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SamSleep
18th December 2010, 13:45
Have have 2 idea's for ways to spend gold, the first is extra buildings to buy maybe one that give 15k per hour and the 2nd is an expidition that you pay a lot of money like 50mil

Nav-Nav
18th December 2010, 14:28
Additional building with even more income does boost the "too-much-gold" effect only. But I'd like to see buildings (expensive) who drop sth by chance each day or which add some kind of bonus but cost upkeep each day. E.g. "Armory" could add +2% ATT in skirmish but costs X gold upkeep/day. Or "Alchemist's lab" could drop an consumable item per day but costs upkeep...

Also special troops (or later in the game siege weapons) could cost upkeep. So it's not only getting as much gold as needed to just BUY sth, but also have enough income to maintain the lets say 500 carnifex swords.

TitoBandito
19th December 2010, 00:25
I'd be satisfied if they would just add a bar. I'd spend way too much time and way too much gold in there.

SamSleep
19th December 2010, 13:01
or maybe training areas where you pay so much gold for so many amount of hours and it increases you attack or defense.

Nomadikhan
19th December 2010, 16:38
or maybe training areas where you pay so much gold for so many amount of hours and it increases you attack or defense.

I'd like to not see this, because other games that have it.... are unbalanced after a while. Especially since this has a sort of Item shop to it with planet coins, people will want to start paying to increase stats and then it won't be worth playing.

However, Guilds need more then just boring raids for gear.

How about a Guild bank for storing gold? Guilds can lend gold to new players, OR spend it on artifacts, lands, buildings and upgrades for those. Each purchase/upgrade offers guild buffs.

recap:
-guild buildings/lands/artifacts purchasable with gold given to it by it's members
-guild gold bank
-guild being able to lend money to members
-guild being able to upgrade buildings, providing buffs to members
-raids having additional points to them such as dropping items required to upgrade artifacts/lands/buildings?

Seriously what's the point of a guild anymore if you don't have to work together to become powerful? Guild buffs provide an incentive to work with your guild mates and become powerful through teamwork.

SamSleep
20th December 2010, 09:51
yeah the guilds need something done to them so maybe have spells and stuff is a good idea

TisTam
10th January 2011, 14:05
Some really good ideas on here. The game really does need something to do with all the gold we accumulate.

I like the idea of a building that occasionally gives you a consumable or maybe troops or something. Perhaps the system of returning to the building daily and at first you have to visit 3 times in a row to get something basic, and every time you collect the period increases by a day and you get something better each time.

Maybe have a casino where once a day you can gamble a given amount of gold for the chance to win a prize (FP, equipment, components, etc - just not more gold!) Additional gambles could be bought with FPs. Or is this too much like the expedition packs? I like the suggestion of expeditions you can buy with gold; naturally the loot wouldn't be as good as the FP expeditions but at least it would be something to do with the stuff!

Also liking the idea of troops and seige weapons to buy with gold that then cost upkeep.

zirah
10th January 2011, 14:40
reserve your gold..for Guild wars:)

Xinkin
11th March 2011, 19:47
i would like to see an option to trade in like 50 billion or some crazy number to get maybe 5 PC's. i think that it would make the game a little bit funner and even out the field with the PC player and the non PC players. plus attract more players because no other game (to my knowledge) offers this type of a reward.

Kaivr
12th March 2011, 00:05
I'm thinking something like combining lower-tier craft items, like 5 brown -> 1 grey, or re-rolling higher-tier to a lower one, like 1 flag 5 -> 1 flag 4 or 3, with a absurd gold cost and a daily cap. this should promote daily activity and give use to the gazillion browns and flag 5 i have :011:

Calleigh
15th March 2011, 16:39
How about having to pay the troops in your legion after a certain level? Like at level 200, you pay the farmhands 2 gold an hour for a +1 crop production from your fields, and actually have something produced to feed your troops and how much to sell in the bazaar.

Arishok
17th March 2011, 18:12
Buildings/Facilities/Lands that produce certain items every 1/2/5/10/12/24 hours will make the game more like others that I quickly got bored with and stopped playing because they required me to (virtually) be at my computer 24/7.

Yes, something else is needed for Gold to be spent on, but this idea, I think, is not it.

