Idea for Eco Clans (in General)
Ok, so i know Eco clans arent the most appealing to most, but i tihnk i may have found out a way to fix that problem.
For items that are non-forgeable, keep them the same and let them be Blacksmith'ed, but....
Every other item that can be forge and/or BS'd, make it so they can only be forged. Maybe reduce the NW a little bit, but make it so the player has to look for a forger instead of BS'ing it and instead of everyone having different BS %'s, everyone would have the same rate. Would be a great way to increase the value of higher NW items i believe as well.
But give me your ideas and preferably no flames, just suggestions to make it a better idea. I believe it could be done if it is just tohught out perfectly, (obviously).
February 20 2006 5:36 PM EST
i don't say this alot but that's a great idea
February 20 2006 5:42 PM EST
Well, I find it hard to find forgers now
, so I'm not sure if this would improve things...
Also, consider the largest items in the game: there's no way anyone would want to spend months of forging for just a single point, nor would someone want to wait that long for someone else to forge it.
Unless the efficiency of forging is greatly increased, this isn't going to be a very popular idea.
i dont see how forging could get any slower, than the point im at, i have been forging my corn (this is the 3rd day now) and its only at +6 and about 50% the way to +7. how much faster are we talking here, because i may want to become in an economic clan :D
sorry for double posting, but i just looked through the wiki, for maybe we could have.... additonal increased forge rates for an economic clan, or like a top clans for econ?... or maybe just the economic clans would get a 50% increase to forging.... just a few thoughts i thought i would add :D
i still say eco clans need rankings and 15% increase for forging cycles for #1 clan and so on.
February 20 2006 6:55 PM EST
I agree with the bonus to forging for top economic clans.
"Every other item that can be forge and/or BS'd, make it so they can only be forged"
so you going to add 7 to the x on my MH in 28 minutes (5,355,112 NW increase)
exactly my point edyit, it would make it so you have to wait, but it would obviously have to give more leway on higher ended NW items. But Jon has this whole game based on calculations, i know it wouldnt be easy, but i think he could manage one or a few more. Dont you? But right now i see it as BS is taking business away from forgers, this is a way to get out of that, and maybe drag a few for forgers into eco's.
February 21 2006 1:53 AM EST
I think its basically a good idea - the problem is that BS is a good and reliable source of secondary income to Jonathan - it would also be a problem forging the higher NW items (some of which I have) even for a couple of points and even with increased Forge efficiency of the forgers in a Eco clan.
Most people with big NW items would not have a big enough replacement for the days without their weapon/armour.
Needless to say I would rather pay for forging and have the money go directly to another player than have it go to BS. Even though - I guess - a lot of that money is re-invested.
February 21 2006 3:21 AM EST
Firstly, cash would not be recycled back to Jonathan through the blacksmith. Therefore creating a flood of cash throughout the economy. We all know what happens then. CB$ value goes down etc.
Secondly, I would like someone to tell me, if they can remember that far back, why forging was created in the first place. Because this idea may contradict the ideas behind why it was created. I am sure it wasn't made for people to forge and then sell the CB$ for US$.
February 21 2006 8:07 AM EST
Both rediculous _and_ stupid. Let's help a small subset of people make more money by making the game less enjoyable for a much larger group of people.
February 21 2006 9:04 AM EST
"BS is a good and reliable source of secondary income to Jonathan"
no, BS money does not re-enter the economy at all. (it's been turned into item NW.)
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