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Open Suggestion for any Idea to make our economy market grow

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Posted

 

The intention im open this Topic is for any suggestion or idea for making our market economy grow. As you can feel,currently our market is dying due for some reason. The reason is :

1) No people is buying or selling item

2) When there is seller, the item price is Over price

3) When there is seller, its hard to get buyer due to our lack of demand. 

4) Not many people in this server currently playing. Its become 1 sided in mostly event woe,BR,GvG,pvp

This is some reason that i come out with. You guys can feel free to add from the reason above.

Now when we identify for our market is dying. can u guys suggest on our market to improve this server for our own benefits also.

1) Improvement ....

2) ..........

 

 

pls no negative comment. or i will block ? LOL

Posted

well if we treat business and guild/personal issues separate from each other ... that would prob help a bit to keep the eco rolling

Posted

Market runs by the law of "Supply and Demand"

As i see it now:

 

Supply = There is sufficient supply of stuff in the game, but it's being monopolized by few large group of individuals.

Demand = There is less demand because of lack of active players.

 

The core issue here is basically the shrinking population. More players, more supply, more demand, healthy economy, happy wife, happy husband, everyone happy. Lol.

Posted

Honestly I feel Its caz of few reasons
1. an inflation of items in the game due to too many items allready existing in the game not many ppl wanting stuff really caz they allready might have the same items.
2. Lack of Toks or decrease in total toks amount in the market i mean im just saying but ever since casino hit the game about 4-5 years ago market has been gradually falling caz so many ppl spent so much toks on it without a way to re convert it back lol. ( i myself spent like over 5-6k toks lol) i dunno if its just me but a lot of people went frenzy on it caz of buffs and hats and all new stuff.
3. Caz people are greedy, no1 wants to sell lower or buy higher i mean its a consumer market for the love of god ppl need to understand if there is no demand for the item ur selling try to sell it for a lower rate ur not going to make losses its a smart market choice ( for example emps since this whole game revolves around emp prices) they need to drop lol. Agreed that most ppl love the Adrenalin rush u get when u sell stuff at the price u want but im just saying like @Maschine Studio mentioned its all on supply and demand so even if there is demand for ur item there is no supply of toks ( market is almost dead) so try to recalculate ur selling prices and dial down on ur prices if u want pure toks caz its a scarcity atm. If u want trades by all means ask for excessive prices in trade amounts.

There are quite a few more reasons but i mean its similar to the above so nvm.

My sugestion would be to allow toks to be purchased from tokenshop at market price like 500:10$ ( maybe 1 way to inflate toks in the economy to balance it to the inflated no. of items ) 
i mean thinking about donating for more items to be added into this would only keep increasing this problem caz most new items are only variants of old items if u think about it. So doesnt hurt to just donate for toks instead to maybe solve some of the issue of lack of toks.
Agreed this may also hurt the economy for ppl who want to purchase newer items from donators but lets face it the prices for donate items are allready way past market prices right now caz of lack of toks. ( almost 1.2k or higher per 20$) its only gonna keep getting worse if NO change is made. So i say let there be a change

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Posted

I'm not aware we got shortage of tokens in the circulation? I used to believe there is an inflation of tokens in the market and casino is a good way of consuming it. Guess i have to observe more whats happening in the market.

7 hours ago, c0okiee said:

My sugestion would be to allow toks to be purchased from tokenshop at market price like 500:10$

If u gonna purchase the 200$ token at the tokenshop, it's 8400 Tokens = 200$, it'd be like 420:10$. Pretty close.

Posted (edited)

@Maschine Studio So lets assume for a min that not every1 can donate 200$ at a go. Take the lowest 1 for example 1440 for 40$ = 360:10$, and 2nd 390:10. and 3rd 405:10$ And so on till 420:10$. 
What im suggesting is to start it at 1st option 500:10$ - 2000:40$ and have increments similarly till 200$. 
Id say 360-500 would be a good option since many ppl cld just donate for toks....  if u disagree its fine but dont make me sound bad at math ?

