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Fixing PvP Loot Item Prices...


Blutters

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As most people have noticed, some items that are rather high-end have gone off the deep-end. Amulets of Fury have fallen by nearly 1.5m as well as Waterbirth armors becoming near worthless and the Mage Training Arena no longer worthwhile. The same has happened to all unique Tzhaar items and the Waterbirth rings and countless other things like Granite armor and Dragon Full Helms and Dragonfire Shields.

 

 

 

The solution I am proposing is that rather than always creating new copies of these items, the Grand Exchange should be searched first for anyone selling them, in which case the item is bought from one of those people, which would keep the supply of that item about the same instead of flooding the market with more and more. This also helps to ensure that people actually get compensated for these drops.

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And how would you prevent the massive inflation that would occur due to the creation of coins gained by the seller? This moves the problem, rather than solving it.

 

I disagree it ensures that money isn't just created, it keeps the items in the game more balanced.

 

 

 

This would work how cs works, but instead of it being sold to the GE its brought from the GE. In the case of the item not being on the GE then and only then does it get created.

 

 

 

I support this idea completely.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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Here is my proposal...

 

 

 

The GE price of the loot items must not exceed the GE price +10-20% of all that the person has wielded or in his inventory...

 

 

 

or this variation...

 

 

 

Player A has 200k worth of stuff on him...

 

Player B kills him and gets 350k worth of stuff...

 

Player C has 200k worth of stuff...

 

Player C attempts to PJ player B...

 

Player B kills Player C and gets only 100k worth of stuff...

 

 

 

Red = Price of GP LOST (by Dieing)

 

Blue = Price of GP GAINED (by loot)

 

 

 

 

 

200k+200k= 400k

 

350k+100k=450k

 

 

 

Economy Makes a 12.5% gain

 

 

 

 

 

:)

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[hide=Guides]Magic & Summoning Profit Spreadsheets! *UPDATES EVERY HOUR* (includes: High alch, Superheat, and Enchanting)

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And how would you prevent the massive inflation that would occur due to the creation of coins gained by the seller? This moves the problem, rather than solving it.

 

I disagree it ensures that money isn't just created, it keeps the items in the game more balanced.

 

No, it is creating coins. Let's give an example.

 

Person "A" is selling a berserker ring

 

Person "B" does the 26k trick, and gets a berserker ring as a drop.

 

Person "C" dies for B.

 

A's ring is sold. He gets 1.5m(Random number)

 

B gets a berserker ring from a drop.

 

 

 

But wait? Where did the 1.5m come from? Let's look...

 

Hmm...C only took 26k out of the market. B didn't take anything for that particular drop. So nearly 1.5m coins were instantly created to give person A compensation for his drop.

 

 

 

I would have supported, but knight is correct. It's hard to see, but true. Either way, things are merely being created. So, the choices are to crash the price of every pvp drop, or to inflate the price of every item. Which is worse?

 

 

 

Slightly off topic:

 

Here is my proposal...

 

 

 

The GE price of the loot items must not exceed the GE price +10-20% of all that the person has wielded or in his inventory...

 

 

 

or this variation...

 

 

 

Player A has 200k worth of stuff on him...

 

Player B kills him and gets 350k worth of stuff...

 

Player C has 200k worth of stuff...

 

Player C attempts to PJ player B...

 

Player B kills Player C and gets only 100k worth of stuff...

 

 

 

Red = Price of GP LOST (by Dieing)

 

Blue = Price of GP GAINED (by loot)

 

 

 

 

 

200k+200k= 400k

 

350k+100k=450k

 

 

 

Economy Makes a 12.5% gain

 

 

 

 

 

:)

 

Except, what's to stop rwting for that? It would be a good suggestion, but 10% is a close enough margin that a rwter will be able to sell cash through pvp.

My skin is finally getting soft
I'll scrub until the damn thing comes off

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Well, honestly, I've always believed that the best option would be just to remove most of these 'special' things from the drop tables...

 

 

 

Who Are You, as someone else has already pointed out, this works how CoinShare works.

 

 

 

As to inflation, maybe I'm a little naive, but can't it only occur if someone can offer a higher amount for an item than someone else?

 

With the current price controls I don't believe that it can happen that easily.

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Wow, thanks for utterly destroying my name. Regardless of whether your purpose was to be funny, you just lost respect points. :wall:

 

 

 

Anyway, to pick apart your argument.

 

 

 

 

Who Are You, as someone else has already pointed out, this works how CoinShare works.

 

 

 

As to inflation, maybe I'm a little naive, but can't it only occur if someone can offer a higher amount for an item than someone else?

 

With the current price controls I don't believe that it can happen that easily.

 

No, that's not how CoinShare works. CoinShare works by taking an item which was previously created by the drop from a monster, and selling on the grand exchange, even if it isn't immediately. No money is being permanently created, as the money is coming from whoever buys the item. In fact, unless the price changes on the item before it is sold, money is being taken out of the market, because the people who get the drop are only getting minimum, while the item is being sold for medium. Unless you can point out where the money for the zerker in my last example is coming from, you are wrong. The current system is just as messed up as the proposed one though, for the record.

