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Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 12:51 pm
by Arsen
bro hands down. your idea is cool but u would delete like what max 3mil a year or so? there r ppl out who own 100mil. see what i mean
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 12:53 pm
by GuardianKnight
Arsen wrote:bro hands down. your idea is cool but u would delete like what max 3mil a year or so? there r ppl out who own 100mil. see what i mean
Yeah, it feels like you would just be torturing yourself while you play the game. The idea is novel and it's nice that you would put time into it. Do it because you like doing it, but don't do it thinking you'll fix these broken gold hoarders.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 1:04 pm
by Elph
GuardianKnight wrote:Arsen wrote:bro hands down. your idea is cool but u would delete like what max 3mil a year or so? there r ppl out who own 100mil. see what i mean
Yeah, it feels like you would just be torturing yourself while you play the game. The idea is novel and it's nice that you would put time into it. Do it because you like doing it, but don't do it thinking you'll fix these broken gold hoarders.
I don't have any hopes of fixing the economy overnight or permanently, it's just not the nature of the way it can happen.
This, for me, is an effort to do something new, and I think it could be a lot of fun. Plus, its an outlet for all those who complain about the economy. Rather than trying to change the server, here it is, a solution that we all can do to try to help the situation.
I do think with sustained effort it could really make a difference. In the short term, I'll be offering nonprofit pricing on supplies on my vendors for new players to utilize. Rich vets might buy them out, but they'd be going to a lot of effort for very little profit for themselves, so I think its a decent way to go about helping.
Some would suggest handouts, but I don't think they're good for the game, and they don't remove gold from the economy. The lasting solution will be the one that saps gold from the economy as much as possible.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 3:33 pm
by Robbbb
Elph wrote:Boondock_Saint wrote:Give me your neon sandals and I will trash barrel them.
Trashbarreling rares won't help the economy. Selling them and trashing the gold, however, will.
Ok, well I will be your first customer...sell me your neon sandals and then you can trash barrel my gold!
We can make an event out of it!
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 4:13 pm
by Elph
Robbbb wrote:Elph wrote:Boondock_Saint wrote:Give me your neon sandals and I will trash barrel them.
Trashbarreling rares won't help the economy. Selling them and trashing the gold, however, will.
Ok, well I will be your first customer...sell me your neon sandals and then you can trash barrel my gold!
We can make an event out of it!
If I had some neon sandals we'd be in business. I did loot a shitton of sandals of varying hues from an idoc, many no longer spawning according to the guide. If you're interested in any in particular I can check through them.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 4:20 pm
by Blaise
Player driven shard wipe! Delete all characters and watch the fun ensue!
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 4:46 pm
by ScoobyDoO
The only people that will ever fix this economy are the very people that run this shard, our fine UOSA staff we have here. I have a very simple solution, have Derrick do a raffle. Like the CUB system, maybe have a vendor/barrel/etc... Populate a ticket that generated a specific number that cannot be altered in any way, have each ticket have the purpose of simply being expensive (25k per ticket) and have something uniquely created from Derrick that could vanish if not refreshed (a unique castle with 4 floors, this is just an example I'm using) and triple the lockdowns and a gaurenteed perm. courtyard or something. I mean I would throw some gold into something like that for the hell of it, why not? This way the odds are the same for everyone as a person that just started yesterday could win this and don't make it ageless so this way it still has the possibility of collapsing like it never happened. Just saying. Something needs to be eventually be done and another CUB system would be a terrible idea as it doesn't do anything for gold sinks. And what I meant in the begginning "like the CUB system" is make it accessible anywhere at anytime.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 5:21 pm
by chumbucket
I like this guild and its idea, but ultimately I fear it will be all fun and games, which is all fine and well, but will have no real impact on the total gold in game. How much does the richest player in game have? I don't know, but even if that one player lost all that gold, or if an equivalent number were taken at random, there are just so many people with so much gold. And it is highly unlikely this, or anything players do, could result in even that much gold loss.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Sat Dec 01, 2012 5:31 pm
by Elph
chumbucket wrote:I like this guild and its idea, but ultimately I fear it will be all fun and games, which is all fine and well, but will have no real impact on the total gold in game. How much does the richest player in game have? I don't know, but even if that one player lost all that gold, or if an equivalent number were taken at random, there are just so many people with so much gold. And it is highly unlikely this, or anything players do, could result in even that much gold loss.
