Gold is a problem now

Discussion in 'General Discussion' started by 2112Starman, Aug 26, 2016.

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  1. kazafk

    kazafk Avatar

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    People should stop asking for making everything capped, restricted and whatever, just cause it doesnt fit their ideals of playstyle. In a worst case we end up in a self restriction that wont reward exploration of skill- and crafting-trees anymore, which is a huge part of the fun. There are enough games available where you get your 5 premade skills per class or crafting job without individuality and exploration. If someone wants to be jack of all trades, he will notice from alone how hard it is. If he thinks he can manage it, leave him the freedom to do. Dont restrict it. On the other side, if you have an idea how to specialise yourself, do it. Not everything needs to be capped, restricted and idealised how some people wanna see it. Sandbox=to each the playstyle he or she enjoys. If someone needs to train all melee weapons to have fun but doesnt train it beyond 60 and specialise, why not. If someone crafts everything but isnt a master in each profession why not.

    A sandbox will live from diversity and freedom, not from beeing restrictive on everything.
     
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  2. Lazlo

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    Prices on crafted stuff might come down over time, but it will take a while. People aren't going to just cut their prices in half at the drop of a hat, especially when the economy is in such flux. All these huge swings in gold and resource availability make it pretty hard to know the value of anything, so people are going to be pretty conservative.
     
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  3. helm

    helm Avatar

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    Just yesterday. Yes, they sold for 61 (I checked a couple of places beforehand), but considering the price of tools and fuels (about 30 gold per head) one can still make a small profit, or at least break even if you just want to practice skills. Well, at least before they nerf it further..
    Yes. However, an adventurer ALSO gets adventurer XP and opportunities to raise skills while killing & looting. Hey! Why would those guys get any money when they get adv xp and skill raises? This is unfair! Portalarium! This must be fixed immediately! Oh wait -- guess they did already. Good, now everyone is again equally miserable, and we won't risk damaging our economy. Which is, after all, the most important thing.

    Seriously though, if I divide the number of hours put into crafting (which is away from something else) by the potential profit in my little wolf test, I get - wait for it - about 3500 gold earned per hour. So it's in the ballpark of what Portalarium promised earlier they would balance the (I would guess average) earnings.
     
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  4. alizter

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    dank loots and corpse explosion is not working anymore :eek:
     
  5. Cenbhan

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    Seems like this game becomes less fun everyday. Killing a game faster then Pokemon go. Before the gold nerf, I would have introduced this game to anyone. Now it's a waste of time for 500 gold/hr.
     
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  6. Kabalyero Kidd

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    with the current gold nerf... you can get at least 1K in 20 to 30 minutes... waiting for tomorrow's patch, I'm guessing it will have a big increase...
     
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  7. Lord Blackthorne

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    At Adventurer level 17 I cannot make even 1k in an hour. No way. Maybe 500 in 2 hours. Maybe.

    The sales rate of weapons has plummeted significantly.

    What I used to be able to sell for 30-40gp now sells for 2-5gp if I'm lucky.

    I'm a simple plate wearing, 2h bludgeoner with some heals + a light spell.
     
  8. Koldar

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    I'm in the same boat. About 500/2 hours on a good night when I'm not fleeing from roaming hordes of mobs with a crazy aggro range.
     
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  9. Qwark

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    i am just going to say this... i am a crafter but i have never sold one single thing i made to a npc vendor. Npc vendors dont pay enough for me to bother with. if i didnt sell it to a PC or give it away, i broke it back down for salvage. i dont exactly understand how items crafters sell to vendors are supposed to start dropping. it wont be coming from me.
     
  10. mrsevenhands

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    So I bought a row lot deed and I realize the tax amount was never set. If I had of known I would have to grind for hours to pay the tax, I wouldn't have bought one.

    I didn't want to pay for a higher pledge because I didn't want the other nonsense. I wanted a house. I figured the tax thing was just to make sure property wasn't just sitting vacant. I thought it was more akin to UO where your house would deteriorate if not refreshed. It seemed like that was the idea...

    Now it's incredibly painful, makes me enjoy the game about 5x less.

    I play very casually, for two reasons. Life being one of them and early access being the second. The game is not complete. I want to play a complete game. I don't mind doing some slight maintenance to avoid losing my lot, but being forced to either fork over cash or mindlessly grind is just plain unacceptable. It's either that or just not have the house I paid for? And no, I'm not into POTs. I'm not going to place something I paid money for that can be taking away on a whim.