 

 

 

Inflation is not people offering a higher price than someone else. That is competition. Inflation is when the value of a currency drops, thus driving prices up for that currency because it takes more of that currency to equal the former value of the object. So, when a dollar is worth less than a dollar, then people have to charge more in order to get their money's worth from their product. The only time that the value of currency drops is either when it is tied to something else, say gold or oil, that drops, or when more of it is created.

My skin is finally getting soft
I'll scrub until the damn thing comes off

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It is the way that many drops that can be CoinShare'd work. I'd say that, although it usually depends on the market for them at the moment, most Hilts aren't bought at mid, which is the price that CS puts them in for. Spirit Shield Sigils are probably rarely bought at mid price either.

 

 

 

This update could be coupled with new useful Summoning and Construction updates, as well as whatever the junk removal system they announced a while ago is.

 

 

 

I don't know who you are, but although you may make some good points, you aren't very helpful in creating a 'better' solution.

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I'm not trying to fix this. It doesn't impact me, as once I am finished with my quests, I am done with combat for as long as I can be. I'm sure, at some point, the ripples will kill me, but my hope is that a solution can be found before then.

 

 

 

As for Coinshare, I would disagree. Where do you think hilts are bought at? No one would buy at max, not when it's easier, and cheaper, to get at mid, and for min you would be hard pressed to get it. No one sells hilts by themselves, the only way they enter the market is either attached to godsword blades or via Coinshare. And if you can show me three drops of spirit sigils that were Coinshared recently, I will be amazed. The truth is, the only people that go are in FFA or Lootshare teams from the teams that do specifically that. It's too difficult to make a team any other way, one that is good and knows what they are doing. So, yes, sigils aren't sold at min. But they aren't sold via Coinshare either.

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I'll scrub until the damn thing comes off

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No, it is creating coins. Let's give an example.

 

Person "A" is selling a berserker ring

 

Person "B" does the 26k trick, and gets a berserker ring as a drop.

 

Person "C" dies for B.

 

A's ring is sold. He gets 1.5m(Random number)

 

B gets a berserker ring from a drop.

 

 

 

But wait? Where did the 1.5m come from? Let's look...

 

Hmm...C only took 26k out of the market. B didn't take anything for that particular drop. So nearly 1.5m coins were instantly created to give person A compensation for his drop.

 

Currently player A isn't involved and the item B gets is created.

 

 

 

With the new system player A gets an instant sell and player B's item comes from the GE.

 

 

 

Sure if the 26k trick is abused/used it screws the system, but it currently does it.

 

 

 

An example without using any tricks (as seen by true PK'ers, PJ'ers and so on).

 

Player A sells Ahrims top and bottoms

 

Player B is wearing AGS, mystic top/bottoms, fury, d boots and a whip.

 

Player C kills player B (who has item protect)

 

 

 

New:Player A gets an instant sell at med, player B loses mystic top/bottom, some pots and food and a few other items and Player C gains ahrims top/bottoms 0 which are from player A.

 

Current:Player A has to wait 10 hour before they sell at med/min, player B loses the items as stated above, the game creates the ahrims top/bottoms for Player C.

 

 

 

New: Game loses the items from Player B. Game wins

 

Current: Game loses the items from player B, but creates Player C's drops. Game loses.

 

 

 

Sure if someone abuses the system they break the system, but this currently happens.

 

 

 

Its just a better way of balancing in game items. Its better to rotate items then to generate them.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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I think the problem here is that you're not seeing the problem about coins being created.

 

 

 

Currently: Drop gets created. Price of drop goes down a bit. One item affected.

 

Your system: Drop is bought from ge. Drops price stays the same. Money is created. Value of gp decreases. All prices go up. All items affected, even the dropped one.

 

 

 

In real life, a bit of inflation is seen as a good thing. However, too much inflation, by the millions created by drops, which you are suggesting, leads to situations like Zimbabwe. Money becomes worthless and only items have value. In the worst case scenario, this would lead to an obsolete GE and only player-to-player item-for-item trading.

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I think the problem here is that you're not seeing the problem about coins being created.

 

 

 

Currently: Drop gets created. Price of drop goes down a bit. One item affected.

 

Your system: Drop is bought from ge. Drops price stays the same. Money is created. Value of gp decreases. All prices go up. All items affected, even the dropped one.

 

 

 

In real life, a bit of inflation is seen as a good thing. However, too much inflation, by the millions created by drops, which you are suggesting, leads to situations like Zimbabwe. Money becomes worthless and only items have value. In the worst case scenario, this would lead to an obsolete GE and only player-to-player item-for-item trading.

 

 

 

Exactly, you don't want eggs to cost you 5 million dollars do you? No support. Simply TOO much inflation. Coinshare does not put money in. In fact, it takes money OUT. Coinshare simply puts the item in the GE for mid price. If it gets sold, it gets sold, but 5% of it is "lost" (so if you sold 100m item, only 95m would be split. The rest would cease to exist). So money isn't really being created, it's simply being sent to a different location.

 

 

 

In your suggestion, money IS created.

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