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Old Jul 19, 2010, 01:03 AM   #41
actionjack
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Originally Posted by Death By An Arrow View Post
i like this idea. this could help add reputation to players who keep returning. the name is familiar, and if they won people might bet again.

however, how do you prevent this from being a huge money making scam? throwing games to make profits, for example, could be really, really easy.
how would this be prevented?

would preventing private chat in bet-able arenas work? that way, they can't say who is going to throw the match.
or what if in combonation to that, the person or people on each side dont know who they go up against, but the audience does. That way, bets can be made and people betting cant warn/contact the competitors. would that work?

Well.. You can only bet on yourself to win. And only the player participated in the fight can bet, and not the audiance.

Acutally, its not really betting. Think of it as an optional fee for entering a Arena. So you can pay 0G, 10G, 50G, or 100G prior to enter a (random) PvP or PvE arena, and if you win, you get maybe 25% back, and so on (increase for continues winning). Or something like that. (notice it would be only random, as its easy to throw a match game)
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Old Jul 19, 2010, 01:36 PM   #42
X-Seraphim-X
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Originally Posted by Lexx View Post
There shouldn't be a storage cap on your gold.
There *shouldn't* be, but even an unsigned quadword has the potential to be reached, given enough desire to reach it, and should that point be reached, you're still going to have to carry that 1 extra gold on-hand, because the server simply is unable to process an amount bigger than 340,282,366,920,938,463,463,374,607,431,768,211,45 5 without returning an error, and quite possibly crashing (as an aside, even this post cannot properly process the number itself... how much worse can a server handle hundreds of thousands of players with that amount?).

My point being, though, no matter how big your storage is, you are always bound to have gold on you. A large amount for some people may be 100g, while others, it's 100k. To lose any amount of money because you died is a pitiful idea for a goldsink, and will cause more people to ragequit because they lost, in an instant, what took them an hour to gain, as opposed to being happy that the in-game economy is balanced.

I'd rather waste my money on paying for a rez, instead of losing it because I died. At least that gives the illusion that my money is useful, instead of giving the illusion that I lost all my money down a gold-eating anthole.

Last edited by X-Seraphim-X; Jul 19, 2010 at 01:39 PM.
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Old Jul 19, 2010, 01:53 PM   #43
Arngrim
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Perhaps the cost to travel to a waypoint should scale based the difficulty of the area. For example, traveling to any waypoint in "Presearing" would be free. Traveling to a waypoint in a high-end dungeon would cost 1,000g.
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