| Resources and gold | |
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+6Plonck LSLarry Wave_Rida Tibr Bblazer Scaren 10 posters |
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Scaren
Posts : 1043 Join date : 2013-07-09 Age : 42
| Subject: Resources and gold Tue Feb 04, 2014 12:39 pm | |
| I'm still having about 3 times more resources than I do gold at any given time. Gold is just used for way more stuff than resources and I don't want to sell my resources for the lowest possible price on the market. | |
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Bblazer
Posts : 190 Join date : 2013-07-04
| Subject: Re: Resources and gold Tue Feb 04, 2014 12:45 pm | |
| selling res cheaply is the aim of this, or do you want to have x3 more gold then any res? and you will have to buy each 1k res for 3k gold? They added more resources in first patch then they decreased it slightly and increased gold, I think if they did another patch the devs would go crazy. | |
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Scaren
Posts : 1043 Join date : 2013-07-09 Age : 42
| Subject: Re: Resources and gold Tue Feb 04, 2014 12:51 pm | |
| - Bblazer wrote:
- selling res cheaply is the aim of this, or do you want to have x3 more gold then any res? and you will have to buy each 1k res for 3k gold?
They added more resources in first patch then they decreased it slightly and increased gold, I think if they did another patch the devs would go crazy. It already requires loads of resources to upgrade buildings so I can't sell those. Why isgold the scarcest resource when it's required for the most things? | |
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Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Resources and gold Tue Feb 04, 2014 1:02 pm | |
| This is necessary to ensure that gold is the ultimative economic currency and not iron or fragments. Previously we had the situation where gold was close to worthless. Maybe not perfect, still a lot better now. | |
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Wave_Rida
Posts : 131 Join date : 2013-11-10
| Subject: Re: Resources and gold Tue Feb 04, 2014 2:38 pm | |
| The market is moving again, dont worry. Iron is already risen in price. I feel that soon, prices will rise again, when the bulk of the players advances another tier. | |
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LSLarry
Posts : 279 Join date : 2014-01-20
| Subject: Re: Resources and gold Thu Feb 06, 2014 6:53 pm | |
| I wanted to wait a bit before posting anything about the latest gold/res patch, and have done so. Decreasing resource rewards, I think, made a lot more of a difference than the increase in gold. This leaves me in a bit of a quandary, as I don't think the suggestion of "just keep nerfing battle rewards" is helpful or productive...
I also don't think another increase of gold, either large or small, is really going to help very much. One suggestion, quickly, to increase gold would be to make the gold smelter on par w/other res building instead of lagging behind.
That being said, reductions in gold USE is probably a more efficient way to solve this problem. I'm going to ignore repair costs as they will be adjusted as an expense by new durability and any comments now probably won't apply anymore.
This leaves gold consumptions as; building, buying units, research, healing, crafting and market purchases. As it stands, most consumption is currently 'allocated' by players to healing and building. Crafting en-masse is expensive, research tends to be done sporadically to meet requirements or after buildings because it's more cost effective. Buying units is, for the most part, a 'one off' expense, Market participation is markedly down. Resources stay up longer and items and frags, while cheaper, seem less plentiful and less afforable.
In short, 'relief' needs to occur in some fashion to player expenses to free up gold in the economy for more market participation. This could be done by reducing costs in gold for buildings and research (sucks to be you if you bought it already, I don't see rebates making economic sense sorry), cost of healing (a way to add gold to battle rewards without increasing the amount actually awarded), or cost of crafting, especially for epics and godlikes.
My 2 cents. | |
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Plonck
Posts : 58 Join date : 2013-12-16
| Subject: Re: Resources and gold Mon Feb 10, 2014 1:31 pm | |
| I've written so much about this on the gold thread, in short, I agree with SLarry in at least that the general cost of things have to come down (writing about Olympus here).
After a little bit of movement on the market, prices have settled at a point that's still too low to factor selling stuff in as a proper source of income. And the gold-fix from Jan 31 did help a very little bit, but only to the tune of another maybe 150 gold extra after healing and some repairs on solos. Which is probably due to being DL and as such having higher costs in general, as I mentioned before. At least I can now run coops again without having a loss, which is nice. But the total gold for coops (at least for two DL players) is still way too low.
And I do think it's worth it trying to fix things until they are actually fixed. There has been just that single change on Jan 31 (at least to hard mode rewards and coops) after the initial dramatic reduction was applied to the already pretty low rewards on hard and coop for the lower player, so I don't think basically saying »too much has been done and tried already« applies here.
It bears further correction simply because that huge slump in ability to do *anything*, that's waiting for players after about 3 weeks of playing, is going to frustrate quite a number of people enough to stop playing. Not many will bother to come here and write about it, they'll just quietly disappear. And no one wants that. | |
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Scaren
Posts : 1043 Join date : 2013-07-09 Age : 42
| Subject: Re: Resources and gold Mon Feb 10, 2014 2:50 pm | |
| - Plonck wrote:
- I've written so much about this on the gold thread, in short, I agree with SLarry in at least that the general cost of things have to come down (writing about Olympus here).
