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  • Guild University of Edema Ruh welcome to write guides

    This is different kind of creation really. It is more text based than picture or drawing. You are free to join and contribute your own ideas and guides. Best guides in this tread are published under their maker name in our guild university.

    More info at our forums edemaruh.gamerlaunch.com

    Here is example publication that have been written in our guild university so far:
    Publisher: Edema Ruh guild University
    Original Writer: Raistlin Highsworn Majere
    Trading economics in Cabal
    Firstly you need to understand what trade is. It is transaction between 2 humans, commodity is being transferred to currency or the opposite. Now this is nothing new to many of you, but there is key essence in here. These transactions are based on need/demand of those items that are being traded. Price itself is measure of that demand but it is not clear measure of it. There are few factors for price such as:
    -Rarity of the item
    -Total amount of customers
    -Wealth of the customer base / per demanded item in question
    -Circulation of specific item (as in how fast item is sold/resold in market)
    -Functional or face-value for item

    These basic factors explain the current value of any specific item in market. However it is important to know when you are trying to do business based on these factors, that there are different types of items when it comes to their affecting factors as market commodity. Here I have listed few:
    Unique event items: Their prices vary based on facevalue or functional demand of the item. This can mean that item that gives boost stats or cute kitty pet are valued really high. Also affecting factor is their rarity that is proportional to item’s drop-rate. Force cores (low): This item is commodity item that has some functional value to it, but in comparison to other cores this value is lowest. = lowest average price. Upgrade core (High): This item is also commodity item that has many functional values to it, but compared to force core low, high upgrade cores have more sinkhole functions in game that affect on it’s rarity of the item factor. (such as daily quest that destroys 3 of them per day) Also higher lvl people need them for upgrading items and higher lvl players have more money to use = demand rises the price and price equals to rarity of item + total amount + wealth of the customer base – circulation. Dungeon entry items: Commodity item again, this time it has clear sinkhole but what. Their drop-rate is kind of high and their disappearance in their sink-hole purpose (dungeon entry), eats their amount slowly in market. This is mainly because of drop-rate + botters and people who collect after them. = cheaper value depending on drop rate and rarity.
    15+ osmium: This item is example of item that is not used as normal commodity with sinkhole effect on its market value. People don’t destroy them and there is certain amount of inflation to them. However since they are rare because of the cost of making them is high, you will find only some in market circulation any given time. Also price is in billions.
    15+ Mithril: These items are just like 15+ osmiums but they are even more rare so their value is many times over osmium. But when you look at how prices affect on item circulation we can notice that it is harder to sell Mithril than osmium because it’s customer base is smaller because of the wealth needed to buy one.
    15+ higher class item: Value of these items are astronomical in comparison to osmium or mithril, this also affects on how much they are in circulation because rarity and their cost keeps them out of reach for many. This means that their customer base is so tiny that it hurts their actual market value because lower demand trough dreary slow market circulation.

    Now you can decide do you want to do business with commodity items that are fast selling and cheap or with items that cost more. Remember that some items although valuable, are also difficult to sell because slow circulation, so it is better as a trader to concentrate on items that have fastest circulation/price value at given time.
    SirRaistlin - Guild master of Edema Ruh
    edemaruh.gamerlaunch.com

  • #2
    Second guide example published earlier today

    Publisher: Edema Ruh guild University
    Original Writer: Raistlin Highsworn Majere


    How to share loot
    Notice: This guide has been made as a solution for problems concerning dungeon loot sharing.

    There are few options to do this and the choice is yours. First of all sadly dungeon drops are same despite amount of people inside dungeon. This means that loot is limited and economically dungeon should be completed with minimum amount of people. Since many dungeons are too hard to solo or levels aren’t enough for solo, team option is forced by the game. But problem will remain how to share loot that has been designed to drop similarly despite amount of people. Key points in this writing will be, decