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regis last won the day on December 30 2018

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About regis

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  1. regis

    Here's a brief overview of the many cases of currency cutting in a real world context: One major difference between the real world currency cutting and what we are trying to control, is the issue with donations. While there is inflation present in-game (dynamic boxes inflating from 1m-4m(? prices are weird) recently, the xebos invite slow inflation from 900k-1.4m over the past few months, other mid tier items), the rates do not reflect the rate at which donation rates are increasing. This is in-part to do with (i'll probably get in trouble for saying this) ineffective price controls. Capping donations at only one value while allowing others to be greater inherently raises the cost of those donations. True, having a large amount of currency makes these prices seem even higher, but simply removing half of the the currency does not change the effect of having uncapped higher end donations. For example: Currently 30$ is capped at 200m. This serves as a rate of around 6.6m per dollar. Using recent donations (no names but they are logged), we can see 50$ donations going for 450m, and $100 going for 800m. Here we see a change which suggests the presence of a bell curve within donations, where at the 50$ price point, the price has increased to 9m/$, and at $100, the price has begun to drop back down, though only slightly at 8m/$. Now propose the scenario where you remove half of the currency from the economy, essentially making all currency worth 2x its current value. Under equal exchange, 30$ would be capped back at 100m, but theoretically the rates between the uncapped donations would still remain similar. You could reasonably expect the rates to fall somewhere around 50$ - 215m, 100$ - 400m. The inflation hasn't been changed due to the lack of a currency, just masked by the presence of lower numbers. A more effective solution in curbing donation inflation would be a combination of currency cutting and, more importantly, capping all donation rates rather than allowing higher end donations to be uncapped. While it seems to hurt the sellers, having consistent pricing allows buyers to know what the rate they are paying won't change based on the person or deal. Without a cap, higher valued donation sellers will always desire rates significantly higher than the standard rate for lower donations, inflating the price of top end donations as people desire more and more money.
  2. regis

    Blanket cash disruptions have never worked in an economic context without causing significant crashes within those economies, negatively impacting the economy for significant amounts of time following the the cuts. I agree that there's too much cash, but a blanket 50% reduction has significant risk of causing more long term problems than the solution would be worth.
  3. regis

    For revampsWhat's the current issue? Executive zone is becoming stale and unrewarding for executive players.What's your suggested way of fixing it? Allow players to pay to customize which npcs are available in the zone. Rather than locking it to three bosses, allow the following to be chosen: all ::train monsters penguins (small and steroid) icy skeletons shadow kings chaos elementals barrelchests bork all wildy bosses (vetion, callisto, venannatis, scorpia) dragon bone warriors flame pernix, torva, and virtus forgotten warriors donor bosses groudons king dreamers phoenix sea troll queens tormented demons torquats Any others (suggest below) The fee associated with choosing different npcs can be scaled based upon that npcs drops. high end being 10m, mid tier being 5m, and low tier being 1m. Three unique npcs must be present in the zone at a time, players shouldn't be able to spawn 3 sets of icy skeletons in one zone. How will this benefit player/server? Executive players will be able to tailor their zones to their own individual needs and goals Current exec zone boss drop prices should recover a bit due to less camping More incentive to purchase executive rank.How could this be expanded in future? Different bosses.What negative effect could this have? (Think eco, Item balances, Overpowered) Some issues with eco balancing with drops. Any input/thoughts/critiques encouraged! I'll try and respond Thanks -Regis
  4. regis

    Necromancer's have been completed! only 28,979 kc post 100k i finally received my tam amulet! (top post has also been updated to include drop differences). I scaved all my trix orbs, i don't need them.
  5. regis

    Diablo already has the devious and dream range sets. Voldemort could do with a little bit more, dream mage alone is rough. I think we could add something like the emperors set to venduras drop table without too much conflict. The others I think are okay as is.
  6. regis

    This would effectively crash the market on crystal keys and ckey +, and would also make one of the best ways to train scavenger extremely cheap. The impact on the cost alone is enough to make me lean towards No Support.
  7. 100k Kc done with 105% drop rate (rip dream range nerf) and a thumper at exec zone. Emperor's ring but no emperor's necklace for souls, and an additional scroll of souls for the memes (ik it doesn't stack but, memes). Unfortunately, my trix orb luck does not extend to tam amulets, which I unfortunately still lack after this iteration of 100k kc. The hunt continues! Other notables: 18 soulflares (9 drops), 4x Olaf helms, 6 Olaf bodies, 2 olaf capes, 2 seers boots, 2 beserker boots Total amount of xebos/infinity keys unknown, I actively used them throughout the journey. completed on: 128,979 Trix orbs scaved for the memes
  8. Even more lamps to farm! Great update as always
  9. regis

