Cyberkilla

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Thu Jun 3 19:32:40 EDT 2010

There has been some discussion recently about the way player's earn Credits. The problem is two-fold:

#1. Banking is infinite and those who are already wealthy find it easiest to deposit more money.
#2. Money that is not banked is almost a write-off. An attack or two can take a large amount of a player's unbanked funds, making it difficult to keep any money outside of the bank at all.

With most of the money players earn coming from NPCs on the maps, the only substantial revenue from a PvP attack is against inactive accounts that are bleeding money (an inactive account losses a little cash from their banks daily).

The thing is, inactive accounts may stop bleeding money, because I'm trying to encourage players to return, despite being away for months. It is a significant setback to find that:

#1. They've been attacked a million times because they were still listed on leaderboards, Swift Kill lists, etc, so their level has dropped a lot.
#2. They've lost almost all of their Credits because it's bled out of their bank and been stolen by other players.

I have made changes in recent months to push inactives under the radar a bit, because there are plenty of NPCs to attack. They aren't blocked off from attack, but they aren't advertised, if you get what I mean.

----

Anyway, back to the point...

Perhaps a player's available funds should not be split into "Pocket" and "Banked" any longer. Perhaps there should simply be "Credits", with all money coming in and out of the one place. PvP attacks could still take money from a player, but instead of being a % value, it would be based on the player's wealth. Examples:

If target has 1,000,000 Cr then steal 10,000-50,000 Cr
If target has 10,000,000 Cr then steal 25,000-100,000 Cr
If target has 100,000,000 Cr then steal 50,000-200,000 Cr

I just made those values up, but you get that point. That way, you COULD have a large wealth, and not lose 25% of it in one awesome attack.

There could obviously be skills and other things to make the winnings higher/lower. The 10,000-50,000 range would be random, so you might get 15,000 or even 40,000. Anything inbetween those limits. See what I mean?

This is purely off the top of my head, and it's 00:23, so don't hit me too hard. I'm just putting it out there. A lot of people complain about things like:

- The risk of taking money out of bank to buy an item.
- The annoyance of money from trading items/points having to pa** through their pocket first.
- People trying to use various features of the game as pseudo-banking because they've ran out of bank deposits.
- Potential mule accounts storing a main account's wealth in their banks.

Having one single "credits" attribute would solve all of that, it would make ALL money both vulnerable and safe, because the amount you'd lose wouldn't be so huge.

The amount you would lose in a day would obviously depend on the number of attacks you receive, so we'd definitely have to be clever and ensure that in the future, when there are more players in the game, you couldn't be taken to the cleaners by 1,000 enemies(smiley)

Another thing.. Whilst I said "no bank", there could still be a little mini bank, but it would be a hard limit, like 50,000,000 Cr (or more if upgraded). You'd be able to put up to that amount in the bank, but no more, and daily deposit limits might apply.

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EDIT:
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What's the alternative to this? Well, if it were a 3D game where you could actively avoid danger by running away from it and hiding, we could leave it as it is..

I'd imagine that many 3D mmorpgs have a bank of infinite capacity, but they have to physically travel to it and deposit their treasure.

Well, in FutureRP, you can't run to the bank, and you can't run away from danger. This means, any money that isn't banked is fair game. Anybody who isn't at the top of the food chain will lose money from attacks, so naturally, the people at the top of the leaderboard end up with all of it!

Other options are:
-------------------------
#1. Player money is ALWAYS safe. You don't need bank, because it won't be stolen.
#2. Only the money you've earned in the past 24 hours can be stolen - everything that have left at the end of the day is "safe/banked". From your perspective, you only have a "Credits" field showing your current funds, but it also tells you that you've made "10,000,000 Cr today" and only that is vulnerable.
The issue, if you consider it an issue, is that you can only steal money that is actively being earned. You can't take any of the wealth that they've managed to ama** previously. In the long run, if you're fighting daily to take their money,  you can still punish them by preventing them from getting richer.
The problem is, the only way money will LEAVE a player's account (other than the volatile money earned in the past 24 hours) is if they spend it. Potentially, you would never "lose" money, because you'll always end each day with at least 0 credits earned. However, ask yourself, is this any different from now? JD and the like are untouchable - they have their cash banked safely anyway. At least with this system, other players would get similar security.

