Thread: Stable Economy Decision || armor rework

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  1. #1 Stable Economy Decision || armor rework 
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    Items that are used for the economy conjioned to inforce PVM and PVP making a stable round about server with constant inforcement of something to do.

    Code:
    1. Coins
    2. Tokens
    How does this work?

    TOKENS SIDE ECONOMY MERGES WITH COINS.

    Code:
    When a player kills an npc they will recieve the amount of tokens based on the level of the monster which can later be exchanged for items.
    when a player kills someone in the wilderness they have a chance to recieve an amount of 1-100 tokens and 100,000 coins.
    when a player is online they will automatically recieve 1-50 tokens every hour.
    when a player is skilling they have the chance to recieve a great amount of tokens ranging from 200-500 and some coins. this counts for all skills.
    HOW WILL TOKENS EFFECT THE ECONOMY? RATHER THAN COINS

    Code:
    tokens will not only eliminate alot of the gold coming into the economy but rather be a substatute that can also be used for ingame shop items. such as the general store. an example of doing so , lets say you want to buy a whip from the stores. the whip will cost 12,000 tokens, and 3,000,000 coins. the ONLY way to recieve tokens is to PVM/PVP/SKILL, same with COINS.
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    Reserved for armor reworking.

    kind of like world of warcrafts armor working there will be an "ITEM LEVEL" which will be based off 100-500.

    instead of combat being based off of random hits and boring stand bys, i would implement armor item levels and depending on the levels is going to depend on your defensive and offensive attacks , making pvp/pvm a more stable round about combat system.

    this will also ELIMINATE ITEM BONUSES. which will be substatuted by additional armor attatchments. this will require lots of time making new models, and also inforcing more skilling/pvp/pvm to recieve these attachtments.
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    Why is this in help..?
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