Edited by c0okiee
sp3lling
Posted (edited)
40 minutes ago, c0okiee said:

@Maschine Studio So lets assume for a min that not every1 can donate 200$ at a go. Take the lowest 1 for example 1440 for 40$ = 360:10$, and 2nd 390:10. and 3rd 405:10$ And so on till 420:10$. 
What im suggesting is to start it at 1st option 500:10$ - 2000:40$ and have increments similarly till 200$. 
Id say 360-500 would be a good option since many ppl cld just donate for toks....  if u disagree its fine but dont make me sound bad at math ?

Actually, i'm agree with adjusting the token price to market price. And i'm bad at math. Srsly.

Edited by Maschine Studio
Posted

I think this is an extremely complex issue that cannot be satisfactorily discussed without multiple data points and opinions from different people ++. You've grouped far too many massive statements into one short message. This is probably going to get messy.

So here are my thoughts on the matter, summarized according to me. It's still a developing thought process so forgive the lapses if any.

 

Quote

1.) No people is buying or selling item

 


People are buying and selling items. I'm not sure what you're talking about. They might not be buying and selling items of different classes/categories equally, but that's an inevitability. Class balancing (not sure if it's required, but as a generic statement) may boost the number of people playing different classes. There are many other things that may boost the number of players playing a class but that argument isn't required as a response to your statement.

If you mean people are not buying and selling the specific items that you desire, perhaps that's because we have many items of different categories that are used by different people. Some who would rather use their items than sell it, others who don't use it anymore. You need to be more specific in terms of what class of items you're talking about. Your statement is far too broad. 

 

Quote

2) When there is seller, the item price is Over price

 

As long as a market exists, there will always be people who "Overprice" or try to sell higher. When I used to play back in the day I know that I made a good amount of tokens buying cheap and selling higher. If what you mean is that the only sellers are selling it more expensive than it should be (no one way to determine what is more expensive than it should be), let me ask you this. What defines the price of an item? A couple of factors imho. 

a.) Price people are willing to pay: This is based on desperation, instant gratification tendencies, etc, etc, etc. Point being it's a debatable answer depending on if you're buying or selling.

b.) Price it costs to make/purchase: Can vary if it's a farmable item Vs. if it's donation based. The number of people donating determine the price of an item Vs. Existing supply of the item. This can vary greatly depending on how long it's been around and how many exist on the server. As for farmable items, most materials are easy to access, there's a few that are difficult but considering that most MvPs are camped I don't see any rational way to determine if certain items are harder to make per say. Yes they may not be as valuable in comparison to time spent making other items but that's an entirely different conversation.

c.) Patience: Most gamers I know horribly lack this. If a seller prices higher than a buyer is willing to pay, if a buyer is patient he'll find a seller. The same however applies to a seller. If you expect to put up a chat with a low or "what you think is right" price but don't have the patience to get your item. Then you're probably not going to get it at the price you want.

If you're complaining about people overpricing items, that's not something the GM's can fix unless they stimulate the economy with tokens; the outcome of this is a black box I'd say unless you're using the theory to fuel your own argument. If the players were to fix this, it'd either be by not selling to resellers or by being patient when they buy/sell.

Quote

3) When there is seller, its hard to get buyer due to our lack of demand. 

Cookie very clearly articulates that it's a buyers market in a scenario where most people already have the item you're trying to sell or when there's a lack of tokens. For eg. Although Kiel cards have been around for years people still buy them for a multitude of reasons. Nonetheless, there's an equally valuable item in the newbie starter pack that serves the same purpose as 3 kiels. Aka there are options. Maybe they want to gear alts, they're buying their first set, they're cheap, etc there's many reasons as to why someone would want to buy a Kiel and its price has stayed the same for a while. But for a more expensive item like an emp or an imp, etc. There are enough alternatives other than having to purchase it from the market itself. Legendary headgear, Halloween Headgear, various other aura's, waiting for castle drops, etc, etc, etc.

If your complaint is that there aren't enough people who are constantly buying and selling items perhaps that's got more to do with server population and the available item variants. Having more variations of an item is good for the player base because they got more to choose from in terms of how many tokens they want to spend to get different categories of value. Server population is something the GMs can look at and probably do, I mean that's priority one for any server I'd think. But from what I've read so far that doesn't seem like what you're trying to talk about.

