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10B Zeny Limit


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#26 vividort

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Posted 25 February 2018 - 03:13 AM

any zeny that isn't flowing in the market only contributes to the problem, instead of asking if they could change stuff so that the small percentage of people that storage ridiculous amounts of zeny can have a better time, the best would be having a way to get rid of some zeny from the server, the ideal would be that zeny got spread trough the players naturally by trading, but without an efficient way to get rid of zeny the problem would appear again cause no growth speed could keep up with the zeny farming of old and new players, its pointless increasing the trading amounts if the value keeps plummeting it'll will reach a point where you'll need to increase it again in the future, the lower the value of zeny, lesser new players will get into and keep playing on the server, worsening the problem.


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#27 Guitarlum

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Posted 25 February 2018 - 04:45 AM

Just because a 32-bit integer value is limited to that doesn't mean you need to perform rocket science when changing the variable type. 

Yes you may be forced to retreat from primitive data types but EVERY(!) language nowdays support BigInteger without any technical max value. 

And the latter has NOTHING to do with 64-bit OS or applications. 

 

tl;dr the reason of @bearl is no real reason to do it. The question is if the core source code, and there I'm not talking about scripts, of Ragnarok is still maintained (or after all these years maintainable.. (; ) 


Edited by Guitarlum, 25 February 2018 - 04:45 AM.

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#28 Kusanagisama

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Posted 26 February 2018 - 07:24 PM

I've given 2 alternatives that are much easier to implement just the other day.

 

1) Create pockets. Each character has 100 pockets (e.g.), each pocket can hold 2,147,blablabla zeny. Whenever a pocket is filled, the remaining zeny would go directly to the next pocket. You select which pocket to use by clicking above the zeny display, which will open something displaying the contents of all pockets with more than 0z.

 

2) Create a second layer of money. New zeny limit = 999,999,999z. As soon as you hit 1B, increase the value of this second layer by 1, subtract 999,999,999z from your "regular" zeny holder. You can also add another field to trade windows so that you can deal directly with "Bilion Zeny" transfers, making the need for risky trades obsolete. Done. You can now carry 2,147,XXX,YYY +1 bilion zeny.


Edited by Kusanagisama, 26 February 2018 - 07:26 PM.

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#29 BokzGG

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Posted 26 February 2018 - 08:49 PM

1 voucher = 100m


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#30 Mikaichi

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Posted 07 September 2018 - 04:08 AM

im gonna bump this  we need to find a new way! 


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#31 Vossthereaper

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Posted 07 February 2019 - 04:17 PM

i know i am new here..
but it seems like they will according to you guys never add a system to make storage increase.

so..

wouldn't the next best option be.. making everything worth more?

Eg.. Zeny sinks.. Worthwhile Char bound untradable Zenny since that take mass amounts of zenny out of the market?

just saying..


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#32 Vossthereaper

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Posted 07 February 2019 - 04:20 PM

there was another post on the forums about letting people buy cash items with zenny.. now i said that was stupid but then said i would be for it only if those items were.. untradable undropable etc.
and that cards from Mvp's spawned from BB's bought this way would be char bound as would any equiptment theose are socketed to.

this is allot of work.. but would increase sales on the website of VIP becusae it would be VIP only.
and it wouldnt ruin the market and would take Zenny out.. making your zenny worth more.

i had also said equiptment should be rentals but i dunno about that one mabey
rent   1   /    3   /    7   /   30   /  buy
cost 10M / 30M / 70M/ 300M / 1B 

BB 10M Char bound"No assist + Despawn on char death Drops bound."
BsB 10M Char bound "Item used on becomes char bound un droppable"
bubble gum 5M char bound "Equiptment/Cards dropped while active char bound"

 

Bound Safe to 20 = 1,000,000,000 Zenny

Bound Safe to 15 = 500,000,000 Zenny

Bound Safe to 10 = 50,000,000 Zenny

Bound Safe to 7 Armor = 5,000,000 zenny

Bound Safe to 7 Hat = 5,000,000 zenny

Bound Safe to 7 Weapon = 5,000,000 zenny

Bound HD or Enriched = 10 Ori or Elu +500,000 Zenny

Honestly though as much as i like my idea above
making a new Coin those bronze/Iron/silver/gold/plat coins that someone above was talking about.
but making then UNTRABLE and UNDROPABLE and UNSELLABLE etc. is just as good of an option.
 
i think doing both would be better.
 
also make them 0 Weight for reasons you know..?

 


Edited by Vossthereaper, 07 February 2019 - 04:49 PM.

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#33 VileCharmander

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Posted 07 March 2019 - 01:02 PM

 

making a new Coin those bronze/Iron/silver/gold/plat coins that someone above was talking about.
but making then UNTRABLE and UNDROPABLE and UNSELLABLE etc. is just as good of an option.

