we all know cards such as thanatos can go up to 100b, samurai 50b, meg is 40b and so on. but, do you know how the zeny introduced in the first place? how can those bilions of zeny flying around, and where are they come from?
well, the only way (afaik) zeny is introduced to server is by selling something to NPC and that NPC will give you zeny which will be circulated thru the server. the amount is getting bigger if people keep selling something to NPC.
now, which kind of player contribute most of zeny introduction on server? prankly saying, i think they are bots. those mindless drones who hunt trash items all day and sell them to NPC which generated zeny to the server. how about normal player? sure there is many people like to hunt in magma dungeon, or greeding in TI, and sell those junks to NPC for zeny. but i believe the contribution of bots on generating zeny in the server is greater than normal player.
well, it is the black truth i hate to admit. And also i dont actually say that whether having a lot of zeny in server is good thing or bad thing, but i can say those mindless drones are the 'hero' of this phenomenon. by introducing more zeny in server, the server will be inflated when all things will increase in price (but NPC items still have same price), and one way to counter it is by introducing zeny sink like raffler event or such.
TL;DR: BOTS ARE THE ONE WHO MAKE THINGS HAVE PRICE OF SKYSCRAPPER
The causes are 2 fold:
1. Stagnant market
2. Bots
FOR STAGNANT MARKET
Reasonable Cause is Item demand vs Player zeny income imbalance.
Demand:
1. High level stuff: Only buy when can, prioritize important ones first, cost a lot, so cannot buy a lot (unless you are someone who wants to buy a FBH, KIEL,GTB, HATII all at once)
--> Frequency of Turnover = Rare
2. Medium level stuff: Useful but not too expensive. Like FAW. But after you get a certain amount of FAWs, you don't need any more of them.
--> Frequency of Turnover = High at first, then slow down, then none.
3. Low level stuff: Cheap, anyone can buy, because can buy from multiple people, no need to stock too much anyway. E.g. BMx3
--> Frequency of Turnover = Unimportant. E.g. 1B is easy to make, that can buy you 200 HE gums, how long do you take to use 200 HE gums? Do you really need to stock a lot then?
Most players by virtue of their leveling/mvping/instances generate some degree of constant income.
Because of the demand issues (dropping down), and constant income, general trend is people accumulating zeny.
--> Since MVP cards are rare, and some MVP cards are useful in a lot of settings e.g. Drake, GTB, Kiel, and ppl accumulate zeny: Prices spiral out of control, since players still want mvp cards, and it's annoying to wanna try a new build with a certain card and have to wait so you pay more.
--> The end effect is warding off new players since they cannot afford any of these (despite many of them not even being overpowering), and the old players getting ahead since they are set up to earn more.
Perhaps a fix is to add value to common cards. This worked decently for Counterstrike Global Offensive for its weapons.
Tier 1 (blue) (most common)
Tier 2 (purple)
Tier 3 (pink)
Tier 4 (red)
Tier 5 (yellow) (rarest)
The benefits of this system applied to cards are:
1. For CS: GO
- Allow 10 items of the same tier to be traded in for a random item of the next tier above (apart from yellow)
- Applied to RO: e.g. Allow 10 cards of blue tier level to traded to NPC for a random purple tier card
- This helps give some values to low level cards. Low level players can get some income to start up for crap cards that most ppl cbf to hunt.
2. Yellow Items cannot be traded to:
- CS GO: Knives
- Applied to RO: OP Cards like Kiel, Gloom, Gtb
3. Every update that gives new cards, gets the cards sorted into the tier 1-5 system
- CS GO: For trade ins, since 10 items are needed to trade UP, if a player uses 9 items from an old update, and 1 item from the same tier with a new update, he/she has a 10% chance of getting a weapon that is one tier up from the new stack
- Applied to RO: If you want a high level card from the new stack, you need to hunt at the new place. This encourages players to try out new areas, and hunt there.
4. Red tier items can be traded to, and represent the tip of the pyramid for trades.
- For RO you need to have mvp cards that are useful to more players, and are not OP, so that means efforts need to be put in that is intermediate between normal cards, and ultra-rare cards, that new players can reasonable aim to attain.
- e.g Drake card, useful to a lot, some are trying to sell it for 10B, having it does not render ppl OP, so new players can be happy and old players are not too offended.
- failure to have some useful MVP card in this will cause the system to fail just like the recent raffles have had poor support.
Problem 2:
- BOTS
- BOTS ARE STILL HERE
- Players get banned in CSGO regularly if they are stupid.
- Players need to register with a real email, and phone number for verification for trades
- Maybe for large value items players need to get email, phone number and some real life ID for verification. If a player gets caught for RMT, this player will be permabanned in real life from RO. (I can imagine a lot of CERTAIN players who are guilty and selling zeny currently being uncomfortable now)
- Players who cheat, get caught, and wanna keep their chars MUST do an online apology admitting they have done wrong (See H1Z1 cheaters get punished by GMs)
http://www.kotaku.co...o-get-unbanned/
- no slap on the wrist treatments
No easy solution, but currently the trend is just BS. So do something GMs.