If any option of this type is implented then the 'Build' time should in days rather than hours, and the number of these facilities needs to be kept low.
Maybe;
1 facility that takes 24 hours and gives a random Collection Item with the Colour of said item depending on the number of upgrades bought -
Level 1 50% of Brown or Grey,
L2 40% Brown, 40% Grey, 10% Green, 10% Blue,
L3 35% Brown, 35% Grey, 10% Green, 10% Blue, 5% Purple, 5% Orange, (L4 At L3 factor in a 0.1% chance for 1 PC)

1 facility that takes 3 days to produce a Troop from each Quest Region ramdomly selected from those that drop normally within the course of Questing.
L1 100% of Troop from Burdens Rest,
L2 80% BR, 20% Fallows,
L3 70% BR, 20% F, 10% Faedark Valley,
L4 65% BR, 20% F, 10% FV, 5% Ryndor,
L5 62.5% BR, 20% F, 10% FV, 5% Ryndor, 2.5% Vornstaag.
L6 50% BR, 25% F, 15% FV, 5% R, 2.5% V, 2.5% Bludhiem.
L7 30% BR, 30% F, 20% FV, 7.5% R, 5% V, 5% B, 2.5 Subterrainean Caverns.
At L7 factor in a 0.5% chance of 3 PC's
and so on for each new area, eventually dropping Burdens Rest from the list of possibilities.

1 Facility that takes 7 days to produce a Random Equipment Item (Arms/Armour/Rings/Mounts) in a style similar to the Troops, with the highest Level having a 0.25% chance of 10PC's - there could even be 1 Facility for each of Arms/Armour/Rings and Mounts.

Initial cost of Gold to purchase should be huge, and upgrades should be phenominal, eg. a level 7 Upgrade for Rings should cost 1,000,000,000,000 or more. A PC cost could also be included in higher level Upgrades.

The time needed to Upgrade a Facility would be the same as the time taken to 'Build' an item, (1 day/3 days/7days)

Balance in the Game is a priority and any form of 'Facilities' needs to be well and truely thought over to avoid imbalance.

I am still not keen on this idea, but this is my suggestion.

will12
18th March 2011, 00:59
Buildings/Facilities/Lands that produce certain items every 1/2/5/10/12/24 hours will make the game more like others that I quickly got bored with and stopped playing because they required me to (virtually) be at my computer 24/7.

Yes, something else is needed for Gold to be spent on, but this idea, I think, is not it.

If any option of this type is implented then the 'Build' time should in days rather than hours, and the number of these facilities needs to be kept low.
Maybe;
1 facility that takes 24 hours and gives a random Collection Item with the Colour of said item depending on the number of upgrades bought -
Level 1 50% of Brown or Grey,
L2 40% Brown, 40% Grey, 10% Green, 10% Blue,
L3 35% Brown, 35% Grey, 10% Green, 10% Blue, 5% Purple, 5% Orange, (L4 At L3 factor in a 0.1% chance for 1 PC)

1 facility that takes 3 days to produce a Troop from each Quest Region ramdomly selected from those that drop normally within the course of Questing.
L1 100% of Troop from Burdens Rest,
L2 80% BR, 20% Fallows,
L3 70% BR, 20% F, 10% Faedark Valley,
L4 65% BR, 20% F, 10% FV, 5% Ryndor,
L5 62.5% BR, 20% F, 10% FV, 5% Ryndor, 2.5% Vornstaag.
L6 50% BR, 25% F, 15% FV, 5% R, 2.5% V, 2.5% Bludhiem.
L7 30% BR, 30% F, 20% FV, 7.5% R, 5% V, 5% B, 2.5 Subterrainean Caverns.
At L7 factor in a 0.5% chance of 3 PC's
and so on for each new area, eventually dropping Burdens Rest from the list of possibilities.

1 Facility that takes 7 days to produce a Random Equipment Item (Arms/Armour/Rings/Mounts) in a style similar to the Troops, with the highest Level having a 0.25% chance of 10PC's - there could even be 1 Facility for each of Arms/Armour/Rings and Mounts.

Initial cost of Gold to purchase should be huge, and upgrades should be phenominal, eg. a level 7 Upgrade for Rings should cost 1,000,000,000,000 or more. A PC cost could also be included in higher level Upgrades.