 

You couldn't make a second-level currency and then make it un-tradable. That would perpetuate the problem people have of trying to buy expensive items (MVP cards, high-refine equips, rare OCPs, etc.) without having to use tons of characters and tons of trades.

 

A second-level currency structure is a good idea, and easier to implement than trying to fix the 32-bit integer issue that has been hard-coded into so many aspects of the game. Fixing the code for the value type assigned to the Zeny item would require more than just a few Find-and-Replace operations, I imagine.

 

New items are created all the time, and if NPCs could be added in all major cities + Eden that could exchange Zeny for the appropriate second-level currency (and back to Zeny again, if need be), it could improve buying and selling operations between players immensely.


Edited by VileCharmander, 07 March 2019 - 01:04 PM.

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#34 Nirvanna21

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Posted 07 March 2019 - 01:46 PM

You couldn't make a second-level currency and then make it un-tradable. That would perpetuate the problem people have of trying to buy expensive items (MVP cards, high-refine equips, rare OCPs, etc.) without having to use tons of characters and tons of trades.

 

A second-level currency structure is a good idea, and easier to implement than trying to fix the 32-bit integer issue that has been hard-coded into so many aspects of the game. Fixing the code for the value type assigned to the Zeny item would require more than just a few Find-and-Replace operations, I imagine.

 

New items are created all the time, and if NPCs could be added in all major cities + Eden that could exchange Zeny for the appropriate second-level currency (and back to Zeny again, if need be), it could improve buying and selling operations between players immensely.

 

Duping is putting a halt to this.


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#35 shikyi

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Posted 04 May 2019 - 01:04 PM

Freely convert back and forth between usable inventory coins as said previously. 0 weight, incremental. Pop one open and it puts the zeny onto that character a'la red envelope. Just put a check to make sure the coin value + current zeny doesn't exceed the integer value so the player doesn't lose the coin. Stackable. Make 'em poker chips.


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#36 INREM

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Posted 07 May 2019 - 11:48 AM

Crude but semi-functional solution: Script characters to have a digital wallet, backed by an array of ints*, accessible via console commands.

*edit: After bothering to actually think about this for more than 10 seconds, there is a much more efficient way to accomplish the below using only two int variables (one representing a number of filled “pouches” of max_zeny value, the other for any particular residual amount) rather than arrays, but the logic is basically the same.

My understanding is that RO's scripting system supports arrays (it certainly supports per-character variables, or questlines couldn't work). If so, I expect you could do something like the following:

 

Create a per-character wallet construct that's an array of one-hundred 32 bit ints for zeny (no need to preallocate of course if RO's scripting language allows you to expand the size of character variable arrays). That would give each wallet room for over two-hundred billion zeny. The wallet has three associated console commands: /withdraw, /deposit and /wallet. They would work as follows:


/withdraw (e.g., "/withdraw 3000000") - begins with a quick sanity check to assure there would be room in the character's zeny inventory for the requested amount. If so, the command moves to the first wallet index with a non-zero amount of zeny, and transfers from that to inventory zeny, proceeding from wallet index to index until the requested amount is fulfilled or the wallet has no further zeny.


/deposit (e.g., "/deposit 3000000") - again, begins with a quick sanity check to make sure there is room in at least the top wallet index for the deposited amount, and that inventory zeny is sufficient. If so, the command moves to the deepest wallet index with a non-zero amount of zeny and transfers as much as possible to it, moving back up an index as necessary to deposit any residual amount.


/wallet (e.g. "/wallet") - simply reports the funds in the wallet. This would be pretty brain dead, but if it's truly necessary to avoid any long int arithmetic, you could just report the wallet contents as follows:


"Your wallet contains # x 2147483647 + (any residual amount) zeny"


Being, respectively, the number (#) of wallet indices that are completely full times the size of a fully wallet, plus whatever zeny is left over in the topmost partially-filled wallet index.

 

Admittedly this is not a thing of beauty, or even a complete solution to the problems created by the 1Bz limit. It wouldn't automatically enable, for instance, shops to sell items for more than 1Bz, or characters to exchange zeny in chunks of more than 1Bz at a time (though direct wallet to wallet transfers could possibly be hacked in). But it would nevertheless make exchanging large amounts of zeny considerably less tedious, since you wouldn't need to log multiple alts on and off to effect a transfer. Vendors with a full zeny pouch could also quickly shift excess funds to their wallet rather than having to grab a transfer mule. Furthermore, this approach would have the advantage of requiring absolutely no new items or patches to the underlying game code, at least if RO's scripting system works at all like I would expect. You could even accomplish these commands without array support. The key part is just persistent per-character variables. It's something iRO staff could probably do right here, right now.


Edited by INREM, 08 May 2019 - 07:13 AM.

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#37 freddym

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Posted 09 May 2019 - 03:58 PM

Bring back the banking system....like I don't get it Gravity :p_err:.


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