Tree of Savior Forum

Scaling economy

First of all sorry if my grammar is bad, english is not my 1st lenguage.

Ok, so with this new patch we had a change on the prices on some stuff, and it made low level players life too expensive for no reason, reading why you did it made sense, in a world where everyone is rich you dont feel the increment(the other CBT), but when you have a pretty new economy and you factor in the inflation of another economy problems start to show up, even if you inflate the prices gradually it will make it so newcomers cant compete, and you need new players to keep your game alive since you cant just rely on the old ones to play forever, players go in and players go out, thats how mmos work nowadays.

How do you fix that?, well heres the idea, low level players dont have to spend the same ammount for the same services, services scale off your level, lets break it down. disclaimer: I am not a high enough level to talk like i know everything about the game this is just how i see it having played mmos for almost 15 years.

Attributes

This is one of your best ideas, as such i dont think theres a reason to change it too much, keeping the prices fixed makes it so you dont have to spend all your money learning them early, since it would cost more if you are high level, so learning them all early would be the only choice.

Repairs

Scale with the level of the equipment; i didnt notice a change while leveling up, it was almost always 600-800 to repair my whole equipment, maybe it already scales i just didnt hit a point where it was noticeable.

Now, it has to scale with equipment level rather than player level, so you dont have high level players giving the gear to low levels so they get cheap repairs, i think giving free repair for gear 15 and below would be fair also since that way they can use the silver they have to try other features like attributes, gems etc, talking about gems.

Gems

Again, the prices should scale depending on the level of the gear, and i think giving free acces to gear 15 and below might be worth a try, it would incentivice players to try the feature while they are new without having to spend all their money, getting used to how it works etc.

Upgrades

Implement anvils for every level of gear, having only one anvil makes it so they are either too expensive for low lvl players(you want to people to play the full experience since the beggining) or too cheap for higher lvl ones, it would make it easier to balance also since you can move around the price of one anvil without affecting the other tiers.

Warps

This should probably scale with the level of the map you are warping to, the exact amount its something i cant give you. Also you should make the klapedia warpstone more obvious to new players, almost all of my friends didnt notice they were able to teleport to klapedia for free once in a while, they were either running to the statues or, even worse, using expensive warp scrolls.

Final

Thats all that came up at the top of my head, there might be other places where you can implement this, the basic concept is, keep prices low for low level players so they can get to experience every aspect of the game since the beggining, while charging more to high level characters since they have the founds to use do it.

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Bah idea, life is pretty easy for low level right now. don’t make this game too easy, it will became unattractive.

the fact is that change price was totally disproportionate.

We must keep in mind that if individuals get sylvers from mobs, they will spends it naturally.

Economy before yesterday was good, why ? => i succeed to sell everything i put in market place, and it was random things. Players have sylvers and spend it.

I don’t really opinion for 100+ lvls, but for me from 1 to 100, it was nice. I bought all i wanted, and sold all i wanted, and finally end by an empty wallet.

I (sort of) like your idea for adding different anvils. But consider that anvil prices are only the fix costs and that the variable costs that come from the upgrading process tend to be the higher portion of the price for each upgrade.
And the variable costs already scale based on the level of equipment.

They lowered the shop sell values for equip/recipes by 1 digit yesterday.
The repair costs have not been adjusted, so you have to repair higher lvl equip for 10-30k silver while you gain ~1-5k silver per farmed recipe or item.
That doesn’t work out well to keep yourself in the black numbers.
If they adjusted the repair costs, that would fix the imbalance.

I’ve played ragnarok online on a server that employed that tactics.
For example , warps were free until you hit like lvl 70 etc.
I have never had any problems with such system.

Economy is really really hard to predict. There’s so many factors that could change the value of in-game currency or prices on maket that even a pro player with years of mmo experience can’t guess with a high accuracy how the economy is going to behave.

But I totally agree with your suggestions. As it’s too complex, the best way to make a decent economy system in this game is to try diferent stuff and see what happens.