The only way to maintain economic stability is to increase the xp bonus for all items recovered while increasing the cruel death experience drop.
Any player who dies must be reduced by one level.
To balance out the punishment, add an NPC that recycles any items to reward fixed experience, and this NPC will only provide one hour of service after a player dies to exchange items for level 1 experience.
If you do not redeem within an hour, or if you die twice, the time will not be accumulated, nor will the number of times accumulated, and you will only be able to redeem level 1 experience within an hour.
For this service, experience rewards are fixed based on item level, 10 points for level 1, 20 points for level 2, and so on.
While the death drop level penalty is a bit severe, it makes all the junk items worth something.
Players don’t just throw things away, so there’s a balance between harvest and reward and punishment.
Players don’t want to die easily.
In addition, the one-hour and one-level experience limits do not destroy the original ecology of the game.
Of course, this is just a suggestion, but testing is still needed to verify how punishment and experience redemption will be experienced by players.
But I think it’s worth a try.
Anyway, I encourage it.
Another way to balance the economy is to introduce new content to attract new players.
In the new world, each of us is constantly producing and crafting items, which is bound to outnumber the number of people who actually use them, unless new players are constantly added.
If we just had one server and everyone was on it, including future new players, we might be able to balance production and sales.
But for now, the new World, divided into hundreds of zones, is hard to do.
So, I think my original approach is the only one that best fits the new world.
It’s amazing how much the game can change in a month
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