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4s | hello and welcome back we are live from |
---|---|
6s | jagex hq and i'm joined by mods sponge |
9s | and jack and today we're gonna be |
10s | talking about the economy and death |
12s | costs |
13s | hey i'm mod sponge aka brad um |
17s | on the combat council content developer |
19s | been with jagex for about |
21s | four or so years it kind of blows into |
23s | one um originally qa now content dev |
25s | involved a lot of combat and rewards |
27s | um you've made an impression as the |
29s | rewards going on the rewards guy yeah |
30s | that's not my thing yeah sadly but hey |
33s | it's good to have a thing i think i |
34s | think i guess um i'm mod jack as of |
37s | recently i'm the lead designer |
39s | um are we doing real names and life |
40s | histories is that how we're doing it |
41s | whatever you want how long have i been |
42s | the jags now 12 years i think |
44s | um and my name's tim |
46s | which makes my mod name really confusing |
48s | i think i think the first the first main |
50s | thing we're going to talk about and it's |
51s | kind of a two-parter is death costs and |
54s | they tie in to the economy in a lot of |
55s | ways but i think especially in the last |
58s | couple of years there's been |
59s | you know increased discussion around |
62s | death costs sort of both as a barrier to |
64s | entry for pvming and i think is a pain |
66s | point for for players across the board |
68s | and now that is something that has been |
70s | looked at for for a long time and to my |
72s | understanding there are going to be |
74s | changes made to death costs in the in |
76s | the near future so i think first |
77s | question is just um personal opinion uh |
80s | how do we feel about death costs what do |
81s | you personally think about them they're |
83s | deaf costs are a weird one um obviously |
86s | you can understand |
88s | the necessity for them with them tying |
90s | into the economy so much |
92s | pvm generating such large amounts of |
94s | money |
96s | so |
97s | it's clear we need some |
99s | access to money sinks um so obviously it |
102s | provides that very well and originally |
104s | like they didn't exist right it was you |
106s | die your stuff was on the ground or in a |
108s | gravestone and if it timed out you lose |
109s | it |
110s | um so as far as i'm aware it was |
113s | introduced as a way to remove the pain |
116s | of i've got to get my stuff again or if |
118s | there was issues um we see like iraq's |
121s | or has the um |
123s | the graveyard area yeah and that was |
125s | cool that was created due to issues |
127s | where too many people were dying so |
129s | there was too many gravestones to the |
130s | point where some would disappear yes um |
133s | so it seems like |
135s | to my opinion obviously not being with |
137s | jagex when that happened um that |
140s | def costs were introduced as a way to |
142s | mitigate that |
143s | so that you could just all right go take |
145s | the easy way out buy my stuff back it |
146s | was almost a cost for convenience of not |
148s | having to run exactly exactly meant to |
150s | be like a finer balance point it was |
152s | either run back grab your stuff or |
155s | you know have uh have the the cost |
157s | associated with getting everything |
158s | teleported exactly um and it was created |
161s | in a time where |
163s | people weren't necessarily carrying |
164s | around eight bills worth of items right |
166s | yeah i think with the introduction of |
167s | invention and degradables and |
169s | switchscape and everything else i think |
170s | just it's an old system that you know |
173s | did not very it didn't phase super well |
175s | into the evolved evolution of combat in |
177s | in today's modern game yeah i feel like |
179s | it definitely |
180s | hasn't kept up with the rest of the game |
182s | um and that's the big pain point with it |
185s | i'm not sure how well jack feels |
188s | yeah no i i think i agree with all of |
190s | that it's interesting to think about it |
191s | from a |
193s | like from a high-level point of view as |
194s | you're talking about like we |
196s | we had effectively it was kind of random |
197s | whether you lost items it's quite |
199s | important the items do leave the economy |
200s | sometimes because otherwise they |
202s | essentially flood in our invention |
204s | correct that as you mentioned but um |
206s | we replaced a sort of effectively like |
209s | if there was a bug or a server problem |
211s | or your connection dropped you know or |
214s | like your mum called you away or |
215s | something then you might lose your items |
217s | so at random people just sort of |
218s | randomly got items removed from the game |
220s | and we replaced that with what is |
222s | effectively a flat punishment |
224s | and took that opportunity to add in a |
226s | gold sink to address some of the gold |
228s | inflation issues at the time but it's |
229s | quite interesting thinking about gold i |
231s | think i think where death costs have |
232s | evolved and become a bit of a |
233s | frustration for people is that although |
235s | they are a gold sink |
236s | they're a slightly arbitrary gold sink |
238s | in a way because they're kind of tied to |
240s | performance |
241s | you only suffer death costs if you die |
243s | it's not a cost to play the game it's a |
245s | cost to fail they become attacks on on |
247s | learning or yeah exactly across the |
250s | board at all or again like bug server |
252s | issues your connection your mum calls |
254s | you away all the same issues now cause |
255s | you to lose gold and it's now as you |
257s | mentioned because the because the system |
259s | feels incorrectly balanced for the |
261s | massive massive value of gear now |
264s | you lose a staggering amount of gold in |
265s | one of those things absolutely and it |
267s | and it's yeah it's it's just it's |
268s | annoying and frustrating for that to |
270s | happen it's like a double punishment |
271s | right dying is bad already you don't |
273s | need to be punished for dying you're |
274s | already dying you're not getting |
275s | compensation efforts you're not getting |
277s | a boss kill you're not getting the loot |
278s | you may have lost your consumer wherever |
280s | it makes more sense for money to leave |
281s | the game through the players that are |
283s | farming bosses for a thousand hours |
284s | straight without dying right that's why |
286s | you want the money to leave you don't |
287s | want |
288s | something some guy being introduced |
290s | dying and going i don't want to do this |
291s | anymore yeah they've brought nothing |
292s | into the game they've just just had |
293s | money leave it's a strong barrier to |
295s | entry for i don't even think necessarily |
297s | for like new people trying to you know |
299s | get into the game but i think it's it's |
301s | a huge uh that's one of the reasons why |
303s | a lot of teams won't take inexperienced |
305s | people and i think beyond that even a |
307s | step further it's a big reason why a lot |
309s | of inexperienced people don't feel |
311s | comfortable going with an experienced |
312s | team because it's the because they |
314s | constantly what if i mess up and i cost |
316s | everyone across the team 100 million |
318s | coins and that's stressful and uh no i |
322s | totally agree with what brad said with |
323s | it's just it's kind of taxing the wrong |
325s | people and i think the people that you |
326s | know maybe could be taxed or the people |
328s | that are moving a lot of |
330s | gp a lot of actual currency it's not the |
332s | people trying to get to that point it's |
334s | the people that already have it because |
336s | on them it's not going to make or break |
337s | their gameplay experience |
339s | in the same way with relation to that i |
341s | think just a full blanket question so |
343s | could you take me through what uh what's |
346s | kind of been been arranged for for |
348s | deathcost with this update |
349s | so the the high level version of the |
351s | changes we're making is essentially just |
352s | reducing death costs um okay there's |
355s | there's some specific math this is |
356s | probably the right place to go through |
357s | the specific mass but but you know the |
359s | costs have got wildly out of control so |
361s | we've looked at various models of how we |
363s | can reduce the cost and make it fair at |
364s | different levels of play make sure that |
366s | it's not unfairly punishing any |
368s | particular group and just massively |
370s | lower death costs across the board um i |
372s | think that's like that's just the good |
374s | message what we haven't done is |
