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Runescape Economy.

#1 {lang:macro__useroffline}   X Zolon {lang:icon}

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Posted 08 October 2003 - 04:48 AM

this is just a small debate for the runescape economy.

Let it be resolved that...

THe runescape economy is on the verge of collapse.


(I'll let everyone begn to fight it out and then I'll come back with some interesting stuff)
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#2 {lang:macro__useroffline}   ©allum {lang:icon}

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Posted 08 October 2003 - 05:27 AM

hear, hear.
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#3 {lang:macro__useroffline}   obiwan22 {lang:icon}

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Posted 08 October 2003 - 11:35 AM

I agree with both of you. The only good things to sell have become holiday items (santa hats, masks, and p-hats). I used to make money off of selling coal certs (1k each) but now I see people selling them for as low as 200gp sad.gif . To make money in this new economy I think I will be reduced to crafting ammys and selling them to the general stores sad.gif .
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#4 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 08 October 2003 - 07:38 PM

The Runescape economy is demented right now. Rune 2-handers used to cost a mil, then gradually decreased to around 200k. The price stayed there for a while, then dropped severely. Now you can get them for below 100k from certain players. At the same time, the price for party hats and other items went up... WAY up. They're worthless in terms of stats, and I know few other MMORPGs where the most worthless items cost more than the strongest equipment in the game. If players are spending this much money on items like these, something is wrong!

... I'd say give 'em something else to buy! TheSmile.gif

Raise the level cap for skills to 170 (at least) and create items beyond rune and dragon. Once a few players get to that point everything will change. By that time, there will be a very large number of high level players with a lot of money. When items like these are introduced, it will create a boom in the economy, giving everyone something to shoot for. Now rune is expected for players above level 45, why not have armor for those above 75? This equipment would have the same effect as rune did when the first players could smith it. The wilderness would not become much more dangerous necessarily, for the players who can afford this stuff can only kill those who can defend themselves anyway.

Something else is to introduce player housing finally. Let the houses be offered as a reward for a quest, but allow players to buy things like furnaces and ranges for rediculous prices! This would eliminate money from the economy, sending it into oblivion at the hands of the greedy merchants in Varrock. If enough money is taken out of the economy this way (out of the rich folks' hands), it could form a sense of dependency among specialists in a variety of tradeskills. Those rich people may request more money for items to save up for these rediculously priced house items, though this may or may not happen (longterm effect). If it doesn't, taking money out of the already freakishly deflated economy would not hurt anything.

Allow smiths and crafters to make more items at around level 50-70. They can be really good, though make them very difficult and costly to make. These items would therefore cost more to buy, but there would be fewer of them. This can allow the gradual process of the level 100+ items to enter the economy at around the right time (when the 50-70 items are plentiful). Therefore, the economy will be improved throughout about a one-two year process. When the economy is at its climax then, something else can come along to fix things again (when players are even stronger and more features could exist).

Give players pets! Not like that lazy good-for-nothing cat rewarded in that quest (*winks at Baseballl*), but dogs and dragons and things! They could be considered "second characters" in battle, for once the new 3D system is out more players can involve themselves in the same battle. Those who play EverQuest may understand what I'm thinking of a little better. So, how would they improve the economy? Allow players to make pet stuff, and require certain things such as food and water. These required items must be bought from stores, though luxuries can be bought from other players (high levels in tradeskills). Some could include collars, pet potions ( bluetongue.gif ), and other things. This would be an entirely new dimension, giving these skills a new meaning to many.

Make pizzas and similar player-made foods more effective. I'm not sure how many would agree with me, but somehow cooking isn't really all that rewarding. When cooking fish brings in more money than making pizzas and more complicated things, something is wrong. I believe that the items which take the most time to make should be worth more, at least more than they are currently.

I know that this would not be well-liked (possibly), but if all else fails, having player-made equipment "wear out" would fix a lot of things. First of all, it would limit the number of items such as rune 2-handers, rune large helmets, and rune kite shields a bit. While more players can make them now, they would have to continually supply the economy with these items. The prices will begin to rise since everyone would need to buy them all over again, and boom, there ya go! biglaugh.gif

Please reply to this with your thoughts. TheSmile.gif
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#5 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 08 October 2003 - 07:56 PM

The thing is, after a while, everybody gets higher level and starts to have everything they need. I find that the "Accomplish to Joining Factor" is about 3:2 (In other words, I find that for every 3 people that become fairly accomplished, high leveled, and mostly independant, 2 people start buying something.) Saying that, demand goes down, and when demand goes down, the people selling may start going independant (Doing and making things for themselves), thus taking down supply.

