Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #1
    Senior Member Khaylara's Avatar
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    Ideas for a healthier game economy

    I've been mulling over this for some time. What triggered me to post was another topic about work orders and the other trigger was realizing how much time I waste sifting through vendor stalls and consignment to find 1 ectoplasm or one gem to try an extraction.
    So my ideas without any particular logic

    1-make the vendor stalls cheaper but limit the types of items. For example if the room says "Potions" you can't place armors and weapons in your shop. Even NPCs refuse to consign certain items. Imo this system would encourage specialized shops, thus specialized crafts (not necessarily a craft like leatherworking or tailoring but also surveying, gardening etc).The stalls are currently too chaotic to find anything and there's no price competition when you simply have to check every single stall for a certain gem you eventually give in and buy it at 250 cause you don't have time to search ALL the shops.

    2-remove the stalls kept for storage. If a stall is empty (the content is not shown) that stall should be closed. Maybe with a penalty for using it as storage room.

    3-remove the option to sell things to certain NPCs or/and lower their money pool. For example Lamashu, Yogzi, Amutasa...they buy a lot of carpentry, tools, leather rolls etc which would be much better in player shops. Make it the viable way to sell things. I would definitely buy meditation stools, wood, many would buy tools etc from a shop that sells slightly above the face value and not double the price as it is now with used tabs. Just an example btw, the same thing can be said about the NPCs who buy scrolls, foods etc


    4-remove work orders or account lock them just like player stalls, per account. I lvled crafts w/o work orders and it's doable. At the moment it only creates inflation and forces people into exploiting the system.Related, next point

    5-don't allow dualboxing/multiboxing on multiple accounts for muling or any other purpose. One account should be enough. Let me detail why before anyone flames and the topic gets locked:
    -multiboxing for storage on like 5 different accounts allows players to circumvent the whole storage-favor system. Why would anyone travel between their storage spots when they can stay in serbule and transfer wood, gems, bones to a separate alt for each material. Very convenient but not how it's intended to work.
    -multiple accounts in a guild-coin pouches=inflation and unearned cash by one player.
    -multiple mules=the materials get hoarded and used by one player and are not being circulated into the game market. The result is a player in "single player mode" who doesn't need to buy or sell almost anything. No need for any interaction with other players in the game market (at the moment many players do this because it's the only viable way to make cash or level tradeskills)
    -work orders completed on multiple accounts
    -player stalls on multiple accounts

    6-Increase/adjust some of the prices. For example nobody is going to buy a piece of cheese if I'm selling it at real market value. I mean who's going to pay 2200-2500 for a piece of cheese. What goes into it-a stomach is 1500+, couple of mushrooms, 2 bottles of milk sold atm at 250-300 each, firkin/barrel/kilderkin (wood+hoops/slabs), some sort of textile like cheesecloth. My idea is adjust the face value for really valuable items like stomachs and apply point no 1 to create competitive pricing.

    7-Also needed-decrease the amount of gear drops but increase their value. Same with crafted pieces, those should be even more valuable.The argument I made for cheesemaking can be easily applied to tailoring and leatherworking. A piece of purple max enchanted 70 gear is around 1k+. A vervadium sells with 3k minimum in shops (?!). Ofc we can farm it but i'm talking about the case in which we buy materials (that's how it usually works in a healthy economy, buy raw materials from others, sell the finished product, you make a profit, they make a profit).

    No flaming please, discuss/add but keep it civil, if we start arguing it breaks the ToS and it gets locked. Bring arguments to support you ideas or to debate mine, no personal attacks. Thanks and looking forward to reading some other suggestions
    Last edited by Khaylara; 04-03-2017 at 05:51 PM.



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