375s | completely removed f costs you know i |
377s | mean obviously that's an option on the |
378s | table it's just death is free as we've |
380s | talked about a little bit like |
382s | the the risk and the punishment are in |
384s | the wrong place yes but but if we |
386s | completely remove death costs then we |
388s | remove any incentive to think about what |
390s | you're doing and think about what gear |
391s | you're using so what we're doing is |
392s | massively lowering them but not removing |
394s | them completely if you could give me |
396s | like a ballpark for like an endgame |
399s | setup def cost if it's a cap system or |
400s | anything like that i think i think in |
402s | some situations you could see anywhere |
403s | near as like 10 of what you're currently |
405s | paying it very much depends on the setup |
407s | you currently have how did you determine |
409s | the setup is it tracked based on grand |
411s | exchange value or is it tier or is it |
414s | kind of a mix of the two is it a dynamic |
416s | system |
418s | um it's it's based on g cost still |
420s | because that way the death costs scale |
422s | with inflation in the economy um but |
424s | it's it's um flat based on the total |
426s | value of the gear um at the moment i |
429s | believe it scales up |
431s | we removed that because when we looked |
432s | at the numbers for low-level players |
434s | with the system that we've got they were |
437s | fine they're not too bad we don't we |
438s | don't one one of the proposals we |
440s | discussed in some detail was like do we |
441s | do we make it |
443s | um |
444s | like do we make it free for low level |
446s | players or you know |
447s | do we have a lower threshold and upper |
449s | threshold um and then when we when we |
451s | when we assign the system that we've got |
453s | we ended up like it just looks fine at |
454s | both ends i think a big reason for that |
456s | too is the system itself it allows a |
458s | series of items to be protected for free |
460s | newer players don't have as many items |
462s | with them whether it's a switchscape |
464s | thing or you know they're not getting |
465s | into invention perks and as a result of |
467s | that if you're dying with six items and |
469s | three of them or four of them are |
470s | protected for free your death cost is |
473s | very very manageable what we wanted to |
474s | make sure was just that the system was |
476s | there for |
477s | like you you want to make sure you |
478s | understand the system right it doesn't |
480s | really mean anything at low levels of |
481s | combat such a trivial amount of gold |
482s | that it doesn't matter but it gets you |
484s | accustomed to the idea that the system |
485s | exists and helps you to understand the |
487s | system absolutely well i think overall |
488s | initial reaction to that i think yeah a |
491s | dramatic reduction of death costs is |
494s | fantastic i think it's it's a good |
496s | a good you know time for this to happen |
498s | in the game i think it's been a pain |
499s | point for especially the last three |
501s | years that's where you know you've |
502s | started to see the rise of like a |
505s | significant death cost a few years ago |
506s | might have been three mil |
507s | and then in the last years it's now ten |
510s | fifteen twenty twenty five million set |
512s | up and at a certain point it just felt |
514s | like this feels uncapped and it doesn't |
516s | feel yeah right now i think part of it |
518s | too is it doesn't feel you know |
519s | satisfying to die once and lose a whole |
521s | hour of profit essentially when when we |
524s | when we look through the existing system |
525s | what we found was that when the |
526s | developers had designed the scaling |
529s | system that they designed it just it |
530s | wasn't really |
532s | written to take into account the large |
534s | values now and no one had ever adjusted |
536s | them so |
537s | it's got out of control in a way that |
538s | was never intended by the original the |
540s | people who wrote the original algorithm |
542s | for it fantastic um no i'm definitely |
544s | glad to hear that i know i've been like |
545s | a main vocal you know point in the |
548s | community with relation to |
549s | uh death costs and sort of the impact |
551s | they have on learning when you're |
552s | looking at |
554s | um the economy and and death costs and |
557s | and even the cost of pvm if you want to |
559s | go there as well |
560s | i think |
561s | that is something where when you're |
562s | assigned to make drop tables because you |
564s | are the person in charge of doing a lot |
565s | of the drop tables recent updates you |
567s | have to set a baseline amount of gold to |
569s | offset costs yeah a lot goes into drop |
572s | tables um |
575s | because you want people to do the |
576s | content right and what way is it to get |
579s | people to do content one obviously it's |
581s | new and exciting but then once they got |
582s | past that they need a reason to stay on |
584s | the drop tables need to be enticing |
586s | enough where you want to do it over the |
589s | last thing but then the same time we |
590s | don't want to essentially power creep |
592s | drop tables um |
594s | which has happened you can see that |
596s | happening um |
598s | so you see things like arch glacial |
601s | just shooting huge huge numbers of items |
604s | into the game |
605s | which |
607s | arguably could be seen as a problem but |
609s | at the same time |
610s | as long as we have sinks for these items |
612s | and they're actually usable it's not |
614s | necessarily the end of the world quite |
616s | quite recently a couple of times i've |
618s | kind of shouted out you know what do you |
619s | want from drop tables what what's the |
621s | pain points right now |
622s | um |
623s | so you see things like uh cockatrice |
625s | eggs which were |
628s | some really niche item that players were |
630s | shooting through loads of yeah and we're |
632s | just kind of becoming |
634s | unreasonably expensive to the point |
636s | where you didn't want to use the item |
638s | they created it's it's very much taking |
640s | players opinions seeing what they want |
642s | seeing what the economy wants looking at |
643s | prices looking at price histories um |
647s | you can't just throw things on because |
648s | then it just just leads to trouble um |
651s | obviously |
652s | in the past i've |
655s | shown some resistance to like savages |
657s | and alcohols |
660s | but again |
661s | they are |
662s | they are an easy and |
665s | nice way to give players a consistent |
666s | money that isn't going to fluctuate you |
668s | look at things like raksha right and |
670s | what once was a drop worth a 300k spirit |
674s | of weed sees i don't know what they do |
675s | there's even upwards of that on release |
676s | yeah exactly but then something like |
678s | arch glacial comes along it's like cool |
679s | drops a billion of them and drops |
681s | infinite numbers of spirit weed seeds |
683s | and suddenly poor action back there |
685s | crying there is |
688s | some aspect of |
690s | is it fun as well if every drop i'm |
692s | getting is the exact same right um |
696s | i know when when i do your actual saying |
698s | i get a big salvage job i'm like oh i |
699s | got that |
700s | but if we just gave out the exact same |
702s | drop the entire time right i think that |
704s | quickly yeah if you lose one tenth of |
706s | each item each time exactly i think |
709s | there's a there's a lot there |
711s | but i mean you you spoke on earlier |
713s | about kind of |
714s | reducing the discrepancy between this |
716s | drop is worth zero this drop is worth |
718s | three yeah and i think you've done that |
720s | in in recent tables you worked on and |
722s | the way that you've done that is by |
723s | giving multiple drops |
725s | kerapak in a in a solo you get three |
727s | piles |
728s | yeah so diversified portfolio a better |
730s | idea potentially you could or not a |
732s | better idea but a better example would |
733s | be crosis you can roll i believe 12 |
736s | times on the loot table yes and i think |
738s | that's is that sort of a system you |
740s | implemented as a good way to |
743s | kind of reduce that that discrepancy |
746s | yes |
747s | crota specifically was |
750s | i believe um |
752s | i designed the table but i believe it |
753s | was mod shogun that |
755s | actually fiddled with the numbers and |
756s | whatever um i just said we should have x |
758s | y and z on there um |
761s | and i still have some problems with it |
763s | but |
764s | that's fine i think it was more |
766s | because crosses is |
770s | less |