Until a big skill or item update, the economy is going to keep going down. Despite this, I do think that Runescape 3-D may get the economy going up, once everyone has finished exploring, what with all the new quests and skills and graphics and all.
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#6 {lang:macro__useroffline}   Spikeout {lang:icon}

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Posted 08 October 2003 - 08:23 PM

What's wrong with R2h's going from 1mil to 50k?
QUOTE
I used to make money off of selling coal certs (1k each) but now I see people selling them for as low as 200gp

We all wanted Sleeping bags and new stuff. We regreted it



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#7 {lang:macro__useroffline}   obiwan22 {lang:icon}

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Posted 08 October 2003 - 09:20 PM

QUOTE
I used to make money off of selling coal certs (1k each) but now I see people selling them for as low as 200gp 
QUOTE
We all wanted Sleeping bags and new stuff. We regreted it

Actually I liked it when there was no fatigue at all, even though it added a little bit of realism to the game it hurts not helps (though I don't really know about autominers and stuff) and I don't know what it does with autominers and other stuff. As with the economy, R2h were once really 1mil? Also I believe that the high level smithers shouldn't be able to smith certain rune items (stores would sell them all) and thusly the price for those rune items will stay still and keep people from selling them at low or high prices.
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#8 {lang:macro__useroffline}   vietpryde {lang:icon}

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Posted 08 October 2003 - 09:31 PM

All i got to say is the players are stupid... i dont mean ALL the players but the ones who buy for so high. I think runescape should just make them untradeble like the ones they will release from now on. I think it would balance the economy a bit more.
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#9 {lang:macro__useroffline}   Spikeout {lang:icon}

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Posted 08 October 2003 - 09:50 PM

The rareity of the item is what makes them so high. It's like an antuiqe from 2001.



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#10 {lang:macro__useroffline}   Baseballl {lang:icon}

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Posted 08 October 2003 - 10:19 PM

QUOTE (Cspace @ Oct 8 2003, 03:38 PM)
Give players pets!  Not like that lazy good-for-nothing cat rewarded in that quest (*winks at Baseballl*), but dogs and dragons and things!

Heh... I hated that cat and the darn quest (I even did it twice so I could maybe steal and kill your cat..)

I agree with Cspace on almost everything he said (Player houses should cost a fortune and the items in it)

I'm not going to debate on this, just applauding Cspace grnwink.gif
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#11 {lang:macro__useroffline}   xpkerdudex {lang:icon}

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Posted 08 October 2003 - 10:25 PM

god what does the cat do????my freind sold one for....15k!!!
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#12 {lang:macro__useroffline}   Baseballl {lang:icon}

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Posted 08 October 2003 - 11:15 PM

It doesn't do anything except eat your food
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#13 {lang:macro__useroffline}   yeah man {lang:icon}

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Posted 08 October 2003 - 11:20 PM

The cat is for a quest.

Follow up to what cspace said:

I agree to the fullest. Back in 2001 when phats came out, they were worth like 70k. I saw atleast 20 ppl selling for 50-60k. Now 3 mil is the cheapest! Talk about inflation! Now, the Economy has destablized due to the flooding of the market with weapons and armor. I remember, when i first started playing a longggggg time ago, adam was considered godly biglaugh.gif Now, everyone has rune armor and weapons, a r2h or similar. Due to the influx of them, prices have gone down. What is the point of having another rr2h? there is none. A simple case of supply and demand. Make a new class of weapon for both f2p and p2p that has to be player smithed, make smithing and all the other skills go up to 200 (or a higher number) raise the requirments for the new weapon, sit back and watch everyone scramble, sell their phats to get 1. Look at dragon squares. Overnight, some people are selling phats to get one. Imagine a whole nother class of weapons.
I rest my case.
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<B>DarkStorm Character Information</B>
Money: 1240 UniCreds
Items for Use: 3 boom stones, 3 runes of blasting, 47 Vesuul, 1 bricken, 1 Mythrite Pick, 1 skyrite pick, One Class 1 Energy Field Generator, 1 Ruby
Mining Level: 5 (1600 EXP)
Smithing Level: 1
<B>Character Stats:</B>
Total Posts:3681
Total Stat Points: 83
Strength: 1 = 0 stat point used
Intelligence: 35= 19 stat points used + Staff + Race power bonus
Hit Points: 2220 Hp= 74 stat points used
EP Reduction: 35 X 15 =-525 EP
DP UP : + 2


