Items and Trade.
Feb 27, 2014 2:17:07 GMT -7
Post by Yamabara Shou on Feb 27, 2014 2:17:07 GMT -7
Here is a list of thought that came to me while talk in chat. Just thought I would put them down all written out so people could discuss them, and hopefully come to a good idea with how to deal with one thing that could be come a issue.
Fusing items.
It came to my attention that fusing items allowed unlike buy items for items with multiply powers. This however can lead to creating extremely powerful items if fuse well and bad one if not. I feel that those who don't fuse those sort of items for power should get something and as such I believe fusing items should add to the cost if there powers would stack in some way. The following would is a list of what I think is a good way of running fusing items.
1 - Fusing items with no powers, only a power on one item, or powers that absolutely could not stack. (Two items that negate damage to the same location.) Should not effect the price of a upgrade, instead the two items would add the stats of each item together. These items would not gain the benefit of upgrading normally, but if two powerless items were fused, then a power could still be purchased at the normal price of 1000 yen.
2 - Fusing two items which completely different powers. (Items with permanent damage negation, or elemental effects.) Would increase the price of fusing by 400. This would take up both slot for powers that a fused item can have. They would add stats the same as normal fusing.
3 - Fusing two items with the same power but a power which could stack. (Once, twice, ect per a thread items, half damage items.) Should add 800 to the price. These sort of powers would stack as follows. Items that 1/2 damage would, not add to create damage negation but half the damage twice leading to 1/4 damage. (This would not take both the fused items power slots.) While items that gave a number of uses per a thread would stack the number of usages of the power. (This again would not take up both of the power slots of the fused item.) They would add stats the same as normal fusing.
The reason for charging less for completely different powers, is this leads to a hard limit of two powers. While stackable powers could be stacked in the same slot, granting a large number of uses of a really good power. Allow a item originally not meant to negate damage pretty much do so, or damage multiplying item (If they come around) increasing in multiplier.
Trading
Trading between character is nice. Being able to give friend a item when they stat, or your own character a item (As banning this just leads to loop holes anyway.) allows newer character to have a chance when joining late, rather then having to slog it out to be a contender in the RP world. This leads to two question, trading money and selling/gifting items to other players.
On the point of taxation the answer is simply. Tax should be 20% of the money given. The reason behind this is any less and player will do so often, selling a item and removing it from the game and then gifting the money would always be a better choice. While charging more would meaning giving some one a item and the letting them sell it would always be the better choice. As paying the larger tax on the smaller amount given back after would be better then trading a lump sum straight out. As such I believe that the tax rate (If one is made) Should be tied with the cost of selling items.
Now as for selling items to other players, I personally like the idea, in fact I prefer it over the idea of just gifting items (But banning gifts just leads to selling super cheap) I don't think gifting items should be free, to prevent items jumping around like old cds. So I would charge gifting a small flat fee of 100, to be made up from giver or receiver. It either this or put a limit on trading items, and when traded listing when they may be traded again.
Selling items however should always be at a reasonable price. Where it is still cheaper then making the item themselves but still a good option for the seller. In fact to encourage people to sell to other players rather then just to the store where those items would be lost forever. I would say that the seller get 85% of the cost of the items, while the buyer pays 80%. (Yes this leads to money from nowhere but I don't mind that as much as interesting items being lost. )
Some may say way set a price for selling to other players, and I say because it makes a distinction between someone selling and gifting a item. If you want to gift a item you don't want money, while if your selling it for 1/10 it's cost you don't want it you are pretty much willing to give away already but are trying to make a buck at the same time anyway. (Maybe I'm black hearted, of thinking people are like that sorry. But i've seen it before.)
Another interesting way to do this, is almost the reverse. Don't allow selling to other players but add sold items to a list, and allow other to buy the items at 85% percent compared to the original 80% that the seller got for it. This however is more work and could lead to a really long list of items and is why i didn't take this one as seriously.
DONE NOW sorry for text wall.
Fusing items.
It came to my attention that fusing items allowed unlike buy items for items with multiply powers. This however can lead to creating extremely powerful items if fuse well and bad one if not. I feel that those who don't fuse those sort of items for power should get something and as such I believe fusing items should add to the cost if there powers would stack in some way. The following would is a list of what I think is a good way of running fusing items.
2 - Fusing two items which completely different powers. (Items with permanent damage negation, or elemental effects.) Would increase the price of fusing by 400. This would take up both slot for powers that a fused item can have. They would add stats the same as normal fusing.
3 - Fusing two items with the same power but a power which could stack. (Once, twice, ect per a thread items, half damage items.) Should add 800 to the price. These sort of powers would stack as follows. Items that 1/2 damage would, not add to create damage negation but half the damage twice leading to 1/4 damage. (This would not take both the fused items power slots.) While items that gave a number of uses per a thread would stack the number of usages of the power. (This again would not take up both of the power slots of the fused item.) They would add stats the same as normal fusing.
There Should also be a hard limit of 2 power on a item even from fusing. Otherwise A single item could be godlike.
The reason for charging less for completely different powers, is this leads to a hard limit of two powers. While stackable powers could be stacked in the same slot, granting a large number of uses of a really good power. Allow a item originally not meant to negate damage pretty much do so, or damage multiplying item (If they come around) increasing in multiplier.
Trading
Trading between character is nice. Being able to give friend a item when they stat, or your own character a item (As banning this just leads to loop holes anyway.) allows newer character to have a chance when joining late, rather then having to slog it out to be a contender in the RP world. This leads to two question, trading money and selling/gifting items to other players.
On the point of taxation the answer is simply. Tax should be 20% of the money given. The reason behind this is any less and player will do so often, selling a item and removing it from the game and then gifting the money would always be a better choice. While charging more would meaning giving some one a item and the letting them sell it would always be the better choice. As paying the larger tax on the smaller amount given back after would be better then trading a lump sum straight out. As such I believe that the tax rate (If one is made) Should be tied with the cost of selling items.
Now as for selling items to other players, I personally like the idea, in fact I prefer it over the idea of just gifting items (But banning gifts just leads to selling super cheap) I don't think gifting items should be free, to prevent items jumping around like old cds. So I would charge gifting a small flat fee of 100, to be made up from giver or receiver. It either this or put a limit on trading items, and when traded listing when they may be traded again.
Selling items however should always be at a reasonable price. Where it is still cheaper then making the item themselves but still a good option for the seller. In fact to encourage people to sell to other players rather then just to the store where those items would be lost forever. I would say that the seller get 85% of the cost of the items, while the buyer pays 80%. (Yes this leads to money from nowhere but I don't mind that as much as interesting items being lost. )
Some may say way set a price for selling to other players, and I say because it makes a distinction between someone selling and gifting a item. If you want to gift a item you don't want money, while if your selling it for 1/10 it's cost you don't want it you are pretty much willing to give away already but are trying to make a buck at the same time anyway. (Maybe I'm black hearted, of thinking people are like that sorry. But i've seen it before.)
Another interesting way to do this, is almost the reverse. Don't allow selling to other players but add sold items to a list, and allow other to buy the items at 85% percent compared to the original 80% that the seller got for it. This however is more work and could lead to a really long list of items and is why i didn't take this one as seriously.
DONE NOW sorry for text wall.