PDA

View Full Version : Gold as Economic Backbone and New Item Idea to implement it


RyojiroSan
26-08-2008, 06:39
Ok, first off gold has to be useful in some fashion to make it as the stable economic monetary value.

My proposal for a system that would bring uniqueness to the character's and for the implementation that gold could be viable has an economic source are twofold.

One, upon starting your character you are given a choice to pick one inventory item (No weapons for balance reasons). This item would be labeled Legendary and have its own unique color. However not a popular choice for many, but for balance sake it would have to be (EX in FFXI terms or Bound in WoW terms (god I hate wow >.> lmao)). Whatever the wording you would not be allowed to trade this item.

Upon character creation and selection of the armor piece of your choice you would get to name it, and as you level, it levels with you. This armor would have a level value also and experience points. Each level in order for you to add to its stats you would have to take it to an NPC and pay a gold fee in order to imbue any stats you wish onto the item. The item would have NO level cap. (I abhorr the idea of level caps in games). This would allow players who have capped out their character to progress even further once capped and give a reason for characters to have a main character.

Each level you attain with the armor piece would give you one stat point. Each attribute you wish to imbue onto the armor would have a pre-requisite stat point requirement. For example say you wanted +1 to all skills on your armor, it would require 5 stat points. Or if you wanted +25HP require 2 stat points, or you could balance it down so everything low tier was 1 stat point along the lines of +10 or +15HP / +10MP/ +1 Attribute or +2. Numbers are subject to change / testing and balance, however you get the general idea.

Also for example if you wanted to get added damage to a particular enemy type it would require for you to kill X number of creatures while wearing the armor. This would also give more replayability as characters would have to roam throughout the lands in order to get whatever bonus they would like.

These items would have a TEAL color for legendary. This item would be with you throughout your character life and would give a new and unique feel to your character knowing your the only character in the world with this armor and it allows you to critique your character to your playstyle and liking.

The possibilities of stats that you could imbue onto the item is limitless with your imagination.

The gold value for each increase of value would rise so it would give gold value along with decreasing the sale values of items and monster drops would be a good system to be put into place to stabilize the economy and give a good solid equilibrium to the value of items.

I also have another system in place that puts the emphasis of the game into the players hands. The bane of RPGs in todays world is that they are truely not unique and are pigeon-holed into roles. I will create another topic covering this and see your thoughts and will link it onto this once finished.

The topic pertaining to character overview: http://forums.diii.net/showthread.php?t=688084

CaptainDingo
27-08-2008, 04:34
Enhance the economy by removing loot? Might want to rethink your idea. :P

deadbeater
27-08-2008, 04:35
A simple way to make gold valuable is the ability to buy the most expensive runes.

RyojiroSan
27-08-2008, 07:34
Yea, I mean, because diablo 3 brought 2 new item slots into the game, and taking one away which is random per person, some might choose legs, some shoulder, some body, etc. really hurts the economy more than it helps?

Have gold used for something meaningful is a plus, also having an item that is truely unique is also a plus is it not?

Also, you could change the appearance of the item for gold price, however you must reach certain level restrictions in order to do so.

Also, I do not think runes are going to play a significant role in D3. Just my opinion, but, rather than having a static item wouldn't you rather have a dynamic item?

It is just one item that you wouldn't have to worry about attaining through drops, and you have

Head
Body
Shoulders
Legs
Gloves
Boots
Shield
Weapon
Rings
Amulets
Belt

So all in all it really is reducing the items needed for your character by around 5% if that. That is the con to such a system, however the plus side is having characters distinguish themselves from one other, give you something to do after you reach lvl 99, and truely create a character that fits your playstyle.

One has to weigh the cons vs the pros. Eager to hear your thoughts Captain.

Hodl Pu
27-08-2008, 10:07
I for one enjoy the player based economy. But as of now, I don't mind what happens to the currency in D3. I'll adjust right? After all, we adjust to fads and pop culture all the time... buying clothes, um.. cool new pens? w/e is big in your home town i guess.

