NanoBite wrote:I see a ground reason here .... turns price inflation ....
why ?
Simply put, cos more spendature on the turns is needed, one takes a lot longer to farm and or raid together the amounts of resources required for covert levels or ascensions, or what ever you need to spent it on.
And realy, saving 20 or 30T on 700T+ ..... thats near funny.
What happens in a year, when 1k turns will most likely cost 1,5T .....
We going to ask to make more elements cheaper ?
I would keep the system as it is with prices, it fluctuates enough by itself as it is.
Take the recent 'christmas gifts' as an example, in 1 week prices dropped near 300b cos goodies were handed out for free.
One of the most delicate things in these type of games is its economy, messing around with that could bring on far more heavy weighing consequences then you can initially guess.
There is a simple suggestion that could 'balance' the game ... and thats simply a full reset .. and have the game resetted every half year ........ scary thought ? well its the only means of having a 'balance' moment where all invested effort suddenly gets 'levelled'.
Any other suggestion as to change prices or values in a currently 'ongoing' game, will dissappoint people who already got at their current levels by whatever means and will break something further down the line in the game.
I like the example with the wow player a lot, cutting corners and getting a strong account realy quick, we see the same here on SGW as well.
People buying accounts to more quickly aqcuire higher stats.
example of delicate economy:
Dropping the covert levels prices will also mean Accounts being sold with high covert levels will drop in value too ... Some people might even see it as a massive loss of investement as their accoutns will be worth less and less.
In every aspect of a running economy, its impossible to change one tiny economical element and not have it effect other elements of the game.
So, instead of tinkering with prices and values, perhaps its a better idea to look at the game's mechanics of play.
turns have been going up for the most part since the games inception of buying/selling them, your argument on that really isn't very rational. When I started playing they were at 300b per 1k now they have tripled to 1t per 1k, so yea I don't really think you have a argument, they are gonna rise in some fashion over time no matter what.
Effecting the money market, rofl, who the hell gives a flying **Filtered**. This is a free game, start concerning yourself with the value of everything on the money market, instead of balancing and you might as well hit delete.
Again what I typed there is only an example of what was in my head as I saw it, you could easily use a higher percentage, or a flat percentage (i.e if 39 is the highest level all levels beneath this have there cost reduced by 20%).