Economy
Change ordinary enemies drop 1 funds, boss drop 10-100 funds.
Setting a fixed sales price common 1 funds. blue 1,000 funds. purple 10,000 funds.
(sample: based on 0.1% exp per monster…)
If the enemy’s level is too low will not able drop funds.
(sample: players 1-5 level higher than the enemy…)
Selling
Sold to npc will take the same prices and automatically put on the market.
(sample: blue = 1,000 funds on market…)
Cash seller can not use code and without the seller’s name is displayed.
Material also has a rare level.
(sample: blue material = 1,000 funds on market…)
Craft equipment will be the case.
(sample: puple gear gear = blue material 9x1,000 funds and common 1,000x1 funds…)
And therefore cannot buy low and sell high.
Trade
Buyers spend funds trading everything from other players.
(sample: buyers spent 1,000 funds currency trading other players blue gear…)
Spend too much funds players will give up, even if he paid in cash.
Players can’t just traded funds.
For friends just transactions similarly rare stuff.
Trading is a rare pleasure.
If remove it will lack of a lot fun…
Open shop
Remove open shop also lost a lot of fun…
My solution would have area open shop selling costume.
(sample: Head, arms clothing, pet’s skin, or even cash costume also has a rare level…)
It may seem like a fashion street.
impression
Remove old fun in this game is a little surprised.
These tokens exist because cash seller,so my suggestion is to change from the outset.
Can IMC accept this option or at least optimization tree of savior.__.?