771s | intense i'd say um and you know you can |
773s | go you can do your bit and afk |
775s | they needed more of a |
777s | um |
779s | more of a way of rewarding players that |
781s | put in a lot of effort obviously now |
783s | that's that's come to players |
785s | strategizing around the point system |
788s | um but that was why it was like you get |
790s | up to 12 year olds was just i've put in |
792s | loads of effort so i should be awarded |
793s | more than the guy in the corner to say |
795s | afk for five minutes um |
799s | that being said |
801s | um |
803s | yes it does help awarding multiple drops |
806s | because your chance of getting just a |
807s | single low thing is reduced |
810s | it's still there but it is yeah it |
812s | balances out a bit more um so it is |
815s | something that we've done |
817s | um |
818s | for other things as well um that you'll |
820s | you'll hopefully see soon i think the |
822s | risk is is what you pointed at the start |
824s | which is it homogenizes the drop center |
826s | it does yeah so it it it lowers so and |
829s | this this is tricky because we're |
830s | talking about player types here right |
831s | there are some players who would |
833s | definitely rather the boss just drop to |
835s | fix them out of raw gold every kill |
837s | like they would love that because then |
838s | they could exactly predict what they're |
840s | going to get for every moment of time |
841s | they spend and and and calculate their |
844s | exact gains and losses and it's |
845s | frustrating to them when they earn less |
846s | than they expected to for that moment um |
849s | there are other players for whom the fun |
850s | of it |
852s | is kind of inherent to the activity |
853s | right pvm |
854s | isn't like spend money make gold it's |
858s | invest get drop table get round and |
860s | reward that's the nature of what pvm is |
862s | in this game um we could completely |
865s | change that |
866s | i'm not sure that this i i think the |
868s | number of players that treat it |
870s | effectively as |
871s | a guaranteed gold generator |
875s | and are frustrated when it isn't a |
876s | guaranteed gold generator i don't think |
879s | necessarily justifies completely |
880s | changing the nature of pvm in this game |
882s | yeah you can you can see in some drops |
885s | where we've kind of tried to go the best |
887s | of both worlds you look like the |
889s | fractured stuff of armadillo right we |
890s | could have just dropped that as one one |
892s | big drop yeah and have it as a one in i |
895s | don't know five five thousand chance |
897s | right yep but instead of doing that we |
898s | split in three yeah so now you're more |
900s | likely to get a bit yeah that the |
903s | baseline level of my gp per hour is |
905s | still gonna be the same because it's |
907s | three times as common yep but |
911s | it means that you don't have those long |
912s | stretches without anything yeah um and |
915s | you can go as far back to look at like |
917s | original glacials glacials playful |
920s | glacial glacial and it's got like the |
922s | the orb of armadillo right and that's |
923s | split into 100 bits yeah yeah so like at |
926s | what point do you stop yeah |
928s | like the word the worst case is like |
930s | it's got a one in five thousand drop |
931s | charts so we divide it into five |
933s | thousand pieces and you're guaranteed a |
935s | drop right and it just comes and then |
937s | yeah and then it's like i have to grind |
938s | this boss exactly 5 000 times to get |
940s | this drop and that's bad as well like |
942s | it's not like yeah it's a balancing |
944s | point it's definitely a happy medium to |
945s | be found and i think |
947s | with if you look at the scope of the |
948s | game right now across all drops and all |
950s | bosses there are different options for |
953s | different player types and i think the |
954s | game offers a good variety of if you |
956s | want something consistent versus if you |
957s | want something that has a chance to get |
959s | that absolutely massive drop |
962s | at the same time when you're making new |
964s | content you need to try and hit as many |
966s | different player types as possible with |
968s | regard to that and you want to make sure |
970s | that um |
971s | yeah i suppose that's probably the |
972s | difficult part of trying to meet both is |
973s | you don't want to make something for one |
975s | specific player type if you're making |
976s | like large content like a zami boss |
979s | can't just afford anything for one |
981s | specific type so with zami boss we've |
984s | we've tried to |
987s | alleviate some of the pain that players |
988s | have um |
990s | obviously introducing new high tier |
992s | awards |
993s | we don't want to just push them out push |
995s | them out and push them out because |
996s | obviously that affects the rest of the |
998s | economy that affects every other boss |
1000s | when you're introducing like new weapons |
1002s | and new abilities or whatever |
1004s | um that that's going to bring down |
1007s | bring down the cost of things like |
1008s | trying to compete with that um that |
1010s | being said there are actions we've taken |
1013s | um |
1014s | so that we don't or we |
1016s | attempt to not end up like uh arch |
1019s | glacial i think that's a big pain point |
1021s | for players is |
1022s | looking at the core you can go however |
1024s | many kills dry without getting done um |
1027s | and with that in mind with with zami |
1028s | we've actually introduced bad luck |
1030s | mitigation |
1032s | oh yeah okay um so going too many kills |
1035s | dry is gonna start increasing your |
1038s | chance to get a rare drop when you look |
1040s | at |
1040s | zamarak as a boss and the amount of |
1043s | effort players have to put into it |
1045s | um |
1046s | the amount of time it can take to get a |
1047s | kill |
1049s | the input costs |
1051s | um |
1052s | we thought it was very important that |
1053s | players didn't end up in the same |
1055s | headspaces that they could end up with |
1057s | as arch glacial wow |
1060s | that's uh i i don't even know entirely |
1062s | how i how i feel about that because i |
1064s | was so certain prior to this that that |
1067s | wasn't something that was going to be |
1068s | considered but i think |
1070s | to the points that you're making i think |
1071s | it it makes certain a certain amount of |
1073s | sense depending on the boss and the |
1075s | piece of content because i don't think |
1077s | bad luck mitigation needs to be |
1079s | everywhere you don't need a dagging off |
1080s | kings right where you're just |
1081s | slaughtering thousands at a time no |
1083s | absolutely um but things like arch glaze |
1086s | or again where especially at higher |
1088s | ranges where you're putting a lot of |
1089s | effort um i think it's a good thing it's |
1091s | an example it's an interesting example |
1092s | of a mechanic where like there's a real |
1094s | balance to be had between the individual |
1096s | player experience |
1097s | i am killing a boss i want a drop and |
1100s | the effect it has on the economy like |
1101s | how common is the drop what is the value |
1103s | of it |
1104s | i think we struggle a bit |
1107s | my personal opinion there are definitely |
1108s | people that disagree with me on the team |
1109s | is that i i feel like our drops have |
1111s | skewed a little bit rare |
1113s | and and this is an example of that where |
1115s | they're so rare that some people do |
1116s | expect to just never see one |
1118s | um |
1119s | but the problem is if we made them more |
1121s | common they'd be way less valuable i |
1124s | would absolutely agree with that i think |
1125s | since the the i think is ed2 was the |
1128s | first one really for me was like wow if |
1130s | you want to complete this content it is |
1131s | going to be 100 hours or whatever it may |
1134s | be and then from that point on there |
1135s | definitely there was a trend of uniques |
1137s | getting more and more rare and i think |
1139s | that has changed a little bit with the |
1141s | elder goddard's dungeon i think the |
1142s | elder god voice dungeon has has pushed |
1144s | things back a little bit where that was |
1145s | a conscious expect to get a a drop more |
1148s | frequently |
1149s | um and but they're still i mean they're |
1151s | still very rare right like they they |
1153s | absolutely yeah but still very rare and |
1155s | i mean they've had to be adjusted a few |
1157s | times as well across the board because |
1158s | they they come out and people aren't |
1160s | satisfied with you know the the rates or |
1162s | how many hours they have to repeat the |
1164s | content to expect to see something yeah |