After a little bit of movement on the market, prices have settled at a point that's still too low to factor selling stuff in as a proper source of income. And the gold-fix from Jan 31 did help a very little bit, but only to the tune of another maybe 150 gold extra after healing and some repairs on solos. Which is probably due to being DL and as such having higher costs in general, as I mentioned before. At least I can now run coops again without having a loss, which is nice. But the total gold for coops (at least for two DL players) is still way too low.
And I do think it's worth it trying to fix things until they are actually fixed. There has been just that single change on Jan 31 (at least to hard mode rewards and coops) after the initial dramatic reduction was applied to the already pretty low rewards on hard and coop for the lower player, so I don't think basically saying »too much has been done and tried already« applies here.
It bears further correction simply because that huge slump in ability to do *anything*, that's waiting for players after about 3 weeks of playing, is going to frustrate quite a number of people enough to stop playing. Not many will bother to come here and write about it, they'll just quietly disappear. And no one wants that. After having started to sell resources for much lower resources than I would like my gold has at least increased. Although I have a lot of wood, stone, and iron, I'm probably around 130k of each and 30k of gold. | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Resources and gold Tue Feb 11, 2014 3:25 am | |
| Strangely enough, the DB shows that the amounts of resources per type of resources are very much alike.
In order to create more diversification in the game economy and tweak it a bit more we will proceed with the following changes:
1. Decrease the gold cost of repairs by 45%.
2. Decrease the resources rewards in battles by 10% - 15%
3. Introduce resource (wood,stone,iron) cost to repairing as follows:
i) Weapons will require stone.
ii) Armor will require iron.
iii) Banners will require wood.
iv) Artifacts will require a little bit more gold.
4. Add features which will require a certain type of resource to increase the diversification even more. For example, different capital upgrades will require different types of resources. | |
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Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Resources and gold Tue Feb 11, 2014 3:37 am | |
| Probably no need to decrease resource rewards if you make them get soaked in the repair process. Also here is a great opportunity to make wood more popular. The items that get repaired most should consume the wood. Imho thats armors. It does make more sense with banners, but on average people use banners of lower quality than armors and weapons. Wooden armors and iron banners as silly as it sounds | |
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LSLarry
Posts : 279 Join date : 2014-01-20
| Subject: Re: Resources and gold Tue Feb 11, 2014 11:29 pm | |
| By my logic this means 45% of repair costs will now be in the appropriate resource. Love this change; adds a constant pressure to the other resources to counter that on gold from repairs. One quick thought; artifacts could require all three resource types instead of more gold. The 10-15% reduction of battle rewards also sounds right to me, but this mostly gut feeling not math so feel free to throw stones . | |
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Plonck
Posts : 58 Join date : 2013-12-16
| Subject: Re: Resources and gold Wed Feb 12, 2014 5:29 am | |
| - RuneSlayer wrote:
- Strangely enough, the DB shows that the amounts of resources per type of resources are very much alike.
In order to create more diversification in the game economy and tweak it a bit more we will proceed with the following changes:
1. Decrease the gold cost of repairs by 45%.
2. Decrease the resources rewards in battles by 10% - 15%
3. Introduce resource (wood,stone,iron) cost to repairing as follows:
i) Weapons will require stone.
ii) Armor will require iron.
iii) Banners will require wood.
iv) Artifacts will require a little bit more gold.
4. Add features which will require a certain type of resource to increase the diversification even more. For example, different capital upgrades will require different types of resources. These changes sound interesting, and I think it's great how you keep working on the game mechanics. But here, you're reacting with lowering one kind of thing (resources) when the problem is that another thing (gold) needs to be a little higher. And those two elements aren't interchangeable – it leads to an overall slowing down when lack of one resource is counteracted by decreasing all the others to make it even. Instead of raising the resource that is too scarce. Buildings and research cost on Olympus will still be exceedingly high compared to Everos, and as I said before, futzing with repair costs does nothing for that. I just don't understand your hesitancy to just increase gold rewards on certain levels a little more. And I doubt that both introducing material costs for repairs *and* decreasing the rewards at the same time is a good way to go. Why not turn only one dial at first and see how it works out? | |
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ysosad The Restless
Posts : 445 Join date : 2013-11-24
| Subject: Re: Resources and gold Wed Feb 12, 2014 6:53 am | |
| - Plonck wrote:
- These changes sound interesting, and I think it's great how you keep working on the game mechanics. But here, you're reacting with lowering one kind of thing (resources) when the problem is that another thing (gold) needs to be a little higher. And those two elements aren't interchangeable – it leads to an overall slowing down when lack of one resource is counteracted by decreasing all the others to make it even. Instead of raising the resource that is too scarce.
Buildings and research cost on Olympus will still be exceedingly high compared to Everos, and as I said before, futzing with repair costs does nothing for that. I just don't understand your hesitancy to just increase gold rewards on certain levels a little more.
