How about putting million notes in rums? this will increase the price of rums and eventually maller wont be discourage to buy rums as of right now they are very discouraged bcoz of the sudden decrease of prices of rums (though i know you highly discourage selling of rums). This is just a suggestion in which both sides are gaining.
well you're probably right about it, just want to know that we have so many available items that nobody is buying because they cannot afford. And actually it will not cause all the prices to go higher, if lets say a million dollar note is about 50 rums this will make the rums price to go back to its original amount.Definitly no-go. That would define the rum's prices and create inflation, making everything more expensive (especially for non mallers).
That would be a pretty big slap in non-mallers' faces. Getting money here without malling is already quite hard, and lowering the worth of that hard-earned money is an awful idea.well you're probably right about it, just want to know that we have so many available items that nobody is buying because they cannot afford. And actually it will not cause all the prices to go higher, if lets say a million dollar note is about 50 rums this will make the rums price to go back to its original amount.
Many mallers here cant do anything with their rums bcoz basically u cant buy anything. and since people who farm (non mallers) gets money by selling stuffs, NSS, drops or whatever. thats all. what my point is .. we have so much items/rums/etc but not enough gold to buy/use/etc. This is the best way to get all players gain and stop server from losing mallers.
I agree with you on this one, any solid money making way is being used by numerous people which means a pretty big supply of the same items. But I don't really see what can be done to improve this. Arguably, most of the money (excluding mazes) comes from selling PK potions (Manu, cooking), Gems (Salvaging, SQ, OSS/NSS) and leveling necessities (Farming HBs in-game)/plvling.again ill say it,the game needs more to buy,,better life skills,and the market would grow,as it stands now ,you guys would have me do cooking or manu,and the 10 stalls next to me have many of the same items,1k peeps doing the same 2 life skills is what I call a very limited market
Well, one thing which always made ToP (and PKO) different from many other private servers is that it's hard to inject large amounts of gold into the game. Monster drops, leveling alts to 41, BD and CA are pretty much the only ways to actively bring a large amount of money into the game. Though I think forging, strengthening and other gold-consuming tasks tend to consume quite a bit of that.The market is not the problem the gold revolving around the game is the problem.
Doesn't CA only recycle entry fees? BD gives flat gold amount but I thought CA didnt introduce new gold into the economy it just sums the fees and releases that to the last one in CAWell, one thing which always made ToP (and PKO) different from many other private servers is that it's hard to inject large amounts of gold into the game. Monster drops, leveling alts to 41, BD and CA are pretty much the only ways to actively bring a large amount of money into the game. Though I think forging, strengthening and other gold-consuming tasks tend to consume quite a bit of that.
Doesn't CA only recycle entry fees? BD gives flat gold amount but I thought CA didnt introduce new gold into the economy it just sums the fees and releases that to the last one in CA
Thanks Luisa, You my homie since the good ol days of DeathTickle ;DYes, I can confirm this is correct
The reason why gold supply is so low is because in this server we aggressively ban botters(and their mains not just smurfs).
Typically in most other games they get flooded with so much gold and people just naturally assume that 25k means very low but when you look at bigger picture, it's not that gold is cheaper, it's now expensive.
Erm, I thought CA gives 1m + Fees... my bad there, sorry!Thanks Luisa, You my homie since the good ol days of DeathTickle ;D
It does.Erm, I thought CA gives 1m + Fees... my bad there, sorry!
function map_copy_before_close_garner2( map_copy )
How_Many_Active = GetMapActivePlayer(map_copy, 1)
if How_Many_Active > 0 then
DealAllActivePlayerInMap(map_copy,"GiveSpecItem", 1)
end
How_Many_Active = 0
Money_all = 1000000
Every_5_minute = 0
end
SystemNotice(role,"Entering [Chaos Argent], collects fee: "..Money_Need..", deducts 30 reputation points")
MoveCity(role, "Chaos Argent")
Money_all = Money_all + Money_Need
local Money_Garner2 = Money_all/How_Many_Active
AddMoney ( role , 0 , Money_Garner2 )
Thank you for this clarification Zankz. Sorry @Leba it seems that it is 1m + entrance feesIt does.
Code:function map_copy_before_close_garner2( map_copy ) How_Many_Active = GetMapActivePlayer(map_copy, 1) if How_Many_Active > 0 then DealAllActivePlayerInMap(map_copy,"GiveSpecItem", 1) end How_Many_Active = 0 Money_all = 1000000 Every_5_minute = 0 end
That's the code being executed right after the CA closes (rewards handed out), note the Money_all being set to 1M value.
Code:SystemNotice(role,"Entering [Chaos Argent], collects fee: "..Money_Need..", deducts 30 reputation points") MoveCity(role, "Chaos Argent") Money_all = Money_all + Money_Need
And that's when people enter CA, pay their fees and it gets added into pool.
Code:local Money_Garner2 = Money_all/How_Many_Active AddMoney ( role , 0 , Money_Garner2 )
The pool being split up depending on how many players are inside CA then gifted the gold pool. Then back to the top (map_copy_before_close..)
I actually like this idea ,I fail to see any reason why it would hurt the game at all, people would still need rums to buy the mall items, the rum sales to non-cashers wouldn't change a whole lot I'm guessing, the cashers you have now would still be buying them, my point is people will still have to purchase rums with cash ,on the up side, trading would be very nice and easy for us with mall items, no scams is a very nice point,Dear GM
Making Rums Tradeable will Prevent a lot of Cheating
So, I think making Rums tradable will solve many problems
Thank You!
Pirate King Online (also known as Tales of Pirates) is fully 3D designed multiplayer online game based on 5000 years of background history with Pirates as its central theme. It is comical in nature and has humorous looking characters and creatures. The games scenery is splashed with bright and beautiful colors everywhere. The exaggerated movements and actions of characters as well as objects, topped with an atmosphere that is very relaxed, makes the game consistently entertaining and always interesting and fresh for newbies and veteran players alike.
Platform:
Release Date: July, 2016
Game Type: Fantasy MMORPG
Features: Very customizable characters, PK focused, Guilds system, Advanced commerce, Vanilla, Regular events