![]() | Mud Economy![]() |
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- Increase the prices of basic items sold by shopkeepers by five or more times, such as food, drink, bandages etc.
- Reduce the weight of gold by as many times. If in realistic terms this is not viable, change the dominant mud currency to dollar-money.
- (Keep the coinage of mobs the same.)
- Have banker-shopkeepers sell nett 5stat (or at least worth using) equipment. General pricing (with stats, rent and specials considered) and items offered should be balanced in that eq-getters won't leave the stores empty, nor shopkeepers destroying the eq-getters' business which is a mud economy driving force too
- Open up more ways to earn money, such as redo-able quests with a substantial payoff (ie delivering/collecting things for someone to/from random parts of the mud), a betting arena/casino/gambling den in one of the less frequented areas (might potentially be the next Tara/Stag)
- Slightly increase the availability of coupons and prize strings, such as more games (hunts, trivia, tourneys, plots), more showers etc.
- To make coupons and such less desirable, introduce more 'engravers' like the one in existence, with more choices of designs, or a limited form of free design and no you didn't guess it, high prices for their services. It might sound contradictory to the above point, but the idea is to create a more diverse economy.
To add to that, some of the suggestions also promotes mud exploration. Okie that's all byebyes.
-poke mud stock market-
seem stable to me.
-Dae Woo
Also, it always bugged me that bankers charge us to withdraw money, but we don't get to collect any interest. It would stimulate the economy to have some way of accruing interest, but it would have to be done in such a way to prevent people hanging around ooc just to earn money.
- Wraith