Download Game! Currently 103 players and visitors. Last logged in:ValkristChoboeioDrizzinNight

BatMUD Forums > Guilds.merchant > Re: MIP xp cost

 
 
#1
04 Feb 2004 02:01
 
 
I would like to suggest that the cost of the money is power
spell be reduced. My reasoning for this is that the spell is
only currently used much by non-reinc-type merchants (career
merchants and since its sole purpose is to make xp (mostly
on self) I don't see why it costs so much to get it. That's
basically requiring a ton of xp just to make xp, which most
guilds can do in a somewhat handier manner than we can.
I wouldn't have probably made an issue of this before this
recent tune, but with costs going even higher than they were
before, it might offset the increased kom cost, which I know
cannot be tuned on this account because it affects other
stuff. I would suggest cutting the cost to about 33 percent
of what it is now... that way, a truly newbie merchant can
have some way of making the xp they need to get ahead, and
those merchants who dedicate to the guild can feel better about
the investment they've made.
On the account of the rate of mip, I'm not sure if it would be
in the spirit of the current tune to ask for a rate increase,
but surely, with increased costs some rate improvement would
help. Anyhow, thank you all for reading this.

 
 
 
Nyriori
N e w b i e  H e l p e r
116d, 14h, 29m, 51s old
Level:
54
 
 
#2
04 Feb 2004 02:07
 
 
A comment regarding the secondary suggestion to improve the MIP rate: We
recently had a tune to mage reagents. A mage using power reagents can easily
achieve a very nice xp to gold multiple by using power reagents instead of the
much cheaper standard reagents. I would gather a decent mage could probably
achieve at least a 3:1 (xp:gold) return on investing in power reagents (based
on the improved efficiency afforded by these reagents. One could conclude
that power reagents are basically a tool for mages to convert gold into better
exp for their groups. Considering that merchants are the people with the
actual skills/spell to convert money to xp, is it too much to ask that we
could manage this conversion at a rate near that of mages?

Just a thought.

Dwilgar

 
 
 
Dwilgar
333d, 13h, 53m, 3s old
Level:
94
 
 
#3
04 Feb 2004 16:45
 
 
Dwilgar wrote:
A comment regarding the secondary suggestion to improve the MIP rate: We
recently had a tune to mage reagents. A mage using power reagents can easily
achieve a very nice xp to gold multiple by using power reagents instead of the
much cheaper standard reagents. I would gather a decent mage could probably
achieve at least a 3:1 (xp:gold) return on investing in power reagents (based
on the improved efficiency afforded by these reagents. One could conclude
that power reagents are basically a tool for mages to convert gold into better
exp for their groups. Considering that merchants are the people with the
actual skills/spell to convert money to xp, is it too much to ask that we
could manage this conversion at a rate near that of mages?

Just a thought.

Dwilgar

I agree with your assessment of the situation, but I disagree with the
conclusion. The key difference is the mage is actually doing something other
than directly turning gold into exp (which is what mip does). There is no
risk with mip, and there is risk when you actually go out and kill things.

Now that is not to say that the mip rate does not need adjusting, but I can it
certain does not need adjusting due to the reason dwilgar gave.

I believe mip exp cost modifier (to study it) was reduced the other day.

 
 
 
Duke
A r c h w i z a r d
1y, 90d, 2h, 38m, 19s old
Level:
420 [Wizard]
 
 
#4
05 Feb 2004 01:42
 
 
Yes Duke, there is some risk to getting xp, but even considering that risk,
the mage can probably get better than 5:1 return on the investment in power
reagents. I am not trying to suggest that merchants should get even remotely
close to that; as you said MIP is risk free (I know of no nasty fumble). But
given the huge returns mages get, maybe a slight improvement from the current
1:1 (with 100% skills, spells, masteries) may be in order. To be specific, I
was thinking along the lines of somewhere between 3:2 to 5:3.

Thanks for responding Duke,

Dwilgar

 
 
 
Dwilgar
333d, 16h, 54m, 22s old
Level:
94