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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