1166s | yeah um it was something that we took on |
1169s | board |
1170s | big with zuck um obviously because we |
1172s | had the three fronts before us to kind |
1174s | of adjust um but that's part of the |
1176s | reason why rate source is kind of so |
1179s | free i'd i'd say i think it's like one |
1181s | it's 27. it's a one in 17 or 118 to get |
1184s | something to get something exactly um |
1186s | from hard mode zach arguably that's in |
1188s | my opinion that's still probably too |
1189s | rare obviously there is a problem where |
1192s | if |
1193s | we brought zuck's rates down to one in |
1195s | five for a drop what is the value of |
1197s | them those i mean we can we can we can |
1199s | see exactly what happens with that right |
1200s | because that's basically what happened |
1201s | with dragons |
1202s | like what what common drops means you |
1206s | can study through dragons and because |
1207s | dragons were vastly more available than |
1209s | we intended them to be because the kills |
1210s | were easier and faster and the drop |
1212s | rates were calibrated for much rarer |
1214s | kill so effectively it was a very |
1215s | generous drop right and it basically |
1217s | meant like dry goals |
1219s | were worth very little |
1220s | it basically just handed everyone a free |
1222s | melee what i mean i'm exaggerating |
1223s | slightly but it essentially just handed |
1225s | everyone a free melee weapon |
1226s | they were incredibly accessible it |
1228s | killed any melee weapons lower than that |
1230s | because it's not like it's hard to get |
1231s | up to the attack value needed to wield |
1233s | it right and then |
1234s | it basically |
1237s | there were there were good aspects of |
1238s | that because it made higher level pvm |
1240s | accessible to a larger group of players |
1242s | but it also meant that like there was no |
1243s | profit in those drops because they were |
1245s | so ubiquitously valuable sorry |
1247s | ubiquitously available |
1248s | it's it's a difficult trade-off very |
1250s | hard to get right if you want if you |
1252s | want that like incredibly rare |
1253s | incredibly high value drop |
1255s | which is worth max cash |
1257s | it can't be that common it just can't |
1260s | and i think |
1261s | and i i totally agree with that i think |
1263s | to what brad said about what if like |
1265s | zuck weapons were every five kills to to |
1267s | get a piece and i think at a to a point |
1270s | to kind of surmise |
1272s | as game designers |
1274s | you're you basically you want your |
1276s | player base to you know you want to fire |
1278s | off the reward pathway and their |
1279s | dopamine and you want to you know give |
1281s | them that feel-good moment but if you |
1283s | give them that feel-good moment every |
1284s | single kill |
1286s | it isn't the same it's not going to mean |
1288s | anything you have to feel the player |
1290s | needs to feel like they've worked |
1290s | towards something it's just alleviating |
1293s | that crazy grind that could have taken |
1295s | way way too long and i think that is a |
1298s | really strong point towards some form of |
1299s | bad luck protection and saying no one |
1301s | should ever have to do this boss two |
1303s | thousand times without a single unique |
1304s | of value and yeah i think that's that's |
1307s | a really good |
1309s | um you know rationale for for why in the |
1312s | current state of the game that is |
1313s | something that could be good yeah no no |
1315s | i agree with that um you still give |
1317s | those players the the feels good but |
1319s | you're not going as far as to just give |
1320s | them something every kill and kill off |
1322s | that feeling |
1323s | um so now it's been been fun to work |
1325s | with |
1326s | so we've talked about or spoken on the |
1328s | the economic impact of death costs and |
1332s | how they were a significant money sink i |
1334s | think |
1335s | most most players have a solid |
1336s | understanding i think officially that's |
1338s | been the stance is that they are an |
1340s | important money sync but |
1342s | to what was said by by brad earlier and |
1344s | us alma jack that |
1347s | it's a tax on the wrong people yeah |
1350s | so |
1351s | i think the the appropriate fallout |
1353s | there is how do you tax the right people |
1356s | if you do need a money sink |
1358s | um yeah so we are slightly concerned |
1360s | that by lowering death costs |
1362s | it will have a an effect on inflation |
1364s | inflation will go up because less money |
1365s | is whether regardless of our judgment of |
1368s | whether the correct amount money is |
1369s | leaving the game from the correct people |
1371s | a large amount of money is leaving the |
1372s | game um we've done some analysis on on |
1375s | where the sources of money are and death |
1377s | death costs account for a large amount |
1379s | of the money that leaves the game our |
1380s | game doesn't have that many gold sinks |
1382s | and death causticism is a is a huge one |
1385s | um so if we massively lower death costs |
1387s | we are massively lowering the gold sinks |
1389s | in our game |
1390s | more cash is coming into the game in |
1392s | fact we're incentivizing people to do |
1393s | pvm by reducing death costs so even more |
1396s | cash is going to come into the game as a |
1397s | result so it's a double hit on inflation |
1399s | so we feel like we've got to couple that |
1401s | with something |
1402s | to |
1404s | remove gold from the game and so the |
1406s | solution that we've settled on is adding |
1408s | a tariff to ge trades |
1411s | so every every successful g trade |
1414s | will |
1416s | uh essentially like destroy one percent |
1418s | of the gold one percent just across the |
1420s | board |
1422s | is that for making purchases or for |
1424s | selling items or for both |
1426s | uh let me think how it works so it's |
1428s | applied to the gold that's given to the |
1431s | seller like the seller receives one |
1432s | percent less gold than they would |
1435s | otherwise have received |
1436s | in practice of course that may mean that |
1438s | people just charge one percent more for |
1439s | things in which case it's actually being |
1440s | applied to the buyer but that's directly |
1445s | yes i mean to me that makes perfect |
1447s | sense i think that's a good way to do it |
1449s | because instead of taxing people you |
1451s | know learning the game or pdm |
1453s | it doesn't even matter who you're taxing |
1454s | or you know putting a penalty on it's |
1457s | one specific subset of the community and |
1459s | i think most players use the grand |
1461s | exchange almost almost everybody uses |
1463s | the grand exchange and the people who |
1466s | are putting the most money through the |
1467s | grand exchange are the people with the |
1468s | most wealth i also think and this is you |
1471s | know getting into what the grand |
1472s | exchange does it is a great convenience |
1475s | yeah and if a player does not want to |
1476s | have to front that one percent tariff |
1479s | they could opt to not use the grand |
1481s | exchange hypothetically |
1483s | i think |
1484s | a one percent for i'm i'm gonna say off |
1486s | the top i had almost every single player |
1489s | in the game |
1490s | they're going to be okay fronting that |
1492s | in order to use the grand exchange and |
1494s | the mass convenience to get out of it so |
1496s | honestly it could be it could be a lot |
1497s | higher and have very little impact on |
1498s | people's day-to-day lives um but we |
1501s | wanted to we we decided to go for one |
1502s | percent because it's because it's so |
1504s | sort of |
1505s | invisible almost like people won't |
1507s | notice it having a new even if you're |
1508s | trading an extremely high value item one |
1510s | percent of that work gets taken away you |
1511s | still got 99 of that wealth it's a huge |
1514s | amount of gold um and i think people |
1516s | will just adjust to it pretty quickly |
1518s | i think off the top of my head not |
1519s | having access to to the numbers as this |
1522s | is the first time hearing about this |
1523s | um |
1525s | i could almost i could even see that |
1526s | pulling more wealth out of the game |
1528s | significantly than what death costs were |
1529s | doing prior that's our hope yeah it's it |
1531s | will have to see in practice we |
1533s | anticipate that it will |
1535s | um we'll have to see in practice does it |
1536s | have an impact i agree with your take |
1538s | that |
1539s | actually |
1540s | that's a really good price to pay for |
1542s | like not having to stand around trying |
1543s | to manually trade it right across the |
1545s | game it's on everybody yeah and that is |
