Tree of Savior Forum

Inflation Control Feedback & Suggestion

This is a response to the inflation control measures that were temporarily implemented.

What you guys did was not exactly bad. But it doesn’t fully address the source of the inflation.

What you guys did:

  • Decreasing npc sell prices (Decreasing Inflow)
  • Increasing Warp Prices (Increasing Outflow)
  • Increasing Repair Prices (Increasing Outflow)

You want to make sure that you address the AFK Grinding. This is causing massive inflows of silver to be put into circulation. If you’ve taken a look at Tenet Chapel, you’ll notice a lot of high level players afk auto-attacking to passively earn silver from the mobs. Honestly there is no reason players should still be getting 10 silver killing a monster plus equipment drops for monsters 40 levels below their level. This is not just limited Tenet Chapel either, its virtually any high spawning areas. Even worse there’s that Lv 12 Big Red Kepa in Miner’s Village that drops about 100 silver per kill and respawns every 30 seconds or so. Every one of the 20 channels had 2-3 Lv 60-80 players auto-attacking at that location. Each player getting in a hit would make around 100 silver per spawn and drops a necklace and shoes that can be sold for about 200 silver each.

You can come up with as many inflation control measures to try and siphon silver out of the economy but if you never address the AFK grinding where silver is flooding in, no matter what you do there will be inflation and only making the player’s lives more miserable.

Regarding reducing NPC sell prices, you want to make sure that players have enough silver to meet their daily needs (repair costs, warp prices, item consumption) with a little bit of extra silver for the quality of life expenditures (upgrades, enhancements, new gear.)

A lot of players were unhappy because the dramatic 1/10 value depreciation shift caused a lot of players to have a net operating loss in silver. Their expenditures greatly exceeding their income. Just by repairing my equipment and purchasing half the potions I had, allowed me to break even. If I were to normally maintain the 50 hp and 50 sp potion I carry around, I would be running a net loss. After playing the game for the past day, I was overall went down in the amount of silver I had and was not really earning. I had to stop purchasing attributes and anvil upgrades were completely out of the question as I just did not have the confidence to spend my precious silver on it. Yet if you were to AFK farm, you would be only slightly inconvenienced as your expenditures increased, but you still had money to go around as long as you just continued to AFK-Farm.

I propose:

  • Leave npc sell prices alone or cut it in half at most. (Players still need to earn a decent living)
  • Increasing Warp Prices (as you did before)
  • Increasing Repair Prices (as you did before)
  • Changing Loot drop eligibility. Apply the EXP penalty formula to item drop and loot gains.
    http://toswiki.treeofsaviorgame.com/mechanic/experience

This way you address the cause of inflation, promote the player economy, and prevent high level players from earning items and silver from low level mobs and disincentivizes farming low-level monsters for silver. This has minimal impact on an active player (they’ll be hunting things their own level anyways) and if players needs a specific item from that low-level mob, they’ll either need to rely on the markets or make a new character.