CaptainDingo
27-08-2008, 19:27
I dunno, I guess I just don't understand how having one less item you need to upgrade equates to money being worth more. Wouldn't it be the other way around? The more types of armor that have to be replaced, the more items have to move around, and the more money people have to have for that?

Quite possible I'm completely lost and don't understand your idea or how it relates to gold.

RyojiroSan
27-08-2008, 20:01
I dunno, I guess I just don't understand how having one less item you need to upgrade equates to money being worth more. Wouldn't it be the other way around? The more types of armor that have to be replaced, the more items have to move around, and the more money people have to have for that?

Quite possible I'm completely lost and don't understand your idea or how it relates to gold.

Simply put it makes gold valuable once again. All players would need gold in order to upgrade and imbue their armor piece. That gives gold an inherent value, and makes it useful VERY useful. Not only that you get a unique one of a kind piece of equipment that you can shape any way you want.

It replaces the medieval and archaic barter system and uses one functioning unit of currency. This gives ALL items a monetary value and stabilizes the economy.

Bartering items gives gold no use, like it is in D2. Items and gold have no correlation, unless you implement a system that you have to have gold in order to increase your armors stat values.

Have I made that clearer?

thetang
27-08-2008, 20:52
The easiest way to have money be valuable (as has been shown in MMO's) is to have a player ran auction house. I don't know that it would work too well in the Diablo series, but it might be a nice change of pace from the endless trade shouts seen in the chat screens. It would make trading less frequent, but it would put a value on money.

The real economy of D2 was based off of trading - "What can you offer me for this great item I've got?" Thats the real goal of the Diablo series - getting great loot to make your character exactly what you want. Thats the real reason money had little value in D2 - because you didn't need money to get those items you wanted...you just traded other items.

Put some sort of auction house available where you can view LOTS of items that are all purchasable only by money and you've now replaced trading item for item as the primary economy.

Galabab
27-08-2008, 23:13
A simple way to make gold valuable is the ability to buy the most expensive runes.

+1 ......... 10chars ..............

zooply
27-08-2008, 23:16
Yea, I mean, because diablo 3 brought 2 new item slots into the game, and taking one away which is random per person, some might choose legs, some shoulder, some body, etc. really hurts the economy more than it helps?

I will have to agree with dingo here. It may not be a big hurt on the economy, but it could be used better. I'm going to go ahead and assume here that most people don't want to have to permanently lose an item slot. Instead of taking a slot on your character, why not one in your inventory or some sort of symbol for your character (kind of like Morrowind)? That way you still have the item slot free and have the same gold sink.

Yuri The Barbarian
28-08-2008, 00:08
I like the idea of a legendary item that levels with you.

mithy
01-09-2008, 09:05
I kinda like your idea, but if the item was not capped, people would eventually get "too" powerful, itemwise. Like modern day runewords. I hope they make diablo3 more skillbased, though I guess thats too much to expect for a hack'n'slash.

Naja
07-09-2008, 04:18
I thought the purpose of gold was to blow it all on gambling.

zooply
07-09-2008, 22:59
I thought the purpose of gold was to blow it all on gambling.

True (at least for D2)

I hope they have gambling in D3. Even if it doesn't work well enough to make gold the common currency, it's still a nice gold sink.

kevink
10-09-2008, 06:26
The easiest way to have money be valuable (as has been shown in MMO's) is to have a player ran auction house. I don't know that it would work too well in the Diablo series, but it might be a nice change of pace from the endless trade shouts seen in the chat screens. It would make trading less frequent, but it would put a value on money.

The real economy of D2 was based off of trading - "What can you offer me for this great item I've got?" Thats the real goal of the Diablo series - getting great loot to make your character exactly what you want. Thats the real reason money had little value in D2 - because you didn't need money to get those items you wanted...you just traded other items.

Put some sort of auction house available where you can view LOTS of items that are all purchasable only by money and you've now replaced trading item for item as the primary economy.

I like this idea, but I like the idea of keeping gold useless even more.

