In many popular MMORPG-styled games, there is an economy and/or trading system. I am glad to see it has been added to Vesteria. To prevent the economy from instability later on, I have listed some suggestions below. Feel free to use these ideas as you wish! (If anyone else has additional ideas, comment below! Your suggestions matter, and it would be great if you contributed to the game.)
Trading tax / clan tax that contributes to either a global meter that provides a “Double XP Week” or a clan castle’s construction/expansion. (Makes buying low and selling high more difficult, additional ideas for this below)
Global “index” of item values. During trades, hovering over an item will display its average value based on other player transactions. This will prevent people from “Buying low and selling high”, by assisting players with little to no knowledge of an item’s value price their items effectively. To prevent people from trading back and forth to inflate / reduce an item’s value, a trading tax could be set in place.
Note to devs: this can be accomplished using DataStores to :IncrementAsync() the average value based on 2 factors: the current average and the current divisor (number of entries used to make the current average). The difference between the current average and the new sale would then be divided by the divisor, and added / subtracted with :IncrementAsync(). Additionally, to conserve server resources, multiple sales could be calculated at once, and therefore use less DataStore calls. Every (x) interval, the server could use :GetAsync() to fetch item values to display to players. This wouldn’t be prioritized as after a few days, item values get stable and individual sales wouldn’t affect the overall value as much.
If scroll upgrading (The process of increasing the chances of a scroll succeeding and/or the scroll’s power) is implemented, it should be difficult to reach guaranteed success rates and high amounts of power increase. This would encourage people to buy and sell the items required to upgrade scrolls. Example: Billy has an ancient scroll. The first enhancement costs 10 spider fangs, and isn’t that powerful. The second is twice as powerful, but costs 30 fangs. The third is 3 times as powerful as the first, but costs 90 fangs. It would be extremely difficult to reach 100 percent success rate.
Boss drops should come in 3 tiers: Basic (base stats, easy to get) Rare (1.2 times stats, might take a while to get) and Legendary (1.5 times stats, for dedicated players). This would reward people who “farm” those bosses with not only a product to sell for a lot of profit, but also the means of obtaining a powerful item.
tl;dr Trade tax or clan tax, reward at a goal. Farming bosses yields some reward. there i made it shorter