Systemic NPC Drop Table Adjustments to Improve the Economy
Item inflation is a problem that plagues RS3, OSRS, and Dodian.
The Dodian and RuneScape economies were built from a series of reactions and badly thought-out expansions that were designed to look temporarily shiny without significant consideration for how they would impact the long-term game economy. My idea to kill item inflation is to have a system of 3 NPC types: Unique drop NPCs: - Drops either one unique item - like an Abyssal Whip, or a unique armour set. - Targeted only when their unique item drops are in high demand. - Players stop killing them when the unique item price is low, preventing further inflation. - The items cannot be obtained from Smithing - Not assignable by a slayer master, but could be locked behind a slayer requirements. - Killing the NPC should could have either a GP or resource deflationary mechanism to decentivize camping of unprofitable NPCs. Consumable Resource NPCs: - Drops unique consumable resources tied to its NPC type (cow hide, green dhide, dragon bones, etc) - The resources cannot be obtained from Dodian skills (food, logs, ores, runes, gems) - Assignable by a slayer master to encourage market liquidity Pure GP NPCs - Drop only consistent GP that is tied linearly to the NPC's combat level - Allow GP multipliers for special circumstances (slayer task 1.2x, key dungeon 1.6x) - Does not contribute to item inflation - Assignable by a slayer master Generally desired effects: - Unique items will only enter the game when they're in demand - New content can be created to spread out the unique item drop table (abyssal demons, gargoyles, and such) - Dead content is repurposed - Mining / smithing will become useful again for pre-dragon gear - New players will have better access to GP, stimulating early-game trading Anticipated downsides: - GP inflation that will need to be systematically deflated by another mechanism - The game play won't be as linear for new players, forcing them to trade to progress combat efficiently, which might be frustrating Development Pseudocode: Code:
void onNpcDrop(Npc npc) { |
Pure GP mob is lame. Your idea on unique item drops could be expanded upon a bit, though, for example: we're all used to the ice queen dropping C shield and bow, and bloods. what if queenie only dropped the shields, ice elves or whatever is in there drops bows on an even lower chance, and the giants drop the bloods as often but in lower quantities?
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early on in the game when players bring in too many archers' helms from Ungadulu when they camp for zerkers. The effect can totally be avoided if we spread out the drop table. |
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