Its going to be as serious as any gameplay here. My goal is sustained effort, not boom and bust.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Wed Dec 05, 2012 1:34 am
by LiquidFire
I am with you Elph, as we have talked in pm's, you just let me know when the vendor house needs more material and i have bags of it ready to go. Flush that gold, ignore the nay sayers, its your will, will it into existance or take it from. We will be in touch.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Wed Dec 05, 2012 5:51 pm
by Elph
ScoobyDoO wrote:The only people that will ever fix this economy are the very people that run this shard, our fine UOSA staff we have here. I have a very simple solution, have Derrick do a raffle. Like the CUB system, maybe have a vendor/barrel/etc... Populate a ticket that generated a specific number that cannot be altered in any way, have each ticket have the purpose of simply being expensive (25k per ticket) and have something uniquely created from Derrick that could vanish if not refreshed (a unique castle with 4 floors, this is just an example I'm using) and triple the lockdowns and a gaurenteed perm. courtyard or something. I mean I would throw some gold into something like that for the hell of it, why not? This way the odds are the same for everyone as a person that just started yesterday could win this and don't make it ageless so this way it still has the possibility of collapsing like it never happened. Just saying. Something needs to be eventually be done and another CUB system would be a terrible idea as it doesn't do anything for gold sinks. And what I meant in the begginning "like the CUB system" is make it accessible anywhere at anytime.
Scooby, I don't think it will take staff to fix it, and it would be wrong of them to do so, IMO.
I think the raffles I'm doing could be one consistent source of gold drainage. I'll be rolling out a few more ideas in the coming days and weeks.
If you can think of any other similar ideas I'd welcome any suggestions you may have. We players fucked this economy, and we players can fix it.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Wed Dec 05, 2012 5:59 pm
by Elph
LiquidFire wrote:I am with you Elph, as we have talked in pm's, you just let me know when the vendor house needs more material and i have bags of it ready to go. Flush that gold, ignore the nay sayers, its your will, will it into existance or take it from. We will be in touch.
"If you will it, it is no dream."
Thanks for the support, I'm almost out of idoc loot to sell so I could use some more vendor fodder any time you're ready.
Currently at least a couple new player guilds have been frequenting the vendor. Stuff is actually selling out pretty darn fast. Prices are low so I've just been cycling it back in to the costs of running them.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Thu Dec 06, 2012 12:33 pm
by jimm1432
easy idea to waste some more cash, do a raffle say 300 tickets at 100k each. winner gets 10m trash barrel gets 20m. repeat over and over.
oh and some money to go towards the swamp house buying project someone was doing, dropping the GF swamp houses.
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Thu Dec 06, 2012 4:01 pm
by LiquidFire
hmmm, maybe if this raffle your doing now goes good, then next raffle can be more to buy in, instead of 5k, do 10k, and each raffle after slowly gets higher and higher stakes. Cuz 100k buy in is alot, and you need to build a reputation first before anyone will trust you with that kind of function going on. Ive thought of reviving the casino idea someone was doing for awhile but mysterious stopped, name started with a Z, was a good time, i think in the end i broke even. But, i dont know if i have the time to consistently do an ingame casino, i have a nice property for the casino however raffles are much more low maintnance
Re: Introducing the Shard's First Player-run Gold Sink
Posted: Thu Dec 06, 2012 4:56 pm
by Light Shade
Just let all your houses decay.
Housing decay is the biggest gold sink on this shard.
