Systems: Economy projects update

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Systems: Economy projects update

Post by MadK@ » Mon Mar 16, 2009 12:50 am

Economy Projects
So we understand that it's been a couple weeks since our last update on the economy projects, so here's a quick update on what's being worked on behind the scenes. The following systems are the ones we've got in various stages of development at the moment.

Avlis Recycling Garage (ARG)
As mentioned in a prior post, we'll be greating a system with which to turn low level crafted goods for more useful conversions. You will be able to turn in a limited number of crafted goods per week for tokens with which to purchase everything from rare crafting components to charged magic items. Given that there'll be incentive for non-crafters to turn in these same items to the recycler, you'll be able to sell these items to non-crafters for them to earn tokens themselves.

This project is currently stage 3 (completed and in QA) and will be in as soon as we've finalized the details on token merchants and locations.

Avlis Crafting Update
We know you've all heard this time and time again over the past few years, but yes there is a revision to weapon crafting and armor crafting in development. Currently the expansion will focus on creating a smaller number of end products and increasing the useful items that crafters can create with the help of artificers.

This project is also in stage 3 (completed and in QA) and will be available as we've finalized details on things like xp costs and component prices.

Avlis Drop System (ADS)
In addition to working on the player side of the economy, we're working on a revision to the NPC drop system, which has been in need of revision for a long time. The new revision will change the drop rate and how items spawn out of the loot table.

This is in stage 2 (testing and coding) and will be in QA soon then a live test pending feedback.
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Re: Systems: Economy projects update

Post by Gorgon » Mon Mar 16, 2009 5:41 am

Well if no one else is gonna say it, I will. I'm really looking forward to all of these changes. I've seen some of it as a tester, and I'm quite impressed so far. This will be a major change to our slightly messed up crafting and economy on Avlis, once it passes testing. I can't wait to see more about the drop changes.

There really are some smart people making and changing stuff in Avlis, and all of them deserve a rave. :good:
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Re: Systems: Economy projects update

Post by girlysprite » Mon Mar 16, 2009 7:30 am

:cooler: rock on!

I know how difficult ingame economy balancing can be, especially with crafting. it's great that the team keeps making tweaks to make the economy work better, and, despite some complaints, I know that past improvements have worked so far, so I am looking forward to the new system.
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Re: Systems: Economy projects update

Post by Albion » Mon Mar 16, 2009 9:48 am

Sounds good two questions though well maybe three :)

Will the merchants still have the limit on the amount of things they can buy and the type of things they can buy. There is nothing more frustrating at the moment than trying to find which merchant will buy what. Then you find the right one and he has not the gold to buy your stuff even though its items from NPC drops rather than crafting.

Exactly how will the NPC drops be changed
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Re: Systems: Economy projects update

Post by MadK@ » Mon Mar 16, 2009 11:08 am

Albion wrote:Sounds good two questions though well maybe three :)

Will the merchants still have the limit on the amount of things they can buy and the type of things they can buy. There is nothing more frustrating at the moment than trying to find which merchant will buy what. Then you find the right one and he has not the gold to buy your stuff even though its items from NPC drops rather than crafting.

Exactly how will the NPC drops be changed
Wilderness merchants are currently set up the way it will eventually be on all servers. Shopping around will always be required but the merchant restock system should eliminate the need for server resets to replenish the gold. The new recycling merchants when they go in wont buy anything.

As for the NPC drops you will have to wait until the system goes in for a live test to find out.
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Re: Systems: Economy projects update

Post by Gorgon » Mon Mar 16, 2009 12:37 pm

I told ya there were smart people doing stuff here :P
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Re: Systems: Economy projects update

Post by RCon » Mon Mar 16, 2009 1:42 pm

I'm very much looking forward to this!
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Re: Systems: Economy projects update

Post by KinX » Mon Mar 16, 2009 5:54 pm

I'm excited
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