CarsV
11-09-2008, 15:29
A simple way to make gold valuable is the ability to buy the most expensive runes.

Or just make it so gold doesn't pour out the *** of every monster and chest, thus enhancing its rarity, value and even amplifying the concept of durability, something that in D2 is merely a hassle than anything else.

sleep
12-09-2008, 11:35
To be honest, I really do not like the idea at all. And I still don't see how a ridiculous item, that can't be traded or valued in any way, would affect the economy in a positive way. I can see you put a lot of effort in this idea, but I just can't see it really helping the economy in any way. It sounds like a fun item that could be acquired through a difficult quest in the early stages, but not like something that could be given to you when you start the game in a desperate effort of trying to back up the value of gold.
My 2 ¢

dotatough
10-10-2008, 12:25
gold cannot be currency in a game people play for weeks months years on end.
so much gold will be attained it will become completely devalued within days. even if they drastically reduce the amount of gold being dropped.

stillman
10-10-2008, 23:14
Unless....
Blizzard forewarns us all about a periodic "mass movement", the type of which occurs in the transverse colon. Only with gold.

So Blizzard would warn us about all the gold on bnet disappearing once a year at a specific day and time. Then, palyers have to basically get rid of all their hoarded gold by dumping it all into numerous gold sinks, buying items, etc. Then, Blizzard delets all the gold out there. It's like a ladder reset for gold only.

Buy that's crazy! Don't pay any attention to me guys.

Frostraven
11-10-2008, 15:17
My suggestion:

If gold is supposed to be worth something in the 1000s -- don't have monsters drop gold in the 1000s all over the place.

If gold is supposed to be worth something in the 1000s -- don't have every piece of crap armor be worth more gold to NPCs than the most godly pieces that exist should be to players.

Thus we get: Bosses could drop gold in max 100s -- matching the chance of them dropping something worth the same amount of gold.

Perfect gems in diablo ii ALMOST got the value gold SHOULD have in an online game.

1: Make gold as rare as gems in diablo ii. (1 gold = 1 chipped gem, 3 gold = 1 flawed gem, 10 gold = 1 normal gem, 30 = 1 flawless gem, 100 = 1 perfect gem.)
2: Make crap items worth as much as their gold price in diablo ii; utterly worthless, max 10 gold for super high level rares.
3: Make sure people have to repair things, costing gold, and to have gambling and have something good that can be bought for large amounts of gold.

Thus we get: In diablo iii, pul should be worth 4000 gold, if the gold and runes were balanced to equal diablo ii economy.
Make players able to hold 1 000 000 gold, and it should all be gravy.

+#% Gold find shouldn't even exist above 10% on single items.

Littlegator
13-10-2008, 16:45
My suggestion:

If gold is supposed to be worth something in the 1000s -- don't have monsters drop gold in the 1000s all over the place.

If gold is supposed to be worth something in the 1000s -- don't have every piece of crap armor be worth more gold to NPCs than the most godly pieces that exist should be to players.

Thus we get: Bosses could drop gold in max 100s -- matching the chance of them dropping something worth the same amount of gold.

Perfect gems in diablo ii ALMOST got the value gold SHOULD have in an online game.

1: Make gold as rare as gems in diablo ii. (1 gold = 1 chipped gem, 3 gold = 1 flawed gem, 10 gold = 1 normal gem, 30 = 1 flawless gem, 100 = 1 perfect gem.)
2: Make crap items worth as much as their gold price in diablo ii; utterly worthless, max 10 gold for super high level rares.
3: Make sure people have to repair things, costing gold, and to have gambling and have something good that can be bought for large amounts of gold.

Thus we get: In diablo iii, pul should be worth 4000 gold, if the gold and runes were balanced to equal diablo ii economy.
Make players able to hold 1 000 000 gold, and it should all be gravy.

+#% Gold find shouldn't even exist above 10% on single items.

You have to think about the player curve. Newbies will have to hunt for like 15 minutes to buy a pair of normal boots. Then, all crap items will still sell for 1or 2 gold for the newbies. Meanwhile, people who can afford 4,000 for a rune can gamble for like 3 days straight.

