k coins away to have a statue that doesn't impact my building spaces but says hey look at me I can afford this. Then I may want one at 100k, then 250k, then 1M. Yep, whilst the game isn't player against player there is a status thing that people will always throw money at........
Bluesavanah
21.09.14, 19:33
I can't see for the life of me why BB would even consider this a problem in fact they probably see it as a blessing. Consider it from a new players prospective he/she is probably more likely to buy gems than at any other point in the games history. I'l use a figure of 3k gc for a noble residence ( just checked market on Northisle and Sandycove) so for £5 a new player that has no idea about gem sales and such he/she can accumulate 21k gc. This amount is more than enough to upgrade a large portion of their island to level 4.
If you look at it from the reverse position a new player looks in the TO and see's he/she has to pay 3k gc for a noble, I would think they are going to think for a mere £5 I can have 7 of those, both scenario's end in gem sales and BB wins.
Not saying the insane inflation we've seen in the last 12 months is ideal but do not expect BB to come fix it back to the good old days.
BAAAHHHHHJJJAAA
22.09.14, 01:49
so you you dont think the fact that we are now having stronger buffs that provides a larger profit and towers that make wheat to gold coins, dont add to the devalueing of gold coins?
No they are a contributing factor the same as more players hitting level 50 quicker, But THE biggest factor is the refills as you can't buff a mine with no ore in.
Not to sound smug, but I was making buckets of coin a year before you even joined, I have seen the change since the scales system was introduced, as I was a part of this system which either purchased buffs or refills. I was the first player on NFL to trade for x3 buffs and one of the first to exclusively buff his whole coin chain with x3 buffs, so with this knowledge and experience I can say with out a doubt that the trading of refills has CREATED this situation NOT the addition of buffs.
The buffs have added to it along with more level 50 players, Taylor adventures a whole catalogue of things but the refill trading has been the the turning point, as it unlocks everything. Removing the x4 and x3 buffs would not do a thing, but preventing players from trading gold refills would.
Having 200 rainbow snows does not give you a strong gold chain have 500k of ore does, because a limited amount of ore slows production.
You say about t taxing this and that and BB should do this and that but they have responded, the level 6 gold mines were not introduced to help, you will burn more ore and thus have to trade more or adventure more to obtain more refills.
The new battle system will be introduced this will limit of how much you can adventure, and intern how many refills are in the market.
Both of these things have been done either cap you play time (and thus your power to produce gold) or force you to buy refills with gems.
More importantly a tax of any kind will actually make many leave - my suggestion re traders was purely to speculate that I think its the hard core trading community that accumulate the coins and impact the market. There's many things BB could do and everyone of them will impact the game in some direction.
Give it another 12 months, and if the game is still going, granite will start coming down in price as many more hard core players have all their island at L5.
And whilst on the subject of server age, I think back to the beginning, people thought a fair price for gems was 3 coins, that made it a lot easier for people to buy gem giftable items, now its 20 coins or more - I often see Nobles being sold for 2k+ coins these days. So whilst you may think coins have become devalued, others will say its for gem giftable items the its harder to buy good stuff with coins for the newer players. So how does taxing anything, troops or trades help that situation as some people will say that gem items should increase even further making the divide between new and old players even larger.
So in summary, I am not in favour of any sort of tax. Offer players the ability to buy non tradeable expensive items for vanity and status, that will take gold out of the game quicker and have negligible impact on adventures or trades. I can imagine a situation where I would be happy to throw 50k coins away to have a statue that doesn't impact my building spaces but says hey look at me I can afford this. Then I may want one at 100k, then 250k, then 1M. Yep, whilst the game isn't player against player there is a status thing that people will always throw money at........
First of all i dont see why ppl should leave cause it cost like 50 gold coins more to do an adventure when ppl sell the lootspots anyway.
A trading tax or a troop tax for just having troops might do just that for some.
Second, the price on granite wont go down as long as new players join. but it will if we get less and less ppl that join. but now that you can buy a granite pit it will proboably follow the price on gems somewhat.
And last, a statue of some sort to show of how much gold you have aquired is not a bad idea. It satisfies those who wants it and will reduce the ammount of gold coins greatly if its expensive. However not all will buy it since you dont benifit from it so it might not work properly. But it is one of the greater ideas and it falls in under what i wrote in my first post. (make a item or resource avaliable at the merchant for coins). I personally would like to see a statue in there amongst say maybe some other items, somthing usefull aswell as most ppl would buy it then.
Edit: A Training fee or troop tax would not cause a greater gap between old and new players as it would be fair in the ammount of troops and wich ones you use.
I can't see for the life of me why BB would even consider this a problem in fact they probably see it as a blessing. Consider it from a new players prospective he/she is probably more likely to buy gems than at any other point in the games history. I'l use a figure of 3k gc for a noble residence ( just checked market on Northisle and Sandycove) so for £5 a new player that has no idea about gem sales and such he/she can accumulate 21k gc. This amount is more than enough to upgrade a large portion of their island to level 4.
