Better Incentive for Owning Territories

I rant about this in my Massive Revisions thread. Yes. All the current system does is promote snowballing for those that own territory.

BiS for 150k+ shows up on TP…
Territory owner/company member: “oh, I’m at gold cap, I’ll snag that!”
Territory owner/company member: “hmm, I need to level furnishing. Man, it looks like a pain to gather all these materials…guess I’ll just buy everything from TP.”

It’s a rough life owning territory, kicking back and reeling in the money.
Whereas the 99% of other people need to farm seemingly endlessly to level their trade skills…

An alternative could be increased gathering yield/luck/etc for the faction that owns X territory(s). Anything but getting a cut of the taxes. The rich get richer.

4 Likes

100%

That sucks. I feel bad for you. lol

I don’t own a territory. :frowning:

Lets be clear, companies do not generate gold from zones here, they transfer it. This is a very vital and very subtle difference. This mechanic causes massive stability and circulation of gold in the economy, changing this will likely destroy the economy. If you wish to add to it, it may be something to discuss.

Creating a system that allows people to select perks on gear forazoth would a good way to add a counter-weight or balance to this. Allowing people to simply change perks for azoth would empower azoth but also creating massive balance in itemization in the game, which means that that gold could not be used to harm or exploit statistical power over others and the result of that is more competitive gameplay, most importantly in wars and pvp.

Disagree, with supply and demand the economy would adjust. prices would stay quite the same.

Gold sink is gold sink, OPR, dungeons and the pvp track would generate money as well as changing the gold reward for invasions, wars etc would be the easy fix.

You have no idea what you are talking about. There is more than just supply and demand. Such changes would increase economic viscosity and cause the gold to collect into the hands of a few people. You are advocating for a change that woul dutterly do the opposite of what you and any sane person would want.

Solution is Make TAX from towns non withdrawal. END OF Story.

And later then develope from scratch new Town owning system that works in corelation with different systems.

You cannot do that because it will cause the same effect. The solution is to devalue the power of using that gold. In this case most gold is by companies, especially key zones, to exploit and control what is on the market and what could challnge them in “power”.

All you need to do is create an azoth based system to allow people to select perks, that would result in devaluing the gold usage in such a way. People would be competitive in wars over night because of such a change and build exploration would not cost millions.

Azoth costs could be worked into it to encourage activities that are done and are not done so much, and this would facilitate large amounts of running various content activities. TLDR the game would become very active and busy, very balanced out side of mechanical workings, and class distribution would even out more

and because you use advanced verbiage that means you do?

The gold is already in the hands of few people?

So what is the fix to oligarchs ?

It’s fucked because these people have like 50+ million gold.

The only fix is pumping more gold in for others to access. The only reason prices are this high is because these guilds dictate MP.

Tbh you sound like someone benefiting from the system and this is the hill you’re dying on to keep power.

Once crafters realize no one is buying their stuff, prices will drop.

This is also caused by massive inflation due to bots farming resources and also because no one specializes in anything. Everyone can be everything so there is no interdependence in the economy.

This economic issue is much more complex than free market tax money and how it’s spent

You thinking small. Have big picture in mind? How a single system can’t work on its own, thought about it?
Think again, and all pros cons incentives, reason, gameplay experience, time investments, competitivenes. Think from these aspects, and make ideas based on that and make sure everything works cohesevly and not overloking a single aspect but combining everything together. Then maybe you will have interesting working system with indepth mechanics.

by the way, evfery system we had since launch was created for Full Loot PvP game. No teleports, risky traveling with resources, concious home choosing. etc. Was it 800 Azoth cost to teleport with 800 wieght ? And when 50 azoth cost 150 gold, that would equal 2400 gold for single risk free teleport ,

No, its in the hands of companies. Its not the same, though you think that just because officers and leaders control it it is. The players collectively create pressure on such leaders not to abuse that gold. this can cause outcasting. So there is some control mechanics to it.

I’ll give you a hint on how to solve problems. 1. I dentify what the problem is. 2. Validate it. 3. Create a sure-fire solution. 4… Recommend it to be implemented.

you cant be serious.

Suggestions do not need to be fledged out here on these forums. Any time i have done such, the inexperienced systems designers go off and do stupid things with it. It’s pointless to do so, especially for random players.

Get off this. You will not get it. I am telling you as a game designer, its stupidity to fulfill such a request. We knew this in the 90’s. How can you not?

this is a great idea but requires ample time investment 1-3 months per piece for true BiS to be feasible

Such stupidity would invalidate the entire system. 300 ish azoth per a perk change. Call it a day. It does not need to be more complex.

I emphasizing that the systems were based on full loot pvp and later then Devs softened and little by little removed everything. No need Full Loot PvP or systems for a PvE Game.

No, the devs got good feedback from other seasoned designers and from the research team. From a business perspective and for the longevity of the game catering to forced pvp systems would destroy this game. It would be impossible for this game to recover any amount of people with such things.

Slaughter of the noobs all over, or those who have not progressed enough or bought gold to get bisx3. Absolutely not. You will find me as a designer in full blown war with you over such a change, and i am a pure pvper as a player.

So how does a master craftsman in the economy make money with that system genius??

the whole economy tanks because everyone can do everything without reliance on anyone.

Therefore crafted goods become worthless.

How is that different than not letting them use the money to begin with my guy?

Glad we came full circle on why big guilds should hold tax money and poach/payout other players and ruin whole servers while also creating the least social / interdependent economy in MMO gaming history

Not really. People will cater to laziness over farming. Such gear will still have value in it, because people are simply lazy. This has always remained true and modern design theory is wrapped around this single concept. Entire games make hundreds of millions a year because of this.

Eso uses the same system with some salvaging and time gating worked into it. Plenty of gear in that game still has value.

There it is, found the guy benefitting from the current system