The time needed to Upgrade a Facility would be the same as the time taken to 'Build' an item, (1 day/3 days/7days)

Balance in the Game is a priority and any form of 'Facilities' needs to be well and truely thought over to avoid imbalance.

I am still not keen on this idea, but this is my suggestion.


that idea sounds well thought out but for the lower level players who dont get a huge amount of gold an hour should have a special building only available for people under lvl 100 that is cheaper but gives out things that are not as good, and have it so as soon as they get to lvl 100 they lose the building so if it was a L5 troop building it becomes a L2 troop building but gets better things so instead of only burdens rest and FV it has different and better troops than that.

[Cronos]
22nd March 2011, 04:06
LAND! Pretty useless after a while...I mean, I have an income of 675,000 per hour (and that's nothing compared to a lot of players). I'm constantly depositing gold into my bank, where it sits and accumulates...only to be used to buy land (which generated that gold in the first place). So, it's basically a self-sustaining system that is only useful for land (as gold items/troops/etc. are easily purchased after a while). Nav-Nav also brings up a good point: there is a definite "too-much-gold" effect...rather, a more apt way to put it is that there are too few uses for gold...gold is pretty much useless after a short period of time playing this game.

Nav-Nav suggested buildings that generate bonuses to players (I.e., give daily consumables, troops, etc.), or maybe even give stat bonuses (I.e. attack, defense, chance of critical hit, chance of loot, increase in quality of loot dropped, etc.). This is a good idea, although taking from what Zirah said, there might be something in Guild Wars/Conquest that gold will be useful for (although how useful remains to be seen).

Nomadikhan had a pretty cool idea, imho: put in some option in guilds where gold can be used. One possibility to work on this is have a guild Armory (hmmm...perhaps that's what's coming in the "Guild Armory" hopefully?). The guild gold bank is a provocative thought...what would be the point and use, Nomadikhan? Just curious about your thoughts/ideas on this. As for the guild being able to lend money to the members, that has it's pros and cons. On the plus side, it would help players in need of gold; however, I fear that this may accelerate player growth too quickly for lower-level players....think, if when you started this, you were given a huge sum of gold by a guild you joined early on...you'd have all the best gold weapons, armor, mounts, troops, legion, etc. and would pretty much be able to breeze through the first few zones, imho. Then again, it is an interesting idea that should be considered. Also, I definitely like the idea of upgrading buildings, providing buffs to members...that promotes the idea of joining a guild. However, would that eventually mean that you would *have* to be in a guild to maximize your character at all times? I also like the idea of having raids drop key items for upgrading buildings/artifacts/etc. Promotes guilds to work together more, rather than being a collection of players randomly carrying out guild raids.

Tistam had another really great idea: a daily casino/gamble option to gamble gold for items/generals/troops/PCs etc. The amount gambled and payout would have to be preset...players well along in the game/personal level/gold farming would have massive payoffs compared to middle- and lower-level/gold income players, as the higher/more (gold) affluent players would be able to gamble more at once, more often, and would end up getting more rewards eventually. So, it would have to be limited to a certain number of times per day and certain payoffs.

Xinkin...good idea, although this would probably make it more disproportionate for players varying in level/time played. I would say that, if they put this option in, they would have to adjust the gold-to-PC (more gold for less PCs) for each consecutive use...so it would start out pretty easy, but become much more difficult over time. This rate would, in my mind, have to be calibrated with the rate player gain PCs as they level (that is, players gain +1 PC every 5th level, so it would have to be attentive to this facet of game play).

Kaivr, another excellent idea :). That would give people the ability to actually make use of TONS of crafting items that pretty much stay dormant/untouched otherwise. Good thinking :).

Calleigh, I like your idea too. Not just the having to pay a wage to your troops, but also to have them actually PRODUCE something! One thought that crosses my mind: farmhands could produce new farmland every x-hundred/thousand hours or so? Or, and this is an opportunity the devs might like, they could generate a *NEW* consumable, I.e., a Roasted Hog, a Cornucopia of Food, a Flask of Wine, etc. that is combat consumable...I.e. restore X health, energy, stamina, honor, +x attack/defense/gold-per-hour for x hours, etc. In my opinion, there needs to be a better variety of consumables that are purchasable with gold and usable in quest boss fights, raids, normally (neither quest boss fights/raids), etc.