Frostraven
14-10-2008, 13:34
1-2 gold is equal in rarity to chipped or flawed gems.

You don't go hunting for 15 minutes for those, do you?

Most of my level 30 characters in D2 have seen 50-ish chipped gems and numerous flawed gems.

MysteryNotes
14-10-2008, 14:37
In diablo 2, uniques sell for a super low price.
Think of about 3-6k only.
If they're unique, shouldn't they go for more?
Perhaps they should make them more expensive in diablo 3.

ManBearPig
30-11-2008, 13:21
I posted this already in a different thread but I also believe it relates with this one.

I have an idea I think that would work great in Diablo3. What if you could spend a large amount of gold to add a modifier "level" to an item. For example, if I spend a large amount of gold or rare runes on a sword it would reach modifier level 1, which would add damage and some attack rating. For each subsequent modifier level added the cost of gold would be greatly increased and the modifiers would increase on a percentile basis based on the item level Eg. great sword,executioner,colossus.There would have to be a modifier level limit obviously, but around 10 i think would be good. Also, everyone would obviously want to be doing this to their items therefore I believe it would be enough to make gold the main form of currency.I know what I'm trying to explain is hard to understand, but Conquer Online uses a system like this. Straight from Conquers website, it might give you a better understanding of what I'm saying.

What kind of Bonuses will my item get? What does the +1 mean?

Different types of equipment and weapons gain bonuses depending on what they are. For a quick reference, see the following list. If your main item is a weapon, it will gain physical damage. If your main item is an earring, it will gain magical defense.

Weapon: Physical damage
Bow: Physical damage
Magic Sword: Magic damage
Headgear (Warrior/Archer/Trojan): Physical defense
Taoist Cap: Magic defense
Earring: Magic defense
Necklace: Physical defense, max hit points bonus
Bag: Magic defense, max hit points bonus
Ring: Physical damage
Heavy Ring: Physical damage
Bracelet: Magic damage
Armor: Physical defense, magic defense
Shoes/Boots: Dodging ability
Shield: Physical defense

Remember, a +1 bonus is not actually addition. In other words, it doesn't add +1 to the item's stats, it grants a percentage increase on the item's stats (more like multiplication). So, the +1 on a level 40 item grants much better bonuses than the +1 on a level 25 item.

http://co.91.com/content/2008-08-28/...33420444.shtml

I also like the idea of an auction house/Market. I believe this maybe could be implemented by adding auction games that would hold a large amount of people and would let everyone to set up a vendor and showcase their items. The auction games would have a small square sized map maybe with some npc vendors for repairs and what not. Speaking of NPCs, how about adding a NPC that would allow you to add sockets for a large amount of gold? The more sockets the more gold and I'm talking about A LOT of gold.

My suggestion:

If gold is supposed to be worth something in the 1000s -- don't have monsters drop gold in the 1000s all over the place.

If gold is supposed to be worth something in the 1000s -- don't have every piece of crap armor be worth more gold to NPCs than the most godly pieces that exist should be to players.

Thus we get: Bosses could drop gold in max 100s -- matching the chance of them dropping something worth the same amount of gold.

Perfect gems in diablo ii ALMOST got the value gold SHOULD have in an online game.

1: Make gold as rare as gems in diablo ii. (1 gold = 1 chipped gem, 3 gold = 1 flawed gem, 10 gold = 1 normal gem, 30 = 1 flawless gem, 100 = 1 perfect gem.)
2: Make crap items worth as much as their gold price in diablo ii; utterly worthless, max 10 gold for super high level rares.
3: Make sure people have to repair things, costing gold, and to have gambling and have something good that can be bought for large amounts of gold.

Thus we get: In diablo iii, pul should be worth 4000 gold, if the gold and runes were balanced to equal diablo ii economy.
Make players able to hold 1 000 000 gold, and it should all be gravy.

+#% Gold find shouldn't even exist above 10% on single items.

I would like to see something like this implemented too.

I'm aware my grammar is terrible :jig: