Out of pure curiosity - How much silver is sunk into the game each day?

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    • Out of pure curiosity - How much silver is sunk into the game each day?

      @Dev's - You may not be able to provide us with this info, but how much silver disappears each day currently?
      • Repair Stations
      • Travel Costs
      • Death Silver Generated
      • Trading Between Currency Markets < Doesn't sink, its just flipping. My bad. Sure people lose out, but isn't really intended
      • Market Tax Related Costs
      • Construction Costs (thanks @Digit)
      • Guild Creation
      • Premium Purchase With Silvers (Thanks @Balabhadra)
      Are there any others? Would love to know the overall expenditure of the player-base, and which sink, sinks the most.

      Dieser Beitrag wurde bereits 7 mal editiert, zuletzt von Svander ()

    • As far as I know the silver generated on death is the silver based on durability loss of the item, so it's not really a sink but a generator.
      Trading between currency markets, are you talking about trading Gold & Silver? In which case I don't think there is a cost for that either, could be wrong.

      Creating construction plots for buildings costs about 100-200 silver & upgrading Islands & Guild islands + creating guilds are the only other silver sinks I know of.
    • Svander schrieb:

      Digit schrieb:

      As far as I know the silver generated on death is the silver based on durability loss of the item, so it's not really a sink but a generator.
      It generates silver based on the durability lost? Therefore doubling up on the repair silver generated. Once for loss, once for repair. Yes?
      You don't lose anything, the silver is generated, of course you have to pay for that durability loss in the future but someone including you can pick that silver up as it usually drops beside your body.
    • Cross Post from Dec 2016 that I made, with edits noted

      Alright, lets talk silver, gold, value, sinks and sources:

      Sources of Silver: (1) Killing Mobs (regulated rate of regen & silver caps per mob, [This now also includes expedition related mob kills, noting an adjusted source rate]), (2) Salvage (regulated by resource rate of regen & resource spawn caps), (3) Player knockdown / death (in effect similar to salvage), (4) Royal Army Quests (regulated rate of regen, maximum cap, & time-gated quest opportunities), (5) Mercenary Labourers ( time-gate limited per Laborer & filled journal)

      Sinks of Silver: (1) Building Placement Fee, (2) Auction House Sell against Buy Order (4% tax/fee [not 100% sure of current rate]), (3) Auction House Setup of Buy/Sell Order (1% tax/fee [not 100% sure of current rate]), (4) Seed Vendors, (5) In-game mail fees, (6) Island Purchase and Upgrade fees, (7) Initial Guild Territory purchase fee, (8) Initial purchase cost of city plots, (9) Repair of Equipment / Gear, (10) Reroll of Equipment / Gear, (11) Guild / Alliance fees, (12) Transmutation of Artifacts, (13) Transmutation of Resource Enchantment Level, (14) Purchase of Premium, (15) Fast Travel Costs, and (16?) Possibly a % of City Auctions (I don't know if the non-owner 50% total is fully paid out to city owners or only a % of it over the next 28 days)

      So on a very basic level, Silver enters the world (source) and exits the world (sink). However, between those two points, there are many activities that players can undertake using silver (the economy). The first key is that each source is that they are all known rates of regeneration and are capped in various ways. While there is a theoretical maximum amount of Source silver that can enter the game world in a day, the various caps and size of the world ensure that the total of new silver is less than that theoretical maximum due to grind. Sandbox Interactive can set and adjust these regeneration rates and caps to ensure that a proper flow of Source Silver is maintained.

      The second key is silver sinks, ensuring that silver leaves the game world at an acceptable pace. Like Source Silver, Sandbox Interactive can also dial in the proper flow of Silver Sink, noticeable with some expenses as a global discount.

      A third key is to not just look at things in-game as their silver value, but also as their market value. There are additional value sinks that need to be mentioned at least, that support current silver sinks to help regulate the economy: Durability Loss on Gear (either less salvage silver or higher repair costs), Durability Loss on Buildings (effective Silver salvage value of materials consumed), Effects of Death on Material Stacks and Equipment ( effective silver salvage value of materials consumed). Finally, due to the nature of value, we should consider farming a source of value in the economy, as it saves silver sink costs for guild territories, and allows players to feed economic and military buildings to slow the rate of building durability loss.