1547s | so different from the amount of players |
1548s | that are paying death costs and not only |
1550s | paying death costs but |
1551s | for many players they feel locked to the |
1553s | ring of death which is not in essence |
1556s | really a true gold sink it's an onyx |
1558s | sink it's an item that is coming out of |
1560s | the game it's an item that's at elk |
1561s | value roughly but that's still |
1564s | and and |
1565s | related to death costs themselves |
1568s | i am i'd be interested to see in the |
1569s | future maybe uh we can do another one of |
1571s | these in a year's time and take a look |
1572s | at the numbers but making players feel |
1575s | less restricted on the ring of death you |
1577s | could find even if death costs are 90 |
1579s | reduced you could find a similar amount |
1581s | of gold leaving the game because they're |
1583s | actually going to be real deaths instead |
1585s | of players feeling forced to use the |
1586s | ring of death that's just pulling onyxes |
1588s | out yeah could be something we are doing |
1590s | um with that in mind is actually |
1592s | reworking the ring of death |
1594s | oh okay um obviously because |
1597s | it's not very useful it's not very |
1598s | useful um well after these changes it |
1601s | works exactly um and we don't want it to |
1604s | feel like a crutch that players have to |
1606s | use |
1607s | um obviously |
1609s | as a pure example say your def course is |
1611s | now three mil |
1612s | um |
1613s | we don't want players then just going |
1615s | okay i'm still gonna use it because i'm |
1616s | saving i know two mil or however much um |
1619s | so it will be seeing a rework |
1621s | um to what extent currently um if |
1624s | there's a news post maybe it'll be in |
1626s | that um |
1627s | but it won't have the same |
1629s | death saving effect um and you won't |
1631s | feel like you have to use it to reduce |
1633s | your def costs |
1635s | okay so it's going to be a ring that has |
1637s | another purpose in exam it's going to be |
1639s | repurposed so it's still useful it fits |
1641s | into the level bracket that it should be |
1642s | i want it to feel like oh this is just |
1644s | trash don't bother using it but at the |
1645s | same time we don't want it to feel like |
1646s | the crutch that it currently is |
1648s | our intention with the new death costs |
1650s | is they're lower significantly lower but |
1652s | you can't avoid them but you have to pay |
1653s | them so we're not intending to add in |
1655s | other items or or effects that avoid |
1658s | that death cost first off i'm as someone |
1661s | who you know started a significant |
1663s | dialogue on on death costs and the the |
1665s | detriment that you know players trying |
1666s | to improve face across all levels and |
1669s | all tiers i think |
1671s | this all sounds very good to me i think |
1673s | these are some of the things that i mean |
1675s | i was personally pushing for and i'm |
1677s | definitely i'm pleased hearing about |
1678s | them discussed sort of in in this |
1680s | capacity and i think off the top of my |
1683s | head to my understanding these are |
1684s | things that will alleviate that pressure |
1687s | from that community that's been hit over |
1689s | and over and over again for for many |
1691s | years to come so i'm very excited about |
1692s | that but i want to talk a little more |
1694s | about the economy and the inflation |
1696s | problem uh purely because |
1698s | it's a big source of player i would say |
1700s | worry potentially or or concern as in |
1703s | recent years the value of gold has has |
1707s | diminished you're seeing items getting |
1708s | into astronomical prices so uh just |
1712s | broad conceptually if you could take me |
1715s | through how you view the inflation |
1717s | problem or is it a problem even and |
1719s | the uh the reason why it's important to |
1722s | pull gold out of the game |
1723s | yeah inflation inflation is complicated |
1725s | because it's a really scary word |
1726s | obviously somewhere that comes from like |
1727s | real life economics and inflation in |
1730s | real life is is kind of scary because |
1732s | the price of everything goes up and your |
1733s | salary doesn't necessarily increase and |
1735s | now you can't afford things you could |
1736s | afford last year runescape is |
1738s | interesting in the sense that when |
1740s | inflation goes up |
1741s | the price of things goes up but most |
1743s | players are making most of their money |
1745s | through items which they sell on the ge |
1747s | which also go up in value the value of |
1750s | alcohols doesn't change but i think |
1752s | probably most people would agree the |
1753s | value of alcohol skews a little high |
1754s | anyway and in fact is the source of |
1756s | inflation so actually the value of |
1758s | alcohols goes down over time which |
1760s | gradually reduces the effect that |
1762s | they're having on inflation over time |
1763s | but you're in a sense you're earning |
1765s | potential and your like your spending |
1767s | requirements kind of increase roughly in |
1769s | parity with each other so inflation |
1771s | doesn't work quite the same way in |
1772s | runescape as it does in |
1774s | real life that said i mean there's one |
1776s | particularly obvious problem with |
1777s | inflation in runescape which is that a |
1779s | while ago now we hit the gold cap value |
1781s | on the ge and certain items simply can't |
1783s | be traded which frankly is a bit |
1785s | ridiculous so with the with the update |
1787s | where the ge tax is uh being applied |
1790s | we're also going to be um |
1793s | lifting that restriction on the ge so |
1795s | you'll be able to trade items above max |
1797s | cash on the g there's some wizardry |
1798s | going on the back end of the engine from |
1800s | player point of view it should just look |
1803s | transparently like you can |
1805s | put in a value larger than 2v is there |
1808s | any cap on that or is it there is a |
1810s | theoretical cap you're not going to hit |
1811s | that guy it's two billion times two |
1813s | billion so you're not you're not gonna |
1814s | wow wait is that correct yeah that's |
1816s | right yeah it's tributary |
1817s | two point one four seven times two point |
1819s | one four seven so no item will ever |
1822s | eclipse that i mean never say never |
1824s | we might we might get crazy |
1827s | look at the price it will be hard it |
1829s | would be very difficult |
1831s | someone would need to sit down and work |
1833s | out like if we increase inflation by 100 |
1835s | every year it'll take how many years two |
1836s | million years to reach that capital |
1837s | something it's unlikely to ever reach |
1839s | that country astronomically large number |
1841s | yeah that will also be the money pouch |
1843s | will also go up to that value as well |
1845s | that's fantastic coin stacks won't |
1848s | change because we're not changing the |
1849s | underlying way that coin stacks work |
1851s | it's kind of like a |
1852s | way of dodging the cat yeah exactly in |
1854s | your coin pouch there's something on the |
1856s | in the system behind the scenes |
1859s | um happening to avoid the yeah the cap |
1862s | but as a player you'll just see your |
1864s | your money pouch goes higher yeah |
1866s | exciting so yeah your money power will |
1868s | increase effectively an infinite value |
1870s | like it's not actually infinite but it's |
1871s | larger than i think you can |
1872s | realistically reach yeah |
1874s | i'm blown away by that and i think |
1876s | that's i mean that's a very significant |
1878s | change i think the max cash stack has |
1880s | been you know an iconic thing for a very |
1882s | very long time but |
1884s | to your point with the value of gp |
1886s | getting lower and item is going above |
1888s | max cash it creates a significant |
1890s | problem it becomes difficult to buy and |
1892s | sell items it also becomes difficult to |
1894s | get a fair price on on items or know the |
1896s | value of items |
1898s | um so i i mean my suspicion is that will |
1900s | help a lot of people i think personally |
1902s | that's that's large |
1903s | um |
1904s | do you look at like merchers or |
1907s | merchanting as as something that |
1910s | you know might be impacted by this or |
1911s | rather something that maybe needed to be |
1913s | balanced around |
1914s | i guess it's worth distinguishing |
1916s | between |
1917s | like |
1919s | i |
1920s | trade in what you could consider |
1921s | essential items like fsoa |
1925s | where like it's a part of the game like |
1927s | it's like we drop rare drops from they |
1929s | come into the game they're expected to |