    Persistence in an unfinished game was a mistake. Land rushing in an unfinished game was a mistake. (Note: I got the lot I wanted)

    I feel like the people OK with this have tax free lots. I get it, you paid a lot of money. How cool is your free housing going to be in a game with very few players.

    Want to make loot worthless? Great, drop the tax down to somewhere around what it was before. Or turn taxes off until the game is finished. I would prefer they were turned off until they figure out how the ecomiony is going to work, instead of testing new ideas in a persistent state. It's backwards...
     
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  11. Gemini

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    Everything should be about building on the foundation of the excellent community Sota already has. Any MMO requires new players, anything that detracts from that detracts from everyone's experience, pretty boring being a PK if there are no players to kill.

    The recent nerf seems to be a reaction to excessive exploitation by a few. What it has achieved is to create a paywall (coto) for low level players, where gold and experience require grind beyond that offered by the Koreans. If you like grind, awesome, if you don't and were attracted by the open play style concept then you will go elsewhere - that surely is bad for everyone.

    Make it fair for everyone, don't restrict those who have committed hours to the game but do ban those who are and have exploited and leave room for casual players to enjoy the game without it becoming a second job.
     
  12. Kabalyero Kidd

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    I just got 935 gold in 18 minutes...
     
  13. Enziet

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    Prices will come down to refelct how difficult gaining gold is. But eventually you will have old gold floating around. That is when the prices sky rocket and new players can not play anymore unless someone gives them some old gold. It's exactly what has happened in UO. Slow content creation has made what used to be useless to have, now worth millions cause nothing new is being fed into the market to drive the prices down (WoW economy is the perfect example of a good economy, new content added regularly drives the prices of old equipment down)
    Same goes for SotA. Give it time and the prices will drop :) It's just a shock to everyone right now cause it just happened.
     
  14. Lord Blackthorne

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    • What is your adventurer level?
    • Where did you hunt?
    • What did you hunt?
    • Did you hunt solo, or with a group?
    • If you hunt solo, do you use a pet/tamed creature, or fight solely by yourself?
    • Are you a Mage? Ranger/ranged? Melee? Mix of Mage and fighter? Mage and ranged? Ranged and melee?
    I fight by myself as a plate wearer. Traditional warrior. I can't even make 500g in two hours. Gold is terribly imbalanced for my class/play style, and I am not an uninformed player either. I logged 250 hours playing pre persistence. I knew what I was doing and used to be able to make 2-3k in Greymark per 30-40 minute run. Heck, even North Valeway could snag you 250-300 gold per little graveyard run through.

    And what's worse, if I want to get any gains in carpentry or blacksmithing, I have to melt the crappy items I do get, leaving me with a pittance of a gain in gold. Maybe 150-200 gold per two hours.
     
    Last edited: Aug 30, 2016
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  15. BiggieD

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    Yeah I seem to earn little in way of looted gold, then I sell my wares to the relevant vendors for poor returns.

    That money I made and extra gets gazumped by me having to buy mats and then put on either an npc vendor or my own taxable vendor.

    I'm hoping once I level up to hit the 5 skulls areas I might make a bit more money.
     
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  16. 2112Starman

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    That makes no sense, where are you hunting? I can easily pull in 3K gold now every hour.. hour after hour in Sequenna Colossus on the cultist and undead. I could pull in 10K gold in R31 easy doing this and selling to a good vendor.

    If I go into a 4 or 5 skull forest where I am usually killing animals, chopping trees, cotten with mixed humaniods, I can still easily pull in more then that.
     
  17. 4EverLost

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    He mentioned
    Don't think he will be doing Sequenna Colossus for a while yet.
     
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  18. 2112Starman

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    Same exact drops right next door in the 3 skull and 4 skull areas. In fact, if I farmed the greens in the 4 skull north grunvald area, I would probably make more because those cultists have half the hp.
     
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  19. Elwyn

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    Protip: scrap sells for 1 gold each to NPC, or more to other players.
     
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  20. 2112Starman

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    Just so people know who may not have seen @starr posted that merchant prices are going back up so congratulate yourselves on being involved with this move. The dev's read this thread and are going to move to make things easier. This is how we get change in this new software model.
     
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