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To Whom is In Charge ( GM ) Suggestions to improve the game

Moha205

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Dear GM
Making Rums Tradeable will Prevent a lot of Cheating
So, I think making Rums tradable will solve many problems
Thank You!
 
Thanks for your suggestions but we have no plans to making it tradeable, you can already sell the extra item mall items.
 
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.
 
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.

Definitly no-go. That would define the rum's prices and create inflation, making everything more expensive (especially for non mallers).
 
Definitly no-go. That would define the rum's prices and create inflation, making everything more expensive (especially for non mallers).
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.
 
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.
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.
 
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
 
The market is not the problem the gold revolving around the game is the problem.
 
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
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.

But thing is, I fail to see what people need other than Gems, PK Potions and levels. It's not like improving the lifeskill system will automatically mean that people will need Ores or Wood enough that people might consider doing that instead of the above mentioned tasks.
 
The market is not the problem the gold revolving around the game is the problem.
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.
 
I don't know about you guys.. but I make around 1m in 2-3 hours selling drops to NPC. Help the server make money, farm drops, cut trees, don't suggest band aid solutions like tradable rums or what ever.
 
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.
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
 
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

Yes, 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.
 
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.

I dont disagree that the fact there are no botters or have then being banned is a bad idea but in fact it "CREATES "inflation for the economy. Having bot makes your life easy but it doesn't provide an absolute justice for those who are lazy and doesn't play fair enough to know it is illegal. I see that there are many sellers in the game but less buyers. It shows that the economy is stagnating or marking to a dead drop in the long run.

Solutions like this is us players who needs to learn how motivate people from farming for possible income earning events.

Hardcore, Mid or whatever we can work on it. Bot aint a solution but in the long run its a game killer. I don\t disagree with management that disabling the trade option for rums since we can trade the mall items for gold.

It is us who in the end can make the game great. It is the developers task to provide new ways of enjoying the game. It is the Game Masters task to implement it. We all are separate but equally at fault should one fails to do their part
 
Erm, I thought CA gives 1m + Fees... my bad there, sorry!
It 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..)
 
It 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..)
Thank you for this clarification Zankz. Sorry @Leba it seems that it is 1m + entrance fees
 
Dear GM
Making Rums Tradeable will Prevent a lot of Cheating
So, I think making Rums tradable will solve many problems
Thank You!
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,
 
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