1930s | be traded |
1931s | they're part of the game play the game |
1932s | which is a little different from the |
1934s | discontinued rares market which is kind |
1935s | of its own kind of bubble |
1937s | um so we're treating those as two |
1938s | separate problems so it's very important |
1940s | that we enable trade in |
1943s | rare but important gameplay items um |
1946s | because it's if i can't get the value |
1948s | out of the boss kill |
1949s | because of the way the system works |
1950s | that's a bit ridiculous we need to fix |
1952s | that |
1953s | looking at pie hats is a slightly |
1954s | separate problem um |
1957s | obviously they will be tradable on the |
1958s | ge as well but because the supply and |
1962s | the |
1964s | because the the number of them is so low |
1966s | and the price of them has become so |
1968s | inflated |
1969s | we're going to be looking at them in |
1971s | particular and deciding what to do about |
1972s | them as a separate problem from like |
1974s | rare boss drops um okay so i don't want |
1977s | like every time we talk about the |
1978s | economy it wreaks havoc on the economy |
1980s | yes i'm very wary of saying anything in |
1982s | particular |
1983s | but those are two separate problems and |
1984s | we do want to look at them |
1986s | my personal take would be that i think |
1989s | it's kind of dropped off now |
1991s | but around the time i started looking |
1993s | into runescape you know |
1995s | sorry i was new to runescape 12 years |
1997s | ago |
1998s | party hats were an important aspiration |
2000s | for people |
2001s | like they were a part of the game's |
2003s | ecosystem i'm going to save up to buy a |
2004s | party hat and i think that's died off in |
2006s | part because |
2008s | pie hats are just kind of a playground |
2009s | for merches instead yes they're no |
2011s | longer an aspirational thing because you |
2013s | can't afford them they go up in price |
2014s | faster than you can possibly earn you |
2016s | can't afford you couldn't get one by |
2018s | playing the game exactly predominantly |
2019s | unless you you know did something |
2020s | exactly that feels like something has |
2022s | gone from runescape to me there that's |
2024s | my personal take i'm kind of not happy |
2026s | about where it is i don't think we need |
2028s | a play thing for merchants too |
2029s | unattainable yeah exactly and it feels |
2032s | like there's just a subset of players |
2034s | that are |
2035s | just going around themselves and the |
2038s | prices are going up but yeah exactly |
2039s | there's no real trade happening because |
2041s | it's just in a finite loop and they just |
2043s | control the market so they're exactly |
2045s | yeah they're kind of just do and that's |
2046s | not like i don't i don't be too cynical |
2048s | about it but like it's not doing us any |
2049s | good |
2050s | it's not doing players any good if you |
2052s | aspire to buy a party hat |
2054s | that's rubbish you can't or if you do |
2056s | you're paying an astronomical amount |
2058s | that doesn't feel which is essentially |
2060s | an imaginary made-up number |
2062s | but yeah so sorry yeah i want to make |
2063s | clear that like addressing |
2066s | discontinued rares is its own very |
2067s | specific very highly sensitive problem |
2070s | that we can't just apply a flat solution |
2073s | to based on regular trading i think a |
2076s | natural fault to that is although |
2078s | unintended in this ge tariff and update |
2081s | of going above max cash |
2083s | do you think it will have an impact on |
2085s | the on the rear market or is that a |
2086s | potential you know positive that could |
2088s | come out of come out of this |
2090s | if we don't change anything else |
2093s | i think with a with with the way that |
2096s | they're currently traded and the control |
2097s | over the market of them i find it |
2099s | unlikely that people will be in a hurry |
2101s | to list them on the ge okay so it |
2103s | probably won't affect if if we don't do |
2105s | anything else i think it probably won't |
2106s | have much impact on them okay um the |
2109s | ability to trade some items doesn't |
2111s | necessarily mean that people will trade |
2112s | them |
2113s | and i suppose that's |
2115s | you know significantly less important |
2117s | than focusing on an item like the |
2119s | fractured staff of armadale if that's |
2120s | above max cash and people can't use the |
2122s | grand exchange to sell pieces of it |
2124s | exactly that is significantly more |
2125s | problematic because it's a core part of |
2128s | the game now anyone who wants this |
2130s | highly useful highly sought after item |
2132s | now has to stand where we are world to |
2134s | get exchange and type over and over and |
2137s | over again and not know if you're |
2138s | getting a fair price and |
2139s | all the rest |
2140s | yeah |
2142s | unless you're playing iron man runescape |
2143s | is a game about economics yes |
2146s | but i feel like a lot of players don't |
2148s | think of it as a game about economics |
2150s | and don't necessarily interacting in |
2152s | that way they don't recognize yeah |
2154s | that's what they're doing yeah it's one |
2155s | of one of one of the early things i was |
2157s | i was fascinated by was how change of |
2159s | verse runescape runescape and |
2161s | runescape's community fascinate me |
2163s | because it's it's an extremely |
2164s | change-aversed community |
2166s | i mean you can see that |
2168s | very strongly in old school but even in |
2169s | rs3 it's still a thing and yet runescape |
2171s | is like the most frequently updated game |
2173s | even though our update rate is lower |
2174s | than it used to be it's still extremely |
2176s | frequently updated |
2177s | but our players kind of don't want |
2178s | anything to change and i feel like |
2179s | inflation is part of that that like the |
2182s | idea that items fluctuate in value over |
2184s | time disturbs people the idea that like |
2186s | they see the items in their bank as an |
2188s | investment and if the value of them |
2189s | drops |
2190s | that's us stealing money from them but |
2192s | we can't that we genuinely like um so |
2194s | prior to timbo taking over as balancer |
2197s | our balance philosophy was very much we |
2201s | must maintain the value of things at all |
2202s | time and i don't think we can maintain |
2205s | that philosophy |
2207s | so we couldn't maintain that philosophy |
2209s | like it wasn't possible to have the game |
2212s | constantly changing but the economy |
2214s | never changed the value of items of |
2215s | course fluctuates over time something we |
2217s | can do about that the fact that dragon |
2218s | is now at our value isn't an avoidable |
2220s | problem of course it's our value it |
2222s | can't not be it would take a a lot to |
2224s | make it not |
2226s | value and yeah so if you log in with |
2228s | your 10 year old account and you're like |
2229s | oh sweet it's all my room are still |
2230s | really valuable probably like no no not |
2233s | really |
2234s | that's okay yeah i i suppose is sort of |
2237s | where that's going at the same time |
2238s | there's going to be some flips where a |
2241s | player are playing a log in and they're |
2242s | going to have |
2244s | magic combos that are fortunate right |
2246s | and that's now going to be 10 mil |
2248s | when they bought it was a few hundred k |
2249s | right yeah um it's just the nature of |
2251s | the game it's always going to be be very |
2253s | fluid with relation to the grand |
2255s | exchange price um i'm gonna bring that |
2256s | back to death costs very quickly one of |
2258s | the major gripes |
2260s | about death costs |
2261s | um especially for iron man players |
2264s | is iron men don't actively participate |
2267s | in the economy the way that a main |
2269s | account does |
2270s | and yet they are taxed for dying based |
2273s | on the current market trend value of an |
2276s | attributed item so for example a seismic |
2278s | set which are tier 91 or from virago uh |
2281s | used to be 200 million coins carapac |
2284s | comes out releases some upgrades greater |
2285s | concentrated blast now a seismic set is |
2287s | over a billion points so those iron men |
2290s | that have had seismics for five years |
2292s | are now paying 5x |
2294s | on an item |
2296s | that you know they have had for a very |
2298s | very long time and that is an aspect |
2300s | that i know for for a number of members |
2303s | of that community that's a pretty |
2304s | significant kind of pain point for death |
2306s | costs |
2307s | so is the hope with this death cost |
2309s | change that it's just going to be low |