      Finally, as there is often misunderstanding about the Gold Exchange, I will touch on that. At the start of the game, All Silver Sinks pool into the Gold Exchange until the Gold to Silver ratio is over a certain level of value. This ratio represents all Gold on All Accounts plus gold in the exchange to all silver that exists in-game. Once that threshold is met, Silver will truly sink. This means that all Silver in the Gold Exchange does originally come from silver sourced from players. Just a short while ago, I checked the current Gold Exchange information (which any player should be able to do); the Gold Exchange contained about 622,565 gold currency and about 71,805,744 silver currency with the exchange rate about 1:437 [Note this sentence was removed as it relates to the game state from 2016, during beta testing]. While it is technically possible, yet unlikely, should the ratio between gold and silver drop below the level of value mentioned earlier, all silver sinks will again pool into the Gold Exchange.

      Hope that helps to clear up a few things!
    • Nice. There do seem to be some "redundant" and "limited" sinks though:

      (1) Building Placement Fee: Limited or redundant once all buildings possible are placed on once character.

      (4) Seed Vendors: People buy them for cheaper at the AH from the seeds provided by focus. Mostly a redundant sink. I farm and only ever used the seed vendor once.

      (5) In-game mail fees: Limited. Who sends mail anyhow? :P

      6) Island Purchase and Upgrade fees: Limited. Once the island is upgraded on one character it no longer acts as a sink. Redundant at max island level.

      (7) Initial Guild Territory purchase fee: Redundant once the guild is set up.

      (8) Initial purchase cost of city plots: Redundant once all plots are set up in place. (Unless they need to be set up again after winning an auction? In that case this is a limited sink rather than a redundant one.)

      (14) Purchase of Premium: Limited as people may just use RL cash for the sub.



      There is also the Expedition reward as a source of silver independent from the mob rewards.

      So sources of silver and almost unlimited, yet silver sinks are severely limited, or will be made redundant later in the game.

      TLDR:

      We need more reliable and sustainable silver sinks.

      @Zetecua

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Balabhadra ()

    • You notice everything from the system has a global discount of 50%. Repairs, travel, etc. As the amount of silver in the world goes up the discount goes down, eventually to zero so all that stuff will cost twice as much.

      Also, IF there isn't enough sinks they can easily increase travel/repair costs and/or decrease mob silver drops to balance it.



      Side note: Make sure you get your island upgraded to max before the global discount is gone... you wouldn't want it to cost twice as much per upgrade.
    • Balabhadra schrieb:

      Nice. There do seem to be some "redundant" and "limited" sinks though:

      (1) Building Placement Fee: Limited or redundant once all buildings possible are placed on once character.

      (4) Seed Vendors: People buy them for cheaper at the AH from the seeds provided by focus. Mostly a redundant sink. I farm and only ever used the seed vendor once.

      (5) In-game mail fees: Limited. Who sends mail anyhow? :P

      6) Island Purchase and Upgrade fees: Limited. Once the island is upgraded on one character it no longer acts as a sink. Redundant at max island level.

      (7) Initial Guild Territory purchase fee: Redundant once the guild is set up.

      (8) Initial purchase cost of city plots: Redundant once all plots are set up in place. (Unless they need to be set up again after winning an auction? In that case this is a limited sink rather than a redundant one.)

      (14) Purchase of Premium: Limited as people may just use RL cash for the sub.



      There is also the Expedition reward as a source of silver independent from the mob rewards.

      So sources of silver and almost unlimited, yet silver sinks are severely limited, or will be made redundant later in the game.

      TLDR:

      We need more reliable and sustainable silver sinks.

      @Zetecua
      Not really.

      Gold sinks have historically been elective benefits or taxes in games. When you put in another currency that can be bought with real world currency that is pegged to something that has intrinsic value independent of silver, then you have a self-regulating system.

      Since silver is an active activity and not awarded simply for doing things you would normally do (for the most part), you have to opt in to farming silver just like any other resource. And if all the resources are inflated, then buying gold to purchase a shit ton of silver would be very enticing to a bunch of people. It all rests on the assumption that people WANT to play the game, but then that's reliance of SBI to maintain a healthy, hands-off framework so that people can have fun.