Tree of Savior Forum

Economy - The most important thing

I feel like this is just highly subjective…?

Like the equivalent of something worth 20$ in the US being worth 1200¥ in Japan…?
They use a bigger number than we do for (sometimes) the same relative value of a good –
Does this mean they don’t feel their hard earned currency is precious because the numbers are bigger?
idk, but I doubt it…

Maybe I am just confused at what you’re saying though?? @_@;

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This is not entirely true there is a auction house for selling and buying items that are not for venders so a economy will be developed in this game. How extensive this economy is also depends on if high level equipment has a binding mechanic or if its all trade able. If all items can be bought and sold on the auction house i promise it will become a major focal point.

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I think and i could be wrong that the point is if you have lower values like your example

20$ to 1200 yen i think that is?
each dollar of the 20 feels more valuable then each yen.

But thats what i am getting from this topic mind you i might be wrong.

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@thebloodyaugust – aha, yeah okay I can see that…!! that makes sense actually…
But at the end of the day so many countries use currencies with bigger numbers like that
and they’re thriving… so doesn’t that prove that to be unnecessary? :stuck_out_tongue_closed_eyes:

I think he is trying to say, for example: You want to buy this sword that cost 100,000 Silver. Each mob drops 1,000 silver per kill. He would prefer the sword cost 1,000 and the mob drop 10 silver per kill. If I understand it correctly.

Yeah but the items doesn’t have more than 10 points or so. If you buy them in the Marketplace, you already have 1/10 less than if you found it yourself. So, if you’re gonna buy an item on the Marketplace, or you don’t know what you’re doing, or you’re gonna use it while you found the item you need.

What I mean is that this game will never have an item based economy like RO, not at least in the equipment stuff. Maybe it will be more rentable to sell crafting items or monster drop on the marketplace, but equipment is out of question.

Well im guessing things that cost that little are reagents so if they did make the numbers smaller it could still be 5 silver for a stack of x but once again all this comes down to is relative value i think its just a preference thing.

in the game, if u always get 1 silver per kill, then it matters
20 silvers buy you a sword or 2000 silvers buy u the same sword, the feeling is totally different

its different from the currency rates among countries

edit: well not sure if OP means this, or he means 1 silver per mob with 20 silver sword and 100 silver per mob with 2000 silver sword comparison. i prefer smaller digits in this case. cuz i don’t want to buy some normal high end gear with trillions of billions of silver. it makes me feel like living in a highly inflated country

I guess we are going to need a way to cut silver coins in half then Lol.

"1 hour farming = 10 coins while a newbie sword costs 10 coins (RIGHT
WAY)

1 hour farming = 10000 coins while a newbie sword costs 10000 (WRONG
WAY)"

This is the ops example i think he just wants the feeling of more value per coin not to actually change costs because if you look at his example the costs/time earning are proportionate. Were in your example the farm time would change.

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ok thanks, i just realized it too :innocent:

I personally can’t wait to see the currency as 5.3 x 10^53 Silver.

Well no i do understand where hes coming from if you look at big numbers either currency or damage etc in games then went big on numbers for no reason it does look messy but it also creates more fluctuation.

But i do agree with you at this point it is most likely to late for a house keeping change like this.

so your saying I can live my dream of 5.3 x 10^53 silver? :grinning:

GAMEPLAY - the most important thing.
1 - fack the money and merchanting. I never played to be a merchant anyway.
2 - another ro comparision sheet.
3 - wont go any further.

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as long isnt pay2win
doesnt matter to me

everyone with same possibilities

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It depends on how they handle the money sinks in the game. We already have some in the game in the form of storage access (very tiny sink), repairing (varied sink), teleports. The best way is to have sinks in which the entire player base needs on a daily basis rather than having targeted sinks.

As long as there is a way to get players to spend money on high demand NPC items (potions, scrolls, materials, etc), that will be an effective sink as long as they’re not having to compete with players providing the same type of items. If players are able to market items on the AH, then there needs to be some kind of market fee to sink some of the money, otherwise the money just exchanges hands rather than being removed from the game world.

A previous MMO I played decided to go with a money vacuum rather than a sink by chasing after the 1%, or I should say it’s probably smaller than the 1% since there’s not that many players in the game. It was pretty terrible as many of the players couldn’t afford such things and it was a targeted sink (via crafting) so it only affected a small portion of players anyway. This was one of the reasons why I quit that game.

Yes ofcourse the most basic rule for the game to be fun is that it can’t be “pay2win”.

This game has wayyy more money sinks than RO ever had(companions,attributes that cost up to 200k,which can cost even mroe at higher levels). Also, RO’s economy wasnt good. I recently played a low rate classic server(this means pre rebirth) and i was able to make 150M+ in 1 month and a half(buying and reselling stuff, being the first monk to monopolize MvPs,etc).

I agree that an mmorpgs economy is one of its most important factors but money is a small part of it. Mmorpgs where different items have uniqueness and value instead of a flood of trash items you discard every 5 lvls promotes a clean economy. Valuable items that can be obtained at any lvl but are still useful for high lvl players is one example of this.