2012-03-28, 02:20 PM
I copied some of the post that i made in Quanto Konamis thread since a good couple of people asked me to do so.Anyways, what we are discussing here is one facett of 2 core problems this game has at the moment.
1.) There is no moneysink implemented in the game.
2.) There is no monstersink implemented in the game.
Sounds easy, but those really are the core problems that ruin economy and make most of the things happening (new players can afford high level Zeniths and Legends right on day 1) possible.
The Problem:
The more players actually play the game, the more money will be in game.
Now what happens with that money? For the most part - nothing. Yes, you can buy items, degrades, nutritions, or exp maxes.
But in the end - gold won't do anything for a player, it is not even desirable to have a lot of gold. The simple reason for that is, there is nothing a player can effectively use it for besides buying monsters (i will get to that point later). Looking at most popular mmos or morpgs, what determines a successful game?
It's a working economy. And we do not have that right now, in no way.
More gold is accumulated daily, and inflation is unavoidable.
At this point, i need to take on the second problem, the number of Monsters.
Since there is no restriction on catching monsters of any type, there are more and more Legenda and Zeniths in the game, which drops the price for them immensely.
It takes no more then 2,5k for a box to catch them, and any player with a decent monster can do it.
There is no way or danger of losing your monsters, so we will sit on more and more of them.
Conclusion:
While we got more gold and more monsters, cherrypicking is the name of the game. If a monster does not have the desirable stats or natures players want in general, they tend to not care for prices or benefit, since catching them already is beneficial enough in most cases. (gold and exp wise)
So there is no need to charge more then, say 3k for a Legend, and you would still have made profit off that.
Good natured monsters will be extremely expensive, bad natured ones extremely cheap due to the masses of gold and the lack of a need to charge high prices for them - since it took no effort to catch them moneywise in the first place.
And that's where many problems that are beeing discussed lately tick in.
Any new player can afford a cheap, relatively strong monster (even though not perfectly natured/ uved) in about no time and make playing the game a breeze.
Those players will lose their interest / fun very quick, and many stop playing alltogether right after they started.
Sure, we could try to limit trades and sales, but that does not help to make the economy work in the end, and does not solve the real problems the game has.
We need to have a way ( or different ways) to take gold and monsters out of the game and get a benefit for doing so.
Also, more effort to catch strong monster would help a lot, as would do cutting the instant gold voting bonus.
Possible Solutions:
- Make boxes to catch strong monster more expensive.
- Put a limit to the ammount of monster that can be sold on the bazaar at the same time (maybe 10?)
- Introduce a fee for selling Monsters, or for putting them up for trade (like the auctionhouses in many popular mmos work)
- Cut voting instant gold down to like 30-50k (just a random number) or take away completely and just get gold and exp % bonus.
And, most importantly, add a feature to "sacrifice" monsters, as well as spend gold on something useful.
- One possible option would be raising a monsters uv by, say, 1 single point if you sacrifice a Monster of the same name, but only to a certain limit (say 44 maybe, 1 below donation maxes) and make it cost gold on top (optional).
- Add features that costs gold - like nicknaming your monsters. People would do it anyways. I would. And the name change cost could be scaling with the level or class of the monster. Nicknaming your monster is a requested feature for a long time now, might as well combine it with something that will help the game economy.
- Another idea would be to allow a swap of 2 uv stats for a huge ammount of gold - for example you have a trembling natured monster with 45 defense but only 12 speed - and you can pay a large ammount of gold to swap those 2 uvs.
Those are just a few idead to get a working economy, and would solve most of the problems we experience right now.
No more 30k Legends if you can boost an existing one with it. No more 20k Engirons if you can make yours better and name it "Destroyer of worlds" or whatever people like to call their monsters.
And, on top of all the benefits - compared to the ammount of gold and time you would then be able to spend to perfect a monster, donating is even more attractive
1.) There is no moneysink implemented in the game.
2.) There is no monstersink implemented in the game.
Sounds easy, but those really are the core problems that ruin economy and make most of the things happening (new players can afford high level Zeniths and Legends right on day 1) possible.
The Problem:
The more players actually play the game, the more money will be in game.
Now what happens with that money? For the most part - nothing. Yes, you can buy items, degrades, nutritions, or exp maxes.
But in the end - gold won't do anything for a player, it is not even desirable to have a lot of gold. The simple reason for that is, there is nothing a player can effectively use it for besides buying monsters (i will get to that point later). Looking at most popular mmos or morpgs, what determines a successful game?
It's a working economy. And we do not have that right now, in no way.
More gold is accumulated daily, and inflation is unavoidable.
At this point, i need to take on the second problem, the number of Monsters.
Since there is no restriction on catching monsters of any type, there are more and more Legenda and Zeniths in the game, which drops the price for them immensely.
It takes no more then 2,5k for a box to catch them, and any player with a decent monster can do it.
There is no way or danger of losing your monsters, so we will sit on more and more of them.
Conclusion:
While we got more gold and more monsters, cherrypicking is the name of the game. If a monster does not have the desirable stats or natures players want in general, they tend to not care for prices or benefit, since catching them already is beneficial enough in most cases. (gold and exp wise)
So there is no need to charge more then, say 3k for a Legend, and you would still have made profit off that.
Good natured monsters will be extremely expensive, bad natured ones extremely cheap due to the masses of gold and the lack of a need to charge high prices for them - since it took no effort to catch them moneywise in the first place.
And that's where many problems that are beeing discussed lately tick in.
Any new player can afford a cheap, relatively strong monster (even though not perfectly natured/ uved) in about no time and make playing the game a breeze.
Those players will lose their interest / fun very quick, and many stop playing alltogether right after they started.
Sure, we could try to limit trades and sales, but that does not help to make the economy work in the end, and does not solve the real problems the game has.
We need to have a way ( or different ways) to take gold and monsters out of the game and get a benefit for doing so.
Also, more effort to catch strong monster would help a lot, as would do cutting the instant gold voting bonus.
Possible Solutions:
- Make boxes to catch strong monster more expensive.
- Put a limit to the ammount of monster that can be sold on the bazaar at the same time (maybe 10?)
- Introduce a fee for selling Monsters, or for putting them up for trade (like the auctionhouses in many popular mmos work)
- Cut voting instant gold down to like 30-50k (just a random number) or take away completely and just get gold and exp % bonus.
And, most importantly, add a feature to "sacrifice" monsters, as well as spend gold on something useful.
- One possible option would be raising a monsters uv by, say, 1 single point if you sacrifice a Monster of the same name, but only to a certain limit (say 44 maybe, 1 below donation maxes) and make it cost gold on top (optional).
- Add features that costs gold - like nicknaming your monsters. People would do it anyways. I would. And the name change cost could be scaling with the level or class of the monster. Nicknaming your monster is a requested feature for a long time now, might as well combine it with something that will help the game economy.
- Another idea would be to allow a swap of 2 uv stats for a huge ammount of gold - for example you have a trembling natured monster with 45 defense but only 12 speed - and you can pay a large ammount of gold to swap those 2 uvs.
Those are just a few idead to get a working economy, and would solve most of the problems we experience right now.
No more 30k Legends if you can boost an existing one with it. No more 20k Engirons if you can make yours better and name it "Destroyer of worlds" or whatever people like to call their monsters.
And, on top of all the benefits - compared to the ammount of gold and time you would then be able to spend to perfect a monster, donating is even more attractive