2310s | enough that it doesn't matter what the |
2312s | ge price is it's still going to be |
2314s | manageable and reasonable or do you see |
2316s | that as something that could come up |
2318s | again as a problem in the future i mean |
2320s | if we if we assume that the price of |
2321s | things will continue to rise over time |
2322s | which i think is a reasonable assumption |
2326s | there's no way that it can't |
2328s | it could potentially rise to become |
2329s | problematic again |
2330s | um |
2332s | it's an interesting problem because |
2334s | obviously the philosophy of iron man |
2336s | there are two there are two philosophies |
2337s | that go into iron man one is |
2339s | you do everything yourself |
2341s | you cannot affect nor be affected by |
2343s | other players |
2344s | um |
2346s | but also contrarily we don't build an |
2348s | iron man specific game |
2350s | that example you've just given is a |
2351s | really interesting example of a conflict |
2353s | between those because i would say at a |
2354s | philosophical level |
2356s | the ge price of things shouldn't matter |
2358s | to you as an iron man right |
2360s | but it does through that mechanic |
2362s | that suggests to me |
2364s | that it should work differently |
2366s | it's interesting because iron men are |
2369s | naturally affected by the economy though |
2371s | because when we're |
2373s | when we release content the the drop |
2375s | tables are |
2377s | done in a way to match the economy yeah |
2379s | the economy is going up you're getting |
2380s | more gold from drops than naturally |
2382s | being affected yeah so that's true an |
2384s | iron man now |
2386s | doing |
2387s | uh |
2389s | say ed3 obviously injects a lot of money |
2392s | versus an iron man say five to ten years |
2395s | ago |
2396s | that was doing |
2398s | cow fight king the amount of money |
2399s | they're receiving from doing pvm is |
2401s | completely different yeah um with |
2405s | ed3 now granting them more money than |
2407s | ever it kind of makes sense that |
2409s | the death cost relates to the current |
2411s | economy in that way because the content |
2413s | relates to the current economy |
2415s | um |
2416s | it's interesting because it's kind of |
2417s | it's basically expressed entirely |
2419s | through the inflation on alcohols yes |
2421s | like in our couples |
2422s | inflate in a different way that we |
2424s | manually |
2425s | set out drops |
2427s | off how many in the quantity that come |
2429s | into the game depending on our judgment |
2431s | of where inflation is roughly so iron |
2433s | men see the benefit of that they don't |
2434s | see the natural benefit of inflation |
2436s | increasing the value of drugs i think |
2438s | you're still correct it's just there's a |
2439s | slight difference the alternative would |
2440s | be like okay you have a fixed |
2443s | a fixed def cost value say for a seismic |
2445s | wand of i know 500k |
2447s | but then |
2449s | say the g value of seismic wand itself |
2452s | goes down to two mil |
2454s | yeah iron man gonna feel like they're |
2455s | being screwed because they're paying |
2457s | 500k for something normal players are |
2458s | paying 20k for i think what you'd have |
2461s | to do is you'd have to set it in such a |
2463s | way that |
2464s | whether it's from the point that |
2466s | it's sort of arbitrary but from the |
2468s | point that that iron man got that item |
2470s | the death cost would never go up from |
2471s | that point |
2473s | the practical implementation of it would |
2474s | have to be just a fixed value yeah we'd |
2475s | have to set a fixed value for every item |
2477s | and that's what iron men pay instead of |
2484s | yeah there were proposals for for death |
2486s | costs that were related to the tier of |
2488s | your your gear that you had on i think a |
2490s | lot of those stem from that also fixes |
2492s | the the iron man problem although it |
2494s | probably |
2495s | in functionality it works imperfectly |
2498s | for a bunch of other reasons because not |
2500s | all tier 92s or 295s are created equal |
2503s | yeah so i think it opens up a slew of |
2505s | other issues but that was yeah just one |
2507s | of the one of them i mean i i think i |
2509s | would say that the cha the the plan |
2511s | changes to death costs anyway will |
2515s | largely resolve that problem in the |
2516s | short term in the sense that a massive |
2518s | reduction in death costs benefits |
2519s | everybody |
2520s | um |
2521s | it may be that it becomes a problem |
2523s | again in the future i think what you |
2524s | said about like |
2526s | we we will inevitably see more inflation |
2528s | we will inevitably see a rise in alks in |
2530s | our alcohols sorry um |
2532s | it will always be possible for iron men |
2534s | to make more money in the future um |
2537s | it's it's likely to remain sane for |
2540s | quite a long time to come |
2542s | there's a separate sort of like |
2545s | how how would it work ideally separate |
2547s | from is this good enough and i think |
2549s | it's probably good enough and actually |
2551s | doing the ideal solution would involve |
2552s | going in and like manually setting the |
2555s | prices things yeah yeah it would have to |
2557s | be based on the on the on the vendor |
2558s | value i guess and then and then that |
2560s | changes the value but we don't pay too |
2562s | much attention to the to the to the like |
2565s | the mark sorry what the alk value of |
2567s | high of rare items isn't super important |
2570s | so we don't pay too much attention to it |
2571s | suddenly we'd have to be razor focusing |
2573s | on the the outcome of the value of an |
2575s | fsoa |
2576s | no one's going |
2578s | and suddenly that would matter and we'd |
2580s | have to do that for hundreds of |
2581s | thousands or more items to fix that |
2583s | problem |
2584s | i think i think the rough solution that |
2586s | just about fixes it probably fine |
2587s | perfect world absolutely but feasibly |
2590s | what what you have done or what has been |
2592s | done should fix the same problem just by |
2593s | dramatically reducing them so much that |
2596s | you're not looking at an item with a |
2597s | super high reclaim cost per say |
2600s | um here's a question maybe a little |
2602s | technical possibly a brad question if |
2605s | you've touched on this |
2606s | certain items |
2608s | to sort of work around death costs are |
2610s | released with arbitrary reclaimed values |
2614s | for example one of the two lying swords |
2616s | the main hand i believe has an arbitrary |
2618s | value the off and is tied to the ge |
2620s | price so one is more expensive than the |
2621s | other same thing applies with died items |
2623s | so a sarin god bow is worth two bill and |
2625s | a barrows died sarah and god bow is |
2627s | worth 400 mil |
2629s | in terms of the reclaim cost so |
2631s | with regard to those items are they |
2633s | going to be re-tied to the ge or are |
2636s | they going to |
2637s | just stay as they are they haven't been |
2639s | touched |
2640s | there's a problem there firstly with |
2643s | consistency |
2645s | obviously it is a bug that some of these |
2647s | have made it through the cracks with |
2649s | with values that that aren't equal |
2651s | um whilst i kind of like the idea of |
2655s | a purchasable item like a die that |
2657s | reduces the death cost of that value i |
2659s | personally like the idea it's like |
2660s | you're investing so you don't pay later |
2663s | it's weird but um no these things should |
2666s | be consistent um i'm not sure exactly |
2669s | what the plan is for |
2672s | um |
2673s | the updated defcost system i believe |
2675s | will be using the ge value |
2678s | um so that it's just consistent across |
2679s | the board that seems good um i think |
2682s | that is the ideal um but |
2684s | in the short term even before that these |
2686s | inconsistencies should be |
2688s | flattened out yeah we should just treat |
2689s | them as bugs yeah they are just bugs it |
2691s | is literally there is a parameter you |
2694s | put on an object and it's just been |
2695s | missed on i mean i agree with you that |
2696s | there is a there's an interesting reward |
2698s | space there i'm not it's potentially |
2700s | dangerous because we're talking about |
2701s | gold sinks right yeah and like the more |
2703s | that we reduce gold sinks the more that |
2705s | we in contribute to inflation that's |
2706s | kind of the philosophy behind the way |
2708s | through masterwork works although it |
2709s | doesn't affect the death costs it |
2711s | affects the degree |
2713s | because it doesn't degrade on task if |
2714s | it's trimmed |