If you look at it from the reverse position a new player looks in the TO and see's he/she has to pay 3k gc for a noble, I would think they are going to think for a mere £5 I can have 7 of those, both scenario's end in gem sales and BB wins.
Not saying the insane inflation we've seen in the last 12 months is ideal but do not expect BB to come fix it back to the good old days.
Im not saying that they should fix it back to the old days. Im just saying they should remove the growth rate of gold coins atm. They dont have to do so prices lower, at least not that much. But if they could just stabilze the ammount of gold coins then trading prices wouldnt rise, not that fast anyway.
I see your point. This may not have the best of "their" interest. But its neccesary for many players specially low lvl players that dont have or cannot afford to buy gems. Its their game too. And you cant get more on trading market for coins you get for selling gems later on cause you get more gold coins, you would just need more of them anyway. But it works for upgrades and tavern items since BB havent changed that price.
put a tax fee on troops would be incredibly stupid and will prevent new players to do adventures, further more it will affect the gq, especially for them with the *do and adventure losing less than 500 rec*
Why should non traders become victim of what traders created ?
Raise the costs of trades
put a tax fee on troops would be incredibly stupid and will prevent new players to do adventures, further more it will affect the gq, especially for them with the *do and adventure losing less than 500 rec*
Why should non traders become victim of what traders created ?
Raise the costs of trades
It wont really since that tax only has to affect the stronger units. but if its a tax on every unit it would. but that would just be stupid.
and i say it again. the tax or training fee should be so low that it dont affect the gameplay for ppl doing adventures. Even if its that low it would affect the trading prices.
personally i dont like the idea of a tax on troops since ppl can just kill the troops of before the tax is due and it would be far more expensive for inactive players compared to if they only had to pay for training the troops.
But if they just made a tab full of items or maybe just a single item avaliable in merchant for gold coins then no one would be punished. :)
So basically, what you want is to punish players like me with large armies doing a lot of 1 players adv's everyday, and that don't trade much and thus don't have much gc, is that it?
So basically, what you want is to punish players like me with large armies doing a lot of 1 players adv's everyday, and that don't trade much and thus don't have much gc, is that it?
You say you dont trade or have gold production chain or any golden towers?
cause just either of that would be enough to pay for a VERY small troop training fee.
I have a gold prod ofc, constantly paused as I don't have time constantly watching it in order to have it buffed, Gold towers I have too, and I say it again as it have been said over and over again, Goldtowers don't affect much in the game, trade I do but not much as I said, and a 10k+ army. This so called goldsink would only punish the ones with little gc, not the mega traders with hendreds of kgc.
Oh and I forgot in my previous post...
This is a huge -1 from me.
First of all i dont see why ppl should leave cause it cost like 50 gold coins more to do an adventure when ppl sell the lootspots anyway.
A trading tax or a troop tax for just having troops might do just that for some.
I would leave, as I think many others would to, as I would feel unfairly penalised by BB for doing adventures. I believe the fundamental issue you are asking BB to address is about taking coins out of the game to reduce the increase in trade prices yet you are also asking BB to penalise those who adventure often (yet may never trade) and leave the traders unaffected. Yet isn't it the traders that establish the market prices?
On your other point, In 2 months I will have been here for 3 years and I cant remember the last time I sold a loot spot. I would imagine it was probably about 2 years ago though. To say that people wont be affected as they sell the loot spots anyway is also not correct for significant number of players. Especially those that play with friends or in an engaging guild or actually just play at their own pace and mainly focus on single player adventures.
Astraldimension
22.09.14, 23:27
Its irritating when coins have devaluated alot,but thats it i believe.
Sharpielein
23.09.14, 05:58
Hmm, you're about half a year late ... http://forum.thesettlersonline.com/threads/27488-Stop-the-coin-inflation!
Read the thread and recognize that I was making that point in March - but rahter than posting ideas, the community shredded the idea that inflation was a problem.
On Northisle, the granite equivalent value of items like Beans/Gem bought stuff has actually dropped in the last 12 months, whereas the coin price has more than quadrupled!
[Thread merged in: "Gold sink due to insane increase of trade prices"]
the problem its not the coins.. its the gems.. the relation 1gem = xcoins. A VTV use to cost 500 coins, whats its price now? gem items r the problem and that problem wont go away never. the gem items arent gonna be cheaper, thats a fact.
you'll need more coins to buy gem items, so dont be a genius a try reduce coins..
do your job! make your map a map that wont need to buy any resource (immune to inflation of recources), so you can worry only about gem items.
dont spend gold in stupid things that you dont need. save gold!
You say a trading tax will increase the price of trades, well don't you think that a troop tax will increase the cost of adventures and therefore the cost of loot spots?