And I doubt that both introducing material costs for repairs *and* decreasing the rewards at the same time is a good way to go. Why not turn only one dial at first and see how it works out? Hi Plonck, I think that your particular difficulties with gold, at the moment, can in large part be attributed to Dark Legion at specific difficulty levels. I'm not sure what the ETA is for the changes Rune wrote about here or a buff for DL, but if they occur at the same time, do you think that might help to make gold less scarce? (DL better -> lower healing cost, more excellent/good bonuses, etc.) | |
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Taters
Posts : 47 Join date : 2013-12-13 Location : Dublin
| Subject: Re: Resources and gold Wed Feb 12, 2014 7:04 am | |
| - Tibr wrote:
- Probably no need to decrease resource rewards if you make them get soaked in the repair process.
+1 | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Resources and gold Wed Feb 12, 2014 9:19 am | |
| - Plonck wrote:
- RuneSlayer wrote:
- Strangely enough, the DB shows that the amounts of resources per type of resources are very much alike.
In order to create more diversification in the game economy and tweak it a bit more we will proceed with the following changes:
1. Decrease the gold cost of repairs by 45%.
2. Decrease the resources rewards in battles by 10% - 15%
3. Introduce resource (wood,stone,iron) cost to repairing as follows:
i) Weapons will require stone.
ii) Armor will require iron.
iii) Banners will require wood.
iv) Artifacts will require a little bit more gold.
4. Add features which will require a certain type of resource to increase the diversification even more. For example, different capital upgrades will require different types of resources. These changes sound interesting, and I think it's great how you keep working on the game mechanics. But here, you're reacting with lowering one kind of thing (resources) when the problem is that another thing (gold) needs to be a little higher. And those two elements aren't interchangeable – it leads to an overall slowing down when lack of one resource is counteracted by decreasing all the others to make it even. Instead of raising the resource that is too scarce.
Buildings and research cost on Olympus will still be exceedingly high compared to Everos, and as I said before, futzing with repair costs does nothing for that. I just don't understand your hesitancy to just increase gold rewards on certain levels a little more.
And I doubt that both introducing material costs for repairs *and* decreasing the rewards at the same time is a good way to go. Why not turn only one dial at first and see how it works out? One of the biggest expenses in gold in the game is repairing costs, and we have decided to decrease that by 45%. The reasons why we introduced both wood,stone,iron repairing cost and decreased the battle rewards connected to them are: 1. We want to create diversification in the economy and different dependencies which will lead to different values of supply and demand for each player and consequently in the market. 2. We have found that a little tweak of the battle rewards (wood,stone,iron) is needed.. | |
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LSLarry
Posts : 279 Join date : 2014-01-20
| Subject: Re: Resources and gold Wed Feb 12, 2014 9:40 am | |
| People seem convinced that less res is somehow going to tank their performance in game. This confuses me. I am selling res dirt cheap (334 x 1k wood on Olympus) and dumping excess to guild. I rarely manage to have "excess" gold. Decreasing the amount of res in the economy (by less than 10-15% since we all run buildings too, btw ) should have only one major effect; increase the gold value of resources on the market. In my original post in here I complained about the market not being a reliable way to sell resources because nobody needs resources. There has to be a NEED for resources or this economy will not function. Upkeep costs are always going to represent a significant percentage of a player's 'budget' in game, and linking the resources to upkeep is a great way to create constant need in the game's economy. I think people are missing the overarching picture of a healthy game economy and worrying they won't be able to stockpile excessive amounts of useless wood! ;D | |
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Steinhund
Posts : 93 Join date : 2013-11-07
| Subject: Re: Resources and gold Thu Feb 13, 2014 5:08 am | |
| I allready shared my oppinion to the gold problem and still think its senceless to give clues in forum,..
but just to let people know..here a letter which i got from a member few min Ago:
Hi, I am playing since last week and from the begining I am member of our guild. I am having some troubles growing - always problem with gold. Surplus from battles is very low especialy after healing and repairs. Could you please give me some hints what can I do? Tried to read forums both public and guild but havent found any solution for gold problem. I cannot upgrade buildings so production is small..(...)
as chanceller i really wanna help new players but i just could answer that ' we all have this problem and he just can try to sell ress over the market..' And i know that this must be a bad joke to a new player with about 200fame who makes 5-10 cps each battle atm..
Even if I ,as real aktive player (NR.2 in CPs on server without using gems) can deal with the gold problem,,>> i know for sure A newbie CANT
So if u People ask urself next time why we dont get more aktive new Players,here is Your Answer.
(And i know about the things\changes which are planed,but i still fear the 1_step forward -2_steb backward thing..and i dont think that new players will stay ingame , believing in Santa Klaus.. or in other words "stay cose they put trust in new changes")
Have a nice day everybody | |
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RuneSlayer
Posts : 3124 Join date : 2012-11-13
| Subject: Re: Resources and gold Thu Feb 13, 2014 8:22 am | |
| Steinhund, We are familiar with the problems you guys have and we have already shared the changes coming up. Increasing the durability and reducing the gold repairing costs of items will significantly increase the net gold gain for players. These are not Santa wishes... We should be able to do the update on Monday or Tuesday and it will include a lot more changes/additions. | |
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