One good money sink would be brining back it as a upkeep cost for cities.
This can mostly be mitigated by the cut cities get from residence upkeep costs, but still results in more gold going away.
The game could also impose a small use fee for each crafting station or market transaction. -slightly frustrating but manageable-

Posts made by OlivePit
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
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RE: New Player - suggestions
Need to have making nets and catching a horse as part of the tutorial, even if the tutorial horses can not be tamed the players still seem to need a tutorial on how to do it. I cannot count the number of times this question has come up and I or someone else mechanically responds.
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RE: Spring Alpha Major Release #2
Just did a large batch of crafting and over 177 items the stated odds of 40/60 split held true, though there were certainly some big dry spots - for the first third of the test run the good: excellent ratio was 2:1
Good patch. -
RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
@GamerSeuss
I am doing multiple experiments with field nutrition and crop rotations.
Currently there exist good 10 day rotations that keep the nutrients at or above 100% for each crop planted in the rotation. Beans are the most frustrating at the moment but I am confident that this will pass with the introduction of more crops.
There is yield reduction and crop health reduction if not kept above the listed irrigation numbers and crops can die or have reduced yields.I have concerns about the use of warehouses. They take up a significant amount of space, hold not all that much, and are tedious to load or unload. In contrast the marketplace has a huge capacity and is very easy to load and unload from. Further the City hall has infinite storage space and is very easy to load into. The fact that carts cannot be stolen in town and that they hold more bags per square foot than warehouses, and are mobile, and tradeable (via giving another permissions) makes them far far superior to warehouses in every regard other than that warehouses are open to all citizens. If warehouses are to be a necessary aspect of the game they need to hold a lot more, have added functionality, or something. I have built 4 warehouses in our city and the process of having to load a cart from the bagging station, move the cart, and unload the cart at the warehouse is just too ridiculous, why do the second step at all? At this moment I see absolutely no reason to build a warehouse when instead you can have a field of carts loaded and ready to trade or just pile it all in the marketplace.
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RE: Respec bug
Bonus stats from talents or items have no effect on memory limit.
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Respec bug
If you have a full ability load out -32 pts- and respec to a reduced intelligence your abilities memorized are not effected. This means you can do a 32 point build, then dump int points into something else - like str- and continue play so long as you do not want to change your build.
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RE: Spring Alpha Major Release #2
Thanks for the bug fix to enchanting scholar robes...
Of course now I have to go and do another test of it to see what the new odds are XD
Thanks for the new flexibility ! I hope it breathes some more activity into this last bit of the alpha. -
RE: City Management Feedback Thread
Agreeing with Kralith here.
There were 5 carts that I knew were full of ore but not shared and I had to deleet them as the players stopped playing and I needed the space for a building : /Giving us the option to turn on pvp in the town if just so we could 'steal' the carts to a new location would also be great for helping reduce clutter and what not.
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RE: Not possible to build on plots that have been bought after being decayed.
We have had this issue to up in zenith.
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RE: Again with Luck BS...
since my first post I made 80 cotton armor pieces (20 of each part in batches) and in total got 10 exceptional pieces, 6 of which were cowels (hats?).
Very odd distribution especially for the reported 20% chance.
I will do another test with a larger batch once I get more chests to store them XD
It is good to know that 'luck has no effect on crafting' as I can use my other characters to do the testing and not my one high luck / kp person.Thank you for the feed back Prometheus.
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RE: Relocation spell
sounds like a bug/exploit since the devs specifically do not want it to be used to bypass cliffs or walls.
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RE: Bandage Hotkey
I fervently disagree.
It is an ability just like the healing herbs and has huge advantages over other abilities as it is not restricted by mana, knowledge points, or having to farm monsters to learn how to make, and the bandages have a very low cool down. The only balancing mechanism is to require it to be in the hot bar and take up one of the 8 slots. -
RE: [Suggestion] Make cities unable to be self sufficient
I think that after this alpha governors will realize the utility and value in building services like markets which attract and keep residents more and allow the city to grow than other tech- like walls-
If a thing is given free then it has no value and cannot be used to differentiate between options.
Leave it as is and have governors have to think seriously about benefits and consequences.
But also give them a path to respec'ing the tech tree so that their mistakes are not permanant. -
RE: Lets talk about bags of food...
Or have a scaling system where if you use no material you can bag 20 grain, but if you use flax cloth you can bag 40 grain, and 80 with cotton cloth !
It would give me something to do with all this cotton I have lying around >.> -
RE: Again with Luck BS...
Thanks for the reply. I am not worried about the item loss in this alpha, but later it could be a huge frustration.
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Again with Luck BS...
Sigh..
1k luck
enchanting.
66% chance to succeed, 7% chance to fail.
failed 5 times, lost 7 items out of 11Seriously... what the hell?
yes it is -possible-
but with 1k luck the odds should be shifting down to lower than 2% failure and up to 88% success
-if the equations given are accurate.sigh...
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Lets talk about bags of food...
Ok we (meridian) have had farming unlocked for some time and have built up quite a supply of food.
The issue is that one bag takes up an inventory spot and is only 20 grain and is a chore to move around.
Meanwhile grain stacks to 100 and only takes up one inventory slot and a chest can hold a lot of them.
So storing food in chests uses way less space and is far easier to move short distances.
I think this should be changed in that each bag is 100 grain so at the very least the grain does not take up more space when packed and scale down the city upkeep to adjust for the change.
Next there is the moving of the bags. It is fine and important that they are heavy items, no issue there. But can we please quickly move them from or into a wagon from a packing station and into a warehouse?
We can do this when moving them to the city hall or a market, why not these two other facilities?
It would make loading 90 bags into 3 carts much much easier and less of a nightmare.
Potentially this game is designed to have lots of trading of food goods, but right now the prospect of loading and unloading 120 wagons to feed a city is just making me want to give up. -
RE: Decayed Residental Plots, but not decayed furniture
We had a players house decay but not their carts, another player bought the plot but couldent move the cart or even steal it XD It is just sitting there blocking their buildings.
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RE: Pulling the rug out from under new mage players.
@yneternum
But you are ok with melee characters starting with abilities that are super powerful and otherwise really hard to get by fighting mobs?