There could be skills to steal some of the "protected" money, to stop it being completely untouchable, but for the most part, PvP would happen on a daily basis and anything left over was relatively safe from theft.


Invisible War ][
Edited 2 time(s). Last edited by Cyberkilla @ Thu Jun 3 19:49:12 EDT 2010

Cyberkilla

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Thu Jun 3 20:18:31 EDT 2010

I think one possible compromise is to:

- make the bank a bit less "safe", by introducing a few skills that give a tiny chance of stealing a small amount of banked money.
OR
- make the bank have a hard limit like 250,000,000 Cr (if upgraded with pts) that can be perfectly safe.
AND
- make unbanked money slightly safer by calculating losses from attacks not as a percentage, but as an amount determined by the total unbanked money available, as explained in the previous post.

Quote from Previous Post
if unbanked is 1,000,000 then steal random amount between 10,000-50,000 Cr
if unbanked is 10,000,000 then steal random amount between 25,000-80,000 Cr


Invisible War ][
Edited 3 time(s). Last edited by Cyberkilla @ Thu Jun 3 20:21:15 EDT 2010

Arkona

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Thu Jun 3 21:26:49 EDT 2010

tbh, I think the current system is perfectly fine. you can always buy points as you earn money if getting hit is such a big problem, and I did most of my playing just to get to the top of credits, so I wouldn't want no bank (smiley)

if you get hit in the few seconds it takes to withdraw money to buy an item, you're just unlucky, or really f****** slow... the only problem I ever has is that if you offer credits on a tb item and it's rejected, that money goes to pocket; imo, it'd be better if it went to temporary storage


[13:23] <CYBER> but since my lvl is low so Iwill not sell brain fish becoz I need a lots of brain

Mike Niceness Old

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Thu Jun 3 21:35:16 EDT 2010

All I can do is give an opinion.  Opinions are sometimes agreed with or disagreed upon.  i can just throw things out there and you take the little bits you like from them.

This problem with the bigger names being rich and only getting richer goes deeper than just a quick fix.  Youre not gonna fix it with a "money laundering"/"bank robbery" skill.  maybe WITH some other fixes but let me explain.

WHY IS JACKK SO RICH AND GETTING RICHER?
it's really quite easy and Ive been saying this for months now.  He's untouchable.
No one can beat Jackk.
Only 1 person can beat me and cyberghost. (jackk)
Only 2 people can beat syberwurx (jackk and cyberghost)
Only like 3 or 4 people can beat cyberkilla (me, jackk, syber... i dont know if cyberghost and cyberkilla are allies)

But as you work your way down and you get to a level 100 like hatcher... theres like 30 people who can beat him.
So its like a ladder and the credits work their way up the ladder.  Jackk being untouchable makes it so he doesnt even have to bank.  and when he attacks he doesnt even have to worry about losing.  therefore he can do 1 SKL run and end up with another 5-10 million.  twice a day and those credits add up.  then theres me... if i know jackks attacked me within the last 12 hours.... i to can do the same thing with no worries of being attacked.  i very rarely ever lose to someone smaller than me.  i never used to be able to save up credits.... now its so easy.  i have the most credits ive ever had in my life.  now someone like hatcher.... hes got too many people to worry about that may come in swoop with an attack and steal some of his cash (providing he wasnt banned.  thats why i use him as an example).  basically in this scenario the rich get richer and the money works its way up the ladder.

NOW TAKE THIS INTO CONSIDERATION....
regardless of what skill you add... bank robbery or money laundering or whatever... it still doesnt help the fact jackk cant be beaten.  and only 1 person will be able to beat me still.  meaning the rich are only gonna get even more richer.    from the looks of your skill idea.... looks like they can only steal from your bank PROVIDING THEY ACTUALLY WIN THE ATTACK.  which will not happen unless u make it possible for smaller people to beat the bigger people.  and with that said it leads me to this.... u gotta make it so someone like despair, krovax1030, darkrising can beat people a few levels ahead of them like me, cyberkilla, aurum_kodexo.  cant steal from our banks unless u can actually beat us. 

that leads us right back to the skills that i suggested.  with the correct positive skills on a despair.... and the correct negative skills on me... it will then give him the ability to not only beat me.... but also give him the chance to steal from my bank.  which adds for more fun/compet*tion.