Finally, I like where Bubba Slug and Will have developed these ideas. Payout needs to take long periods of time, along with build/upgrade time/cost. Obviously, as both stated, these need to be calibrated delicately and carefully in regards to the level of the player. I've just basically summarized the points I liked in this thread so far, but the real credit goes to you guys who actually came up with the ideas. I was actually about to post a thread similar to this, but thankfully saw that someone beat me to it as I searched the forums before posting. Kudos especially to Bubba Slug for already starting to design a mathematical system...this will probably catch the dev's eyes and possibly help facilitate something like this being put into action.

Overall, I think this is an area that the devs should seriously consider. So, devs, what do you think of these ideas? Any hint that some of these ideas may actually be under development or being worked into future patches, updates, game play options (I.e., Conquest, Seige, etc.)?

Frostshock
22nd March 2011, 18:55
Some of these are really great ideas I think we should be able to buy a 'Black Smith' That makes a random weapon for you and you should be able to put in a certain amout of money into the Black smith and the more money you put in the more materials the black smith can buy witch should make a better weapon. Then i was thinking a Tailoring Shop or some kind of Armor shop to produce in the same way. Im at a point were i make 5m per hour and have about 300 of each land thats 122m per day thats way to much haha ;/

Arishok
25th March 2011, 12:21
I came back to this because I noticed Frostshock had posted.

Thinking about what Willl mentioned, needing an lowish initial cost or a separate Facility for those under level 100, I tried to remember how quickly I accumulated my income.

Yes, at the start buying Cornfields for 100 Gold/hour will not get you much return, especially if you spend it. I think that by the time I had reached level 50 I was probably earning close to 1mil a day.
If the initial cost for one of my Facilities was 3mil Gold, it should not take too long to earn that amount.

At the start of the game, most people try and aim for as much good equipment and as much income as quickly as possible, and most ar able to find a balance between income/savings/expenditure.
Once you get to level 50 you should be pretty well set for a good income, (measured in millions per day rather than per hour), and would then probably want to invest in the Facilities. I can not imagine a scenario where a player just out of the Tutorial would have a need for a Facility.

Facilities and their Output should be something that you work towards, not something that you are given. Imagine being able to have SoCK2 at level 100, if you troll the Raid Threads I suppose it could be possible, but you would need to be very lucky.

Vrell
29th March 2011, 18:43
ok new idea, instead of making all new thing just take some of the old items that have been discontinued and throw those into a gold expedition - price is up to devs

snowstar
29th March 2011, 22:45
One thing could do is make items that are purchasable only have have certain number of each land. Like after 100 corn fields can buy feild foreman that like 3 times cost and stats of a farm hand. Then some other unit could buy once have 500 of the corn fields. then each doubled number of properties open up a new unit that you buy at the bazaar with gold.

There 9 lands currently if just had 3 levels on each would be 27 new troops ( or mix of troops and equipment) that could be unlocked by the number of lands you own. And if make more than just 3 levels of each could end up with dozens of new items easily.

Would make for a reason to have so many lands and if make the unlocked items expensive enough, even make for some use for the gold. And really if you own like 100 castles, would make sense might could make castle guards if pay the local weapon master enough gold :) The extent they could want to get creative could make it real interesting, or me only one that enjoys the stories embedded in some fo the item sets.....

Crazybones
29th March 2011, 23:22
Maybe, buildings that produce stuff like special items/weapons that need alliance to work in the buildings via rally cry! would be good for all :)

majorasic
30th March 2011, 17:30
the gold should be in the armory patch....
In armory there should be and store and bank all members should deposit the gold into it and the leader should be able to buy special items to give to members but the price of the items should be calculated like this-
Basic Price - 1,000,000 gold and increased by total level of the all members in the guild (all members in the guild 100 and 100 members) soo like 1,000,000 X 100 and also increased by total gold that guild gets per hour.

we should vote that the armory patch come in the next month......

[Cronos]
7th April 2011, 20:21
the gold should be in the armory patch....
In armory there should be and store and bank all members should deposit the gold into it and the leader should be able to buy special items to give to members but the price of the items should be calculated like this-
Basic Price - 1,000,000 gold and increased by total level of the all members in the guild (all members in the guild 100 and 100 members) soo like 1,000,000 X 100 and also increased by total gold that guild gets per hour.

we should vote that the armory patch come in the next month......
Interesting idea, though there would be huge balancing issues with that between different guilds IMHO.