Quote

4) Not many people in this server currently playing. Its become 1 sided in mostly event woe,BR,GvG,pvp

As far as I can recall from my experience on RO in general. Group events like WOE are usually dominated by 2-3 larger guilds and contested by other smaller guilds. As the larger guilds lose their players, for whatever reason, the smaller guilds grow larger assuming they get better (the word better compromises of too many different factors to really discuss here.) Point being that different guilds have had their hay days in the past and don't anymore. There should be constant rotation(Every few months?), with who's dominating the server group events. If there isn't and somebody has access to the data it'd be worth considering as a problem. Once again, to be solved by the players. I mean, to be honest, all you'd need is people with leadership traits to start their own guilds w/ friends and focus on region-specific WOE events that they can dominate by sheer numbers if not better skills.

Coming to the problem that there aren't enough players on the server at the moment. This is a real issue that all of us need to focus on, GMs and players alike. There are methods of advertising the server that doesn't require payments from Jorge. Voting for example. I don't know what the conversion ratios are for players converted through voting but it's one way we as players can make it better by voting more often dedicatedly (I'm not talking about just clicking the links to get tokens, I'm talking about spending another 5 seconds doing the authentication and making your vote count. You can do it twice a day for all websites, sometimes even multiple times from different accounts.) The other side of this is obviously providing better incentives to vote. Item varients or...? This is something the GMs need to look at after considering the balance of different classes/classes of items assuming that most players don't have an in-depth understanding of the same.

We can further incentivize new players joining the server. A few, not well thought out ways, are as follows.
 

  1. Better Guild packs (We'd need to have more data on how many people have joined through this promotion and what their feedback is on this point, hence not well thought through.)
  2. Group events specifically geared towards the lower and middle class (if it can be called that) of the population. We don't have a need per say in our existing infrastructure of events for people to be able to competitively use lower/middle end gear. (This was done before, I'm sure something went wrong for them to stop it. Would need more data before good suggestions can be made)
  3. Newbie Guides: Although we have a brilliant one on our forums, I'm not sure how many people refer to it before starting out in game. For phone-based applications, we try to create a sort of interactive tutorial that helps people move through the basic functionalities of the app. But for a game as vast as fRO this might be a mammoth task in both it's execution as well as ideation considering most people who join already understand the basics. Aka our guide would have to be customized to explain the perhaps more niche points that make fRO the server the fun server that it is.
    This point probably shouldn't be taken into any form of consideration unless required. If the number of real new players joining fRO aren't that high perhaps we can do a special GM shows you the way and teaches you the basics sort of thing. I mean that'd make a player feel super special that's for sure. Maybe make GMs in charge of a guild itself that's only for new players? I don't know. Not well thought out. Just shooting in the wind.
  4. Leaders among players can create farm only guilds that focus on stabilizing both prices and inviting and guiding new players into the system.

Just a few thoughts off the top of my head.

 

Quote

 

This is some reason that i come out with. You guys can feel free to add from the reason above.

Now when we identify for our market is dying. can u guys suggest on our market to improve this server for our own benefits also.


 

Sorry to say, you haven't identified much of anything. You've just made open-ended statements with no data and with no explanations. I bet there are tons of people out there who can add valuable insight into the game and how to improve it but probably just won't comment on this post because it's so vague, ambiguous and loosely written. It took me a couple of days of going back and forth in my head as to whether it would be of any value to respond. Having seen cookie put in efforts into trying to identify one problem while providing his version of the solution is what made me think that I should attempt one as well.


Tl;dr: Need change, some efforts from GMS, some efforts from players. Need more data, that is backed by player opinion to an extent, to make better theories/arguments. This post is terribly written, I'll make another one specifically in regards to "how to get new players and keep the old ones". Eventually.

Posted (edited)
1 hour ago, dadron3 said:

Coming to the problem that there aren't enough players on the server at the moment. This is a real issue that all of us need to focus on, GMs and players alike. There are methods of advertising the server that doesn't require payments from Jorge. Voting for example. I don't know what the conversion ratios are for players converted through voting but it's one way we as players can make it better by voting more often dedicatedly

This is exactly the main issue that we all have to address and focus on. I've posted some suggestions before, focusing on the "Advertisement" and "Voting" because i personally believe these two can greatly help to increase the population of our server. Our server is already great, and is continuing to be great, but we are neglecting the importance of advertisement, the importance of letting people know how great we are.

Edited by Ableton
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