Skeeno2017 wrote:The only thing I would like to see is staff intervene with the market as it non existent especially when it comes to pms/weapons.
Could staff create a NPC that sells platemail/weapons up to a decent ore, not cheap but not excessive either so that new players are able to PvM or PVP as there is no market for it so unless any new players join who have a friend who has already gm'd every crafting skill they are screwed. Don't say you should go train a character and get them yourself as that's just a negative attitude and if you really want new players to come and stay then you have got to make it possible to actually play and not spend a lifetime training merchants before you can have a warrior/mage and actually enjoy the game.
Once player base increases/market starts functioning then remove this npc, might even nudge current players with the skills to craft items for players to buy.
as I mentioned before in my post about the "dead" market issue, one of the major result is there are simply none to sell ANY kind of platemail armors from the low ores to the high ones.
so yes something has to be done, im totally against your idea of any setup of merchants from the staff side ' now ill bring my thoughts :
times changes, we now allowed to macro afk all skills a part from the resource gathering skills, in a result all skills are very easy to train while you simply afk them. now we look on the crafting skills and especially look on Blacksmithy skill, the skill is hard to train and requires great amount of ore you will have to gather by urself nowdays since nobody is selling ore. so in order to train blacksmithy you will first have to gather the resources by urself while actually BEING ON THE COMPUTER unlike any another skills you could simply gm them by afking.
my solution is simply increase the crafting skills gain rates in order to encourage more crafters to be active and as a result we may have some armours back on the market.
*one more idea that came up right now to deal with the dead market:
various kinds of slots that each win will give you the chance to win a desirable prize, lets say for example a gem slots, low ore slot, high ore slot, board slot, logs slot,
low rare slot (on this there will be the domino so many players will put money here), high rare slot and more, ofc the slot fee depends on the item/resource value.
i know the slot system works already with magic jewels so this system could be implemented quite fast.
so incase this is ever coming in it has to set on very low odds to win something in order to make it a decent money sink especially with rare slot that will have slim chance of winning anything at all but also give some chance for a a player to get is desirable items while there are no options on the market. just an idea and up for discussions and adjustments.