Shifukato
13th April 2011, 05:41
How about occasionally letting us buy planet coins with gold?

[Cronos]
13th April 2011, 06:24
How about occasionally letting us buy planet coins with gold?
Bad idea. With the amount of gold the average player has, it would be too easy.

NeDylene
14th April 2011, 20:12
Gold in this game is pointless. At least in LoTS you can upgrade your facilities. I have nearly 80 mil in gold and earn over half a mil a day. Can't buy ANYthing useful at my level with it. Pointless waste of space actually. Would be nice if when you earn a certain level of gold -- you get a planet coin. Like 1 mil = 1 planet coin til a certain level... then it goes up... like 5 mil at level 200 etc. and so on. Right now, there's no sense to it. It buys you pretty much low-level crappy stuff that a player of my level cannot use.

Devs: PLEASE figure out something with this gold issue.

[Cronos]
15th April 2011, 06:04
Gold in this game is pointless. At least in LoTS you can upgrade your facilities. I have nearly 80 mil in gold and earn over half a mil a day. Can't buy ANYthing useful at my level with it. Pointless waste of space actually. Would be nice if when you earn a certain level of gold -- you get a planet coin. Like 1 mil = 1 planet coin til a certain level... then it goes up... like 5 mil at level 200 etc. and so on. Right now, there's no sense to it. It buys you pretty much low-level crappy stuff that a player of my level cannot use.

Devs: PLEASE figure out something with this gold issue.
Again, interesting idea, but that is waaaaaaaaaay out of balance. Like you said, you earn 80,000,000 gold each day. You realize how quickly player would be able to buy PCs for free? There would be no need, then, for any player to pay for PCs with real cash.

snowstar
15th April 2011, 07:23
well the idea of buyable PC could work if the price when up each time you purchased one... say it did start at 1M for the first, then each one be 1M more... Not based off of level, just the number of PC you had bought with gold.

even at that rate, first 10 PC would be 55M, 20 PC would be 210M and 30PC would be 465M. probably would need to be bit faster progression, but considering need 20 or 30 to buy any *1* thing useful.... wouldn't defeat the need to buy with money them as would be hard even for high levels to regularly buy PC with gold much past the 50th or 60th in any large numbers. Not to mention, if people were spending that much on the PC would be less gold to put into buying land lowering peoples income....

for full accounting, I earn around 8.3M an hour.... so yeah the progression might be bit slow for the real high levels.

Fisheatcorn
15th April 2011, 19:08
I like the sound of Gold based expeditions, but they would have to cost an awful lot. Also There could be a legendary item planted in the most expensive Gold Expedition, such as a legendary land, which could offer an extra 1Mil per hour. To make the expedition worthwhile, it would need items that let you craft stats, but this could be abused by players whove played longer. Therefore, I would suggest that once you have obtained every item within a gold expedition, make it gradually more expensive to purchase each one. This would mean you would also need to set it so you are guaranteed a new item each time (first time only), the same as the current new item pack expeditions.

[Cronos]
15th April 2011, 20:38
well the idea of buyable PC could work if the price when up each time you purchased one... say it did start at 1M for the first, then each one be 1M more... Not based off of level, just the number of PC you had bought with gold.

even at that rate, first 10 PC would be 55M, 20 PC would be 210M and 30PC would be 465M. probably would need to be bit faster progression, but considering need 20 or 30 to buy any *1* thing useful.... wouldn't defeat the need to buy with money them as would be hard even for high levels to regularly buy PC with gold much past the 50th or 60th in any large numbers. Not to mention, if people were spending that much on the PC would be less gold to put into buying land lowering peoples income....

for full accounting, I earn around 8.3M an hour.... so yeah the progression might be bit slow for the real high levels.
Yeah, that would be a bit off. I mean, it would really need to take exorbitant amounts of gold. I only get 1,660,100 gold per hour, but it's more than enough for anything, really. I mean, the only thing I do with gold now is store it up until I can buy more land. Really, gold has just become useless to me. The only real thing I use it for is to heal myself (sooooo glad that does not cost PCs) during raiding/PVP/quest bosses etc.