2715s | the idea is that by making it sorry it's |
2717s | not trimmed it's customized when you |
2719s | customize it it no longer degrades on |
2721s | task |
2722s | which has effectively sunk the item out |
2724s | of the economy in exchange for reduced |
2726s | to grade cost i feel like there is a |
2728s | there is a there's a trade-off and |
2730s | interesting design space to explore |
2731s | there as and when we want to of because |
2733s | obviously like items being tradable |
2736s | means they can come back into the |
2737s | economy means that they're not being |
2739s | sunk out of the economy if we if |
2741s | you could i mean i think we probably |
2742s | wouldn't just implement customize the |
2744s | item it's now untradable but you don't |
2746s | pay death costs on it i have a feeling |
2748s | that would be a net negative on the |
2749s | economy rather than a net positive but |
2750s | it's it's it's the kind of thing but |
2752s | there's a space there that could be |
2753s | exactly |
2754s | interesting yeah |
2755s | um |
2756s | that would be that would be an |
2757s | interesting one that would be an |
2758s | interesting one because that would solve |
2759s | the problem for i mean if i'm not saying |
2761s | that we should implement exactly what i |
2762s | just said yeah but thinking about it |
2763s | hypothetically yeah this is how we go |
2765s | through design right what would the |
2765s | hypothetical impact be of the design |
2767s | that we're outlining if we implemented |
2769s | that it would actually fix the ironman |
2770s | problem because ironmen would have no |
2771s | problem customizing their items because |
2773s | they have they wouldn't have no reason |
2774s | to trade them so if that then made them |
2776s | immune to death costs if yeah that's a |
2779s | great example of yeah win-win exactly if |
2780s | they want to seek out and spend the time |
2782s | getting a die from a clue scroll to put |
2784s | on an item i'm gonna give them a |
2785s | tangible benefit |
2788s | i'm intrigued about the potential of |
2790s | that very cool i think we probably |
2792s | shouldn't do it but i'll see if we can |
2793s | explore it worth investigating yeah very |
2795s | cool |
2796s | i think i mean i feel like it raises the |
2798s | topic of |
2800s | inflation more generally that |
2804s | i think |
2805s | we've been talking about you know |
2807s | inflation isn't as bad as in real life |
2809s | um |
2810s | but but it's not something that we want |
2814s | we wouldn't want inflation to to just |
2816s | accelerate like crazy even just the |
2818s | sheer incomprehensibility of the numbers |
2819s | i think is a bad thing |
2821s | right when you're putting in like you |
2822s | know this time next year when you're |
2823s | paying 20 billion gold for something and |
2825s | you're just like this is just |
2826s | meaningless numbers things being |
2827s | interesting it's jarring for the player |
2829s | base as well already i i know i mean |
2831s | youtube gets a lot of lapsed players |
2833s | they come out yeah exactly and i have |
2834s | players coming back from two years ago |
2836s | saying hey what's the best pvm year |
2839s | don't worry about the budget |
2841s | and then i stop and i say i have a |
2844s | feeling we're gonna have to worry about |
2846s | the budget and they'll say no no you |
2848s | don't i have six bill and you can go you |
2851s | can get half of one combat style with |
2852s | that all the way maxed out and that is |
2855s | extremely you know different from i mean |
2856s | if you go back five six seven years you |
2858s | could get best in slot for i know it's |
2860s | in the hundreds of mills |
2861s | and yeah that's changed so it's |
2863s | definitely jarring yeah is that one of |
2864s | the primary driving forces for wanting |
2867s | to reduce this inflation |
2869s | if it's not inherently bad for the game |
2871s | yeah i think i mean that's the thing |
2873s | like yeah with with with an engaged |
2875s | player who's buying and selling |
2876s | inflation doesn't have that much effect |
2878s | but that's that's an example of a of a |
2879s | case where it really does have an impact |
2881s | the value of the gold in your bank drops |
2882s | everything in theory the value of the |
2884s | items in your bank increases over time |
2886s | but that depends on whether or not |
2887s | they're still relevant to the economy |
2888s | some items become irrelevant the value |
2891s | drops or they get dropped by archicad |
2893s | and the value drops right so like yeah |
2895s | we can't protect your bank in that |
2897s | regard so the reason i bring this up is |
2899s | i don't want to create the impression |
2900s | that we just don't care about inflation |
2901s | it is bad it's just not |
2904s | life it's not as bad as it would be in |
2906s | in real life |
2908s | you're not going to lose your house as a |
2909s | result right like yeah hopefully um |
2912s | um so the the reason i want to bring |
2914s | that up is it it's it's |
2916s | it's a delicate balance like we could |
2919s | we could kill inflation overnight we |
2921s | could just remove all alcohol from drop |
2923s | tables |
2924s | easy |
2926s | and and that's the like that is the |
2928s | overwhelming majority of the gold that |
2929s | comes into the game comes from alcohols |
2931s | and pvm |
2932s | um i think i talked about this recently |
2934s | about saying like |
2935s | stone spirits were an experiment in how |
2937s | we could address that |
2938s | um |
2939s | we removed roon but we put salvage on |
2942s | basically one to one in order in order |
2943s | to make sure that people weren't losing |
2944s | money |
2945s | i don't think people would want us |
2948s | to fix inflation |
2951s | by removing all alcohols from the game |
2953s | right because then you're not getting |
2956s | exactly well all of everything else on |
2958s | the drop tables just became more common |
2959s | by default or we have to put more |
2960s | skilling supplies on or we have to put |
2962s | more finished goods on which just |
2963s | reduces the value of skills um |
2966s | there are levers that we can pull but |
2968s | most of them do damage by pulling them |
2972s | and that makes the problem very |
2973s | difficult to fix the other the other |
2975s | obvious one we can do is increase more |
2977s | they add more things to the game so we |
2978s | talked about a one percent ge tariff we |
2981s | could make that 20 |
2983s | 50 and that would cut inflation down |
2985s | right because we'd be we'd be absolutely |
2987s | money would be pouring out of the game |
2988s | yeah fifty percent people wouldn't i |
2990s | just don't know |
2991s | but yeah that we could make that value |
2992s | significantly higher and that would also |
2994s | suck money out of the game and it would |
2995s | reduce inflation and again i don't think |
2997s | i don't think players would want us to |
2998s | ship a 20 ge tariff um that would be a |
3002s | serious disincentive to trade which |
3003s | would be a disincentive to the value of |
3005s | items which would make people feel bad |
3007s | when they're playing pvm and they get |
3008s | drops that aren't worth anything they |
3009s | don't feel like they can sell it would |
3011s | be very it'd make the experience a lot |
3013s | less fun and i think i'm sure there were |
3015s | discussions internal five percent two |
3017s | percent one percent of what certain |
3018s | amount and i think one person's probably |
3019s | right on the money because anything past |
3022s | that and you know there's a chance that |
3024s | there's a certain subset of player that |
3025s | will be unhappy selling an item and and |
3027s | getting less back for it i think one |
3029s | percent is fairly reasonable i think the |
3031s | majority of players you chuck it in at |
3032s | minus five anyway because you want to |
3034s | sell it for whatever the highest price |
3036s | is and i don't personally think and this |
3039s | is you know my my stance in the |
3040s | community that people are going to be |
3042s | too upset with the one percent i think |
3044s | and there might be some who are upset |
3046s | because you know a one percent decrease |
3048s | to you know pvm profit or or any kind of |
3050s | profit you know to a certain subset of |
3053s | player that can be a pretty significant |
3054s | negative but i think most are gonna |
3056s | happily roll with it and know that the |
3058s | burden of the economy is no longer on |
3061s | just people trying to learn yeah |
3063s | absolutely yeah be a much healthier |
3064s | place yeah well that is all the time we |
3067s | have thank you all so much for tuning in |
3069s | and we will see you in the next one |