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Economics and Rewards!


Stephen

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Economics and Rewards!

This topic is just going to be another brief and simple suggestion to the staff to improve upon what is already apart of the game. I will mostly focusing on the fact that this game needs some form of economics and reward scaling for monster and player killing.


Economics in Nin-Online would equate to the simplistic idea of item prices increasing and decreasing based on the amount of player owned money in the world versus the amount of money that the NPCs have in their 'pockets'. If the players hold a higher amount of money then the NPCs then the items would be significantly more expensive but if the opposite were true then the items within the shops would be significantly less expensive.

This can also factor the amount of money that one would receive for the drops they get from a monster or a boss, if the 'economy' has little to no money they would receive less for the item then they would if the 'economy' had a shit-ton more money then the players did. The opposite is also true that if players horded their drops in a warehouse until a better economy arose that they would get significantly more money.

 

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Experience and Rewards!

My other point to writing this guide is that I believe that the experience being given to players by monster is by far to generous. And the amount of experience required to level up could be severely lowered by adding this little suggestion of mine.


Here, I'm going to use myself as an example!
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As you can see I am a Level 7 Genin, and I am required to earn/grind 4,200 experience to get to level 8..

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This is my buddy Wolfie! He is Level 2, with about 25 Health and a whole lot of muscle to chomp on those lower level ninja! Normally if I were defeat this little bugger I would receive about 8 Experience, and 0 Ryo.

But with the system that I half-devised using every other game in existence as an example at my current level of against a level monster I would receive half the experience because my level is more then twice it's. 

For example...

//MY EQUATION IN PSUEDO CODE!IF(WOLF LEVEL * 2 > PLAYER LEVEL )      {       EXPERIENCE EARNED = 8      }IF(WOLF LEVEL * 2 < PLAYER LEVEL )      {       EXPERIENCE EARNED = 4      }

If experience were to be filtered this way or some way similar then the equation to increasing experience wouldn't need to be [Max Experience * 2] but could instead be replaced with something less serious like [Max Experience * 1.5 ] with the same end result as the previous version without the need for the so much more intimidating numbers. This system of calculating experience would also help to prevent this;

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Oh and this also would technically mean that if a player were to beat a monster of a level way higher then his own that he'd receive a slightly higher amount of experience... 

For example)

Level 1 Naruto vs. Level 4 Alpha Wolf would yield Naruto about x1.5 normal experience as opposed to a level 4 or Level 5 player fighting the Level 4 Alpha Wolf and only getting the normal rate.

I think I've bored you enough though and I'm sure there are a ton of you who can add onto this system with your own suggestions, but until then..
 

Peace out my fellow ninjas,
Yoshi

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APPARENTLY, the better half of the forum goers here are incapable of reading. Or reading by context.

 

Yoshi's pseudo-code here, if read properly, which isn't hard considering it's very self explanatory.... His pseudo-code here indicates that the higher in level you are, the LESS experience you get. Making the grind HARDER, rather than EASIER. Can you guys try to read the post before making asinine assumptions? Please and thank you.

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I don't like the economics idea and I'm fine with whatever happens with exp.

 

The economics idea sounds absurd to me, but if it was about supply and demand now I could see something to work with here. Basically if there is a supply of 2000 wolf fangs in circulation and the demand for them is only 1000, the price will lower, now if there is a supply of 1000 wolf fangs in circulation and the demand is 2000 then the price will rise. Another example, rare drop, there is a supply of 2 wolf paw gloves in circulation and the demand is 100, this item will cost a lot more.

 

If you need me to explain why I don't like your economics plan let me know. 

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i understand ur idea and i like the smaller numbers part because it is less intimidating for newer players but it doesnt help the server it hurts it. your if checks would add more calculations every kill then the bigger numbers take since they r recalculated only once a level. 

 

ur idea is usualy a way to make people have no reason to farm lower level mobs, which can also be accomplished by increasing exp faster the mob strength so the mob gets 2x stronger but gives 4x exp, so who cares if u 1shot the weak mobs when u can 2 shot the strong one. reversing the numbers on the other hand makes ur idea a must since if the weak mob gives 80% of the strong mob exp and has 1/3 the strength the u can farm them faster and the devs need to let the newbs get them.

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