More importantly a tax of any kind will actually make many leave - my suggestion re traders was purely to speculate that I think its the hard core trading community that accumulate the coins and impact the market. There's many things BB could do and everyone of them will impact the game in some direction.
I would suggest its more about the age of the servers, the longer they exist the more coins and wealth they generate leaving those that start much later disadvantaged unless they find themselves a niche, such as hard core trading, selling of Loot spots from spewing out dozens of Roaring Bull or FairyTale Adventures every week.
Give it another 12 months, and if the game is still going, granite will start coming down in price as many more hard core players have all their island at L5.
And whilst on the subject of server age, I think back to the beginning, people thought a fair price for gems was 3 coins, that made it a lot easier for people to buy gem giftable items, now its 20 coins or more - I often see Nobles being sold for 2k+ coins these days. So whilst you may think coins have become devalued, others will say its for gem giftable items the its harder to buy good stuff with coins for the newer players. So how does taxing anything, troops or trades help that situation as some people will say that gem items should increase even further making the divide between new and old players even larger.
So in summary, I am not in favour of any sort of tax. Offer players the ability to buy non tradeable expensive items for vanity and status, that will take gold out of the game quicker and have negligible impact on adventures or trades. I can imagine a situation where I would be happy to throw 50k coins away to have a statue that doesn't impact my building spaces but says hey look at me I can afford this. Then I may want one at 100k, then 250k, then 1M. Yep, whilst the game isn't player against player there is a status thing that people will always throw money at........
vanity item for gold coins sound like very nice idea.
save gold!
That is entirely the problem.
Players have the ability to manufacture their own coins - a well balanced island can provide all the resources to make thousands a day. Gold towers, buffs, historical refill exploits have all added to a problem which was inevitable with this manufacturing of free money.
Once you have passed the lv3-lv4 upgrade stage there isn't much that takes coins out of circulation. Paying them to BB is the only way they go out of circulation - trading between players changes nothing; the coins have just changed owners.
The consequence is that a typical high level player has hundreds of thousands, if not millions of gold coins at their disposal. In this game a resource is only worth what someone is willing to pay, therefore traders increase inflate prices because they know that someone can afford it.
The end result is a market skewed heavily towards high level players where new players are increasingly reliant on the charity of the lv50. At the early stages of the game, income is pretty much limited to what the game rewards progress with. Few at that level can hope to trade competitively with the big traders.
The only solution I can see to this is to take a significant amount of coins out of circulation - maybe a "millionaire's Mansion" or something that costs literally a million GC - not a gem item, that solves nothing. Something VERY expensive for gold coins, but not a pure vanity object - something people will want like a population building. If you link it to an achievement it might tempt even more people. Or maybe a Lv6 upgrade for FT castle, or lv6 upgrades that don't need grout. Just make it harder for people to manufacture and hoard coins.
The consequence is that a typical high level player has hundreds of thousands, if not millions of gold coins at their disposal.
You mean like this.....
http://i.imgur.com/qYJpmWO.png
Astraldimension
23.09.14, 15:30
lol, save the coins.. (Where`s the Bank?)
I guess all resources go up and down in value and i know coins is the easy medium for many players assuming for trades..
but coins isnt the only resource to trade with.
I have to agree with everything Jim says here.
remove gold refill (and maybe coins) from adventure loot
less refill => less lvl 5 gold mine => less gold ore => less gold bars => less coins
very simple :)
Sharpielein
26.09.14, 05:25
the problem its not the coins.. its the gems.. the relation 1gem = xcoins. A VTV use to cost 500 coins, whats its price now? gem items r the problem and that problem wont go away never. the gem items arent gonna be cheaper, thats a fact.
you'll need more coins to buy gem items, so dont be a genius a try reduce coins..
do your job! make your map a map that wont need to buy any resource (immune to inflation of recources), so you can worry only about gem items.
dont spend gold in stupid things that you dont need. save gold!
Uhm... you can hardly "save coins" as fast as they're losing value.
Not gonna mention any names, but some players are earning an average 50k+ coins per day!
Anyone who is halfway decently smart considers coins a "hot potato", i.e. get rid of them as quick as possible in exchange for something more stable.
With VtV you took a perfect genius example because it's an adventure that people used as a cheap surrogate for Black Knights - and that one didn't become cheaper because coins are so hard, but because Map Fragments are now dime-a-dozen.
Oh, and for the record, since we're already there: BK with Premium can bring in up to 2700 coins (if all players get coin loot) - and high level players can do BK in less than an hour!
Why don't you take ClT instead as an example for adventure prices?
Used to cost about 2000 coins in December, is well above 7000 (on Northisle) already.
Astraldimension
26.09.14, 22:46
have written some in this thread and been thinking further where the coins should have been used from the beginning..
troops, i believe making troops should cost coins plus the needed resources for them.
With the new pvp and battle system testing out at testserver they could also make the troops cost coins to recruit from the barracks.
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