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now you also brought up another interesting point.  u wanna keep the people who once played but login to see all their a**ets have been depleted.... well then... make it so their a**ets/banks stay in tact fully forever.  (unless u do initiate the bank robbery skill). 
to be honest i think there should be a check point system.  once a player matches a certain level.... thats the lowest level theyll achieve.  they cant fall below that level.

now i know lets say jackk attacks me and he gains 150 and i lose 200.  sure sure whatever.  but lets say i stopped playing and my growth and income has been frozen.  and i fall all the way down to 25,713,530 (cause thats the minimum).... well then next time jackk attacks me make it so he gains 150 and i lose 0 and instead i stay at the minimum.  i know its possible.  and that way both the attacker and me (the guy who quit for a month or 2).... will be happy in the longrun. 
just imagine all the levels people like forger, maverik, badfish and others have fallen.  imagine their huge banks being totally emptied and wiped out.  now imagine that being you.  you may not wanna continue playing where u left off.  and why not?  well because... THATS NOT WHERE YOU LEFT OFF.  instead youre back where u were a few months before u actualy quit playing the initial time.  might look like too much ground to make up.
BESIDES.... the more higher level people we have the better.  id rather be attacking a forger whos level 117 than a forger whos level 114 (just an example... those numbers r prob not accurate but it adds to my point).  i get more experience when i attack the higher one.  besides this game needs to grow grow grow.... not a seasaw battle of 2 steps forward, 1 step back.  if people never lost levels before we may have 4 or 5 powerhouses at this time. 

theres just in my opinion a few things to fix and i think they all go together.



Arkona

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Thu Jun 3 22:00:04 EDT 2010

[quote="Mike Niceness"]besides this game needs to grow grow grow... if people never lost levels we may have 4 or 5 powerhouses at this time[/quote]

Okay, first of all. to both statements.

The game is HUGELY top-heavy right now, and growing is still the easiest it has ever been. A whole page of level 100s? Tbh, I think there should be a level limit of like 130 (no exp limit though) because it's just getting out of control, but meh, whatever.

~~~

To the rest of your post, yes, I agree, there seriously needs to be some effective pvp skills. But, imo, more important (not just for pvp) is item revamping. With the current item system, you'll never beat anyone 10 levels higher than you (unless, of course, you get extremely lucky) no matter how many different items there are. It's just... demotivating. Even if more items get added, there's no reason to have more than one set for any given level, unless one set doesn't reach that "+10 Level" limit in one or all stats, but that's even more meh.

 If items could go beyond that, especially temporary items, beating higher people could be done, and you'd be able to do better npc hunting. And, then there could be some nice variance to the items. "This is a super-tph item; agility; atk; etc;" people would be able to wear items that best suited their interests.



[13:23] <CYBER> but since my lvl is low so Iwill not sell brain fish becoz I need a lots of brain
Edited 1 time(s). Last edited by Arkona @ Thu Jun 3 22:06:41 EDT 2010

Mike Niceness Old

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Thu Jun 3 22:24:47 EDT 2010

Quote from "Mike Niceness"
besides this game needs to grow grow grow... if people never lost levels we may have 4 or 5 powerhouses at this time


when i said that i meant the number of active accounts need to grow grow grow.  and was talking about 4 or 5 powerhouse guilds.  but you brought up interesting points.  bettering items.  but u have to think that people at the top like jackk, me, ck.... we're always gonna have the best gear out.  very uncommon for a level 100 to get special gear that me, jackk or one of the other top 10 dont have.  so where are they gonna get that extra special advantage on said person?  unless it was skills OR it actually involved individual work.... like an individual quest and the item that was won off of the quest was playerbound.  that way if me or jackk were lazy.... we couldnt just pay someone off for the item at the end.  but most the people at the top are there because they arent lazy and put in the work.  so you have to think of a way that can help out the midlevel people, the mediocre ones to increase the chance of beating a higher one.