    Here's the original announcement!
  10. regis

    While it does seem weak, I think the Armour sets niche is in that it has bonus drop date and ddr like the other dream sets (I think). This makes space virtus the best for non-drop rate Influenced content, and dream mage the best mage set for drop rate. It’s tough to balance around, espcieally because one set is tradeable and the other isn’t. that being said, I don’t see anything wrong with the buff under the condition that the dream mage set is un-tradeable. I’m hesitant as if the sets begin tradeable at any point, space virtus becomes dead content if they over buff dream mage. sorry for spelling, typing on phone is difficult.
  11. regis

    This isn't the first, and most likely not the last push for instance manager q.o.l. I feel that the coin issue is more of a bug than something intended, probably should have been part of the ds coin release checks. Support, but also a side note: Through my own checks, you aren't able to use op items, including executive cape, at the boss tele - guardians. Ironmen do not share the instanced version where exec capes can be used, so I'm not sure how that example is possible.
  12. regis

    Making slayer worth doing outside of sire tasks would be nice, but adding a currency influx to do so doesn't seem like the way to go about it. I feel that we could move more towards: Slayer monster revamps (more task only bosses with lower drop rates / a profitable nature) revamped shops More significant benefits to prestige outside of the shops (+25 damage isn't very much). Adding more currency into the game creates more problems than it's worth.
  13. regis

    What is the current problem: Boxes of wisdom added to the arcade store as a way to make aura's more attainable was nice, but they are priced too highly to be a reasonable path of getting them (especially ironmen). Potential Solution (multi-faceted): Lower the price of boxes of wisdom in the arcade shop from 25k points to 7500 point, making them easy to farm. Remove the possibility to receive any aura higher than t1 from the box. This is to keep the reward in line with the lowered cost. Rework part A: Add a fee to upgrading auras. Small, but should help fill the gap in the eco sink that making aura's untradeable left. Change the aura upgrade wizard from being an order upgrade (t1-t2-t3) to being a random upgrade (t1 - t?) with the potential to remain the same or lose the aura. Rework part B: If you don't want to pay a fee, then I suggest what i'll refer to as the "auto-chess method". You can only get t1 auras from the box. Collect 3 of the same t1 aura to create a t2. Collect 3 t2 aura's to create a t3. This method allows you to avoid the rng associated with upgrading auras, in favor of spending more time or more money obtaining them. How will this benefit the server: Makes aura's more attainable, potential cash/item sink with changes to aura upgrade path. How could this be expanded in the future: Potential Upgrade path towards making the infinity aura available in game. Having 1 of each aura and a 50/50 shot for the infinity. who knows. Potential negative side effects: This will impact the price of boxes of wisdom. Due to the point reduction and nerf, the price will probably drop from their current point (15m average). With a guaranteed path, the upgrade wizard may not be used at at all. All feedback is appreciated -Regis
  14. regis

    While those two steps are annoying, you seemed to solve the problem with them with your third suggestion. If you were able to just teleport to your clue spot, the distance covered for those two clues wouldn't matter. Like the idea of an only dream clue item, would make camping them much easier. Would prefer it be available for both donation and in-game, so those players oriented towards not donating won't feel like content is being locked from them, and this doesn't seem like that big of an issue to lock behind some clue req. Support.
  15. regis

    Removing Miniboss tasks: They are annoying, but you can use the ladder in the miniboss area to expedite the process. Make the skip free: Giving tasks exceptions on skip cost will just create expectations that other tasks can get exceptions as well (next complaints would be...dag kings, oblivion dragons, non-1 hit corp, and go on and on.) Skip cost reduction: Having the price set at 100k creates a cash sink for those players who are unwilling to camp the beginner tasks for points. Those tasks take barely any time to complete, allowing you to amass plenty of skips quickly. Lowering the price would only serve the purpose of making lazy players even lazier. Overall, I dislike the miniboss tasks. In my opinion, there are enough options in their current state to make the task manageable or avoidable. Creating caveats for the task would serve no general good. If enough people dislike the task, remove it.