Banana Boy- Familiar
Alignment: Light
Xanthor Drathos - Sorceror
Class info:
Sorcerer: Like wizards, but bound to darkness. Sorcerers practice spells of destruction and darkness. Like wizards, they are physically weak, though can do massive damage if given the chance to cast a spell.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
Hometown: Shral Valeron
Race: Dark Elves: Diverging into the path of Darkness at an undetermined date during the Second Age, Dark Elves have become one of the few true evil races in Earthia. They consider Undead to be below them, and scowl at all races and classes not allied with Darkness. While they are not known to hide in the shadows like other Dark races, they are probably one of the most capable of directly harnessing the dark powers of the world to do their bidding.
- For Dark classes: Intelligence + 10; At a post count of 4000, Intelligence + 20 instead

Me Spells
Sorcerer:

- Dark Grip (0): EC=5; DP=4: Surrounds the target with a dark mist, doing minor damage.

- Choke (0): EC=7; DP=5: The Sorcerer holds out his/her hand and chokes the target, doing minor damage.

- Stun Target (0): EC=7; DP=0; Effect = Stun: Target cannot take any actions or move: Prevents target from taking any actions for 20 seconds. Will not take away the target's next turn in battle.

- Blast of Darkness (150): EC=50; DP=35: A conjured wave of darkness slams the target.

- Dimensional Ripple (200): EC=70; DP= 40; Effect = Stun: Target cannot take any actions or move: Attack spell that also stuns the target for 20 seconds. Will not take away the target's next turn in battle.

- DarkForce (300): EC=120; DP=75: Darkness crushes the target from all directions.

- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.

- Suffocate (450): EC=200; DP=50 Each Turn For Following 3 Turns: The air is removed around the target, suffocating him/her. Does minor damage for three turns (along with additional attacks for the following two).

- Ground Shock (600): EC=250; DP=110: Will not affect levitated targets

- Dimensional Wave (800): EC=400; DP=160: The dimension is warped around the target, causing a large amount of damage.

- Evil Cyclone (1200): EC=500; DP=180: A temporary portal to the dark world opens, consuming the target in a cyclone of shadows, ultimately crushing him/her.

- Death's Warning (1200): EC=100; DP=0: Will cause great fear to the target and cause him/her to leave the location and go back into the general region. Will not affect Wizards.

-> Storm of Darkness (1500): EC=750; DP=260: The powers of the ancient sorcerer are summoned, showering the target in flames and consuming him/her in darkness.

- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.

-> Dimensional Crack (2000): EC=1000; DP=400: A local form of Dimensional Storm targeting one character. The target temporarily experiences the effects of being caught between dimensions in this destructive spell.

- Destroy Light (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any summoned being of light which is under the control of someone of a lesser post count.

- Summoning of Destruction (3000): EC=2300; DP=750: The Sorcerer uses the powers of the ancients to conjure a local cataclysm.

- Dark Gate (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.
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#14 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 09 October 2003 - 12:00 AM

There are many theories on exactly why the economy crashed, and still, nobody is 100% sure... _sure.gif
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#15 {lang:macro__useroffline}   Kowboy {lang:icon}

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Posted 09 October 2003 - 01:20 AM

I agree with Cspace. Although the Dragon "franchise" if you will is good and new is very high priced, they will make that mine-able someday and the economy on that will collapse and they will be making 20 different types of armor! I say that they change all of the requirement levels to up them a bit to make them higher. That way people will still be just as good fighters as they were before, well mabye not hit as high but they will be in the same proportions as before.
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