I like the sound of Gold based expeditions, but they would have to cost an awful lot. Also There could be a legendary item planted in the most expensive Gold Expedition, such as a legendary land, which could offer an extra 1Mil per hour. To make the expedition worthwhile, it would need items that let you craft stats, but this could be abused by players whove played longer. Therefore, I would suggest that once you have obtained every item within a gold expedition, make it gradually more expensive to purchase each one. This would mean you would also need to set it so you are guaranteed a new item each time (first time only), the same as the current new item pack expeditions.
I like the gold-based expedition idea too. I also just had another idea. Anyone else play Final Fantasy VII? If I remember correctly, there was a yellow materia that allowed the player to use gold for damage during a fight...like, they could literally select the amount of gold they wanted to use, then it would deal damage based on the amount of gold spent during that fight. After thinking about it a little more, this option should only be able to be used on raids...maybe just personal raids, or including stamina/honor too? Idk. Anyways, the damage:gold ratio could definitely not be a 1:1 ratio...that would be absolutely overpowered and absurd. Maybe like a 1:1,000 ratio or more (for every 1k spent, you deal 1 direct damage). Let's keep this thread going...lots of good ideas, very vital to improving the game IMHO.

snowstar
15th April 2011, 22:46
Cronos, if the cost goes up each time, it would be an exorbitant ammount soon enough. Actually if it was some what attainable to get to 50 or 60 PC (using 1M and +1M each time would take me nearly 10 days to get 60, and at that point would only be able to get 3 or 4 per day already) it might help out.

sum 1 to 60 = 1,830M. so divide by 24 and 8.3 (rounding my hourly gold) you get 9.2 days. Would only be able to buy 3 coins a day at that point. might be better if started at 2M and went up by 2M each time. then would take 18.4 days get 60 coins for me. Real question, what is the top hourly income anyway and what is the "normal" hourly income. would need those numberse to really make a baseline for costs.

Assuming the increasing scale starts low enough that everyone can buy the first coin fairly early on and moves up fast enough that it gets hard to buy more than a couple a day by time you have bought the 60th or so planet coin, what will happen is everyone will be able to get a *taste* of using the coins. Then as the increaseing scale keeps going up and it takes days and weeks to get any amount of coins to buy anything, people that have used the first 60 or so coins will naturally turn to the offers page and buying planet coins to get more. And in the process since they been using the gold for somethign besides land their hourly income isn't going up.....

thing is right now you collect the coins from leveling so slowly that you never able to really save them up to buy anything. So many just ingore that whole part of the game. Seriously if it takes 50 levels to buy one stamina refill who going to ever do it....

As said, as for the scale and rate of incease, need to know what the "normal" hourly incomes are.

[Cronos]
15th April 2011, 22:57
Snowstar, yeah, I do think it would be a cool idea, but like you said, they would have to base it on gold income/raiding/questing income stats from all players and get a formula that works best for the largest majority of players. However, like you said, you would be able to get 60 PCs using your scale. That's quite a bit of PCs, if you think about it. Even the free offers pages rarely go that high (there are/were one or two 30-40 free PC offers, but everything else was much lower and, with the more serious free offers that took considerably more time/effort, their payoff is through the roof).

So, I think it could work, but it would need some very, very fine and intricate formulas and statistical analyses to come up with a fair, working, non-abusable system. And with all the work the devs have constantly going on, I doubt they would include this (it would be much more work than most people would suspect), especially with all the current future projects they are working on (and the whole amnesty situation to boot). However, let's see what happens. Who knows? Maybe they will put something like this into the game and give us more chances/ways of earning PCs :AddEmoticons08018: (Speaking of which...the "free offers" section hasn't had ANYTHING added to it in weeks....super sad face...I can't really do any more, as the only ones left are unobtainable due to either broken links, limits-per-IP-address, or ridiculously labor intensive).

snowstar
15th April 2011, 23:33
yeah it unlikely I know. was just thinking the rough point where it gets insane to buy the next PC should be high enough that people could at least get one or two expedition/limited offer things. That were getting 50 to 60 from. of course, add in what get from leveling and could easily make the purchased coins more targeted to get insane closer to 30 to 40 and still have same effect now that think of it.

but making the scale could be simplified down to just using the highest known hourly income and basing off that as for the number crunching. As said not like they would want to make the coins real easy to get anyway.

now actually am bit curious what the top income for the game is.