Training area's with a fee, ofc it has better exp? Making sure that rich people dont take advantage of it by putting a only can enter once a day condition on it? To prevent leeching in these maps since they come with extra exp put a limit of level divergence like only 10 lvls difference so people can still party? Costs will depend on level? uhh something like that ? Donating event? I remember in GMS that every1 collected snowpieces and when the pot we trew all snowpieces in was full something happened. Not sure what happened but that aside, we could do something like that with mesos? Then there will be a untradeable reward for every1, depending on how much u gave?
GMS has mini events in towns where you donate money to an npc and after a certain amount of time the event ends, there is a list of the top donators and the top donator gets a title as an award, since we don't have titles in this version it can be something else. This money sink actually takes out a lot of money because it forces people to keep donating if they want the reward.
That I liked, because it's entirely optional, and doesn't benefit the players at all other than bragging rights. And you know some people go all for the bragging rights.
They gave out medals for the people that donated and it have s certain stat to them. Perhaps this would be good if the reward was something small, but making that respective reward as a buyable via mesos might be less trouble.
update shadower skills to v.83 so there's an incentive to make them, and they can bomb a lot of mesos goodbye!
I think they use even less after that skill update because it's not dependent on how much the bag is worth.
Which is exactly why plenty is suggesting that it NOT be a one time purchase. Make it "10m and you can open this npc shop X number of times" or "10m and you can open this npc shop for ___ hours from time of purchase" that way people need to rebuy it. The thing about putting heartstoppers/red cider/tele rocks/safety charms into a merchant, even if you put it in for higher prices than the items typically sells for is that you've suddenly introduced a cap on the price. In june, heartstoppers and red ciders were going for 300k, and at the time you could have said "put them in a shop for 500k, players will still be able to make money" - but prices have since changed. Unless staff is willing to monitor the prices of these 4-5 items and adjust accordingly from month to month, It's going to be limiting. I'm not sure how effective the "donator title" would be, tbh. I feel it would be used by a very small portion of the community, if at all. Golden Temple might be cool to see, but I'm sure that's quite a lot of work, for questionable benefit. Adding taxes on hired merchants just discourages the actual movement of items and mesos from one player to another. I don't think that's the answer.
Like I said earlier in a post, this is not the type of merchant in talking about. I'm taking about one that you can buy potions, sell items and recharge your ammunition. I agree with taxes. This will definitely discourage trading via mesos and should only be a last resort. Hopefully the price for the attack potion will be altered frequently due to demand, but I think capping it at 750k or even 1m is good enough to last for a long time. If the Golden Temple is already in the code, I can see it being pretty nice. Boss spawning for mesos sounds more and more interesting each time I think about it.
I understand the kind of shop you're describing. My saying you should put a limit on how many times you can open the shop has no bearing on what it is you're actually opening. I'm just saying that it shouldn't be unlimited use if such a thing were to exist. Again, commonly demanded use items (atk pots, tele rocks, safety charms, etc) would be great if they were set significantly higher than player set prices (1.5 times, imo) and the staff was willing to commit to monitoring these prices on an ongoing basis. Boss spawning for mesos sounds like a terrible idea.
Much like Owls, I think once a price can be set, there shouldn't be much of an argument of changing. 3m per Owl and less in bulk is a good formula for both Safety Charms and Teleport Rocks. Another reason why I'm against taxes is because it doesn't add content and only causes negative aspects to the player.
Maybe the npc can give something like a 2x exp buff for 30mins-1hour so it's incentive for people to poor money into it and it can be like once a day.
Don't think many people will be too keen on that sort of power leveling. Perhaps a double drop card would get better reception.
The thing is with a money sink it needs incentive and an exp buff could potentially poor in billions of mesos because it is only awarded to one person per day for 1 hour max this will incite competition that something that is just asthetic will not.
It's called a price ceiling and is generally considered poor economic practice, usually a subsidy is placed on such items to achieve a more market friendly option (which would have the opposite effect on meso flow lol, but that's because governments are usually more concerned with volume of sales of an item instead of cost to them). The problem with having your non-fixed price ceiling depending on market conditions, is that the addition of a price ceiling will drive the price lower and lower if it's close enough to the market value as more people will buy the product from the store as the cost decreases, and less people will farm the product to sell. This will have a feedback effect until it drives itself to zero (assuming the staff update it properly).
Not really. Such a short period of time won't do too much to the server, but the concept of that isn't very appealing Real life economics really doesn't have much bearing in this server mainly because there's equal opportunity, best method of making money is clear cut and there aren't any barriers of trade.
If there were no barriers of trade then: - there would be no variation in prices as everyone would have perfect information - if you needed an item you would be able to obtain it instantly if there was any supply at all - any fixed price merchant with items at all above equilibrium price would be pointless, as you would be able to instantly obtain the items at a lower price if there were any in circulation - the market would react instantly to changes in supply and demand Of course none of this is true, thus you are incorrect. Whilst my first point was perhaps largely irrelevant, the second is still pertinent here. If you meant that it's easy for new people to participate in the market by "no barriers of trade" then this has no bearing on my prior point whatsoever.