The lack of quest givers makes sense given the current setting, but I've found it difficult to find gold. As this is the case, could the chance for gold spawning and the amounts it spawns in be raised somewhat?
It might not seem like a big deal since no player should really have a whole lot more gold than anyone else, but the current game design is definately disadvantageous for characters that selected item creation feats or want to make use of in game systems like herbalism and alchemy.
I like the relative poorness! It's keeping consumable levels WAY down, which is awesome. Eventually, I'd imagine things get "wealthier", but for now I really enjoy how it is.
Oh, and gold doesn't affect herbalism or alchemy!
I personally dont want the gold count to be more abundant then it already is. The lack of gold makes items less expensive then they would be otherwise. If you make it easier to achieve gold, the prices on things would be increased as well...
Think of it as... in this server, at its position is: for everyone 100 gold elsewhere is like 30 gold here. Its almost like things are 1/3 of what they should be otherwise.
It makes us struggle to survive! Dont change the way gold is given, please.
Quote from: Garem;86997I like the relative poorness! It's keeping consumable levels WAY down, which is awesome. Eventually, I'd imagine things get "wealthier", but for now I really enjoy how it is.
Oh, and gold doesn't affect herbalism or alchemy!
No? I assumed it did. Cool.
As far as awesome survival feel goes, that's cool, but I'm not talking about making 10 wands for my PvP monster, I'm talking about having enough gold to make a cure minor wand when I hit level 6.
I started today with zero coins. Having only gone on a handful of quests, otherwise simply roleplaying with other people, I managed to end the day with a little less than 200. If money is what you work for then there are certainly ways to get it. Try thinking outside what is common or usual, for untapped resources.
In early alpha for EfU, gold was pretty scarce, but I find there's a trend between time and gold. As time progresses, the setting will get wealthier (with the creation of your establishments and factions), and there will be more gold.
While not directly implemented by us, this suggestion will be done!
The money shortage can be among some of the first things that stick out, but to me it wasn't a bad thing, item prices are real low, with everyone being glad to make a few bucks at least, on old EFU prices got really ridiculous in the end..
Not being able to sell -anything- to NPC adds up positively to that since there's more free item give-aways for new players and the whole survival thingy becomes stronger.
Plus since I'm generally stingy it's good to see that now no one else really has more to spend than me so it comes down to your actual skill a bit more than just who-has-more-potions-in-their-pack.
Aaand then it is funny to be considered a more wealthy person already just for the custom leather suit I was able to purchase. ^_^
Back in the day everyone probably had at least 3 since the funds were easier to come by, now it's more of a rarity.
Please keep the status quo on that for some longer :3
I think people are wrong about the consumables thing.
It would be true if this was EfU, but not on EfU: A. The items that can be found at low levels are extraordinarily useful. They simply have taken the place of purchasable consumables. There is no need to buy cure light wounds potions, for example, when you can easily find a rock that has 12 charges of cure light wounds.
However, there are only so many healing items to go around. Without the gold, only a handful can afford to purchase healing from a PC potion / wand crafter. This means people are left without any sort of healing.
If you aren't a member of a faction like my PC, that works toward spreading around its resources and ensuring everyone is provided for, then you're out of luck. Even with that, my PC has to forgo buffing anyone simply to pack in as many healing and restoring spells as possible. My Cleric uses a sling so I can stand away from the fight and watch the health of everyone in the group. If HP gets low, I rush in to heal.
This also impacts players who want to play a merchant character. Unless, of course, you're more interested in a barter economy.
Okay, last night I did the Scalebane (Or scalehill, or scalamount, or whatever it is) quest, and it was hard. I won't go into details because that's not nice, but it was hard. We got maybe sixty-some coins each out of the whole deal, and one or two good items. BUT the feeling of "Yes, this item can save my life next time I get poisoned. I finally have this!!!" instead of "Oh dangit, got to remember to stop by Bunge and pick up some herbs before we do this one again." was great! You do quests purely for survival! There are items on these that you need! Instead of "Okay, well, looks like I'm stocked up on all these things I just bought from Joe Blow over there, lets go do a quest because I'm bored." it's "Oh man, I'm diseased... I wonder if those kobolds have and salve... :twisted:"
See what I mean? So what I'm saying after that gush of "Yes I love this!" is don't make gold easier to come by. Let inflation do its job.
My only complaint about the low amount of gold is that the normal consumables (healing packs) have doubled in price. In most economies (read: all) the opposite would occur. We're dealing with inflation on gold during a liquidity crisis. This does not add up.
Quote from: I can has fun?;87165My only complaint about the low amount of gold is that the normal consumables (healing packs) have doubled in price. In most economies (read: all) the opposite would occur. We're dealing with inflation on gold during a liquidity crisis. This does not add up.
Ignoring the fact that this is not The Real World (tm), maybe one factor is that healing packs are scarce.
I know of one person with 3000~ gold in this current economy so anything is possible if you work to sell things to other pc's!
The coolest thing happened the other night.
This conversation took place, pretty much verbatim.
"I'll pay you 10 gold an hour for digging"
"OH MAN, AWESOME, I'M THERE."
srsly. The economy will grow eventually but as it stands, there really shouldn't be that much gold going around on the island anyway.
Besides, I think it'd be far more awesome to have to barter equipment, like prisoners do with cigarettes.
Quote from: Kotenku;87255The coolest thing happened the other night.
This conversation took place, pretty much verbatim.
"I'll pay you 10 gold an hour for digging"
"OH MAN, AWESOME, I'M THERE."
Confirmed. I am tough but fair.
The best thing about the server so far imo is the economy. Personally I would like DMs actively intervening to keep cash low. It will blow out, there is no doubt, but I champion the DMs right to stifle the free flow gold economy as much as possible. Without a choke on the gold flow, the game becomes way to easy, and the survival feel is gone.
Gold now is good, please bend over backwards to keep it that way.
We need a reserve bank IMO
A bank would be kind of silly at this point I think. After the initial 100 gold or whatever it takes to open the account, no one would have anything to put in really.
I generally find that people with obscene amounts of wealth in comparison to the majority of the playerbase employ one of two strategies I personally do not care to do myself; mugging and selling. The former has some ethical ramifications even in an OOC sense while the latter involves constantly being overloaded with valuable items and thus, an extremely vulnerable target for the former. There are two other ways to gain similar amounts of wealth in EfU, but these rely upon the DMs and are thus not certain.
Really though, I am retracting my original complaint. With the introduction of a merchant NPC that actually buys gear I am able to recycle a lot of the garbage into a handful of coins, and on top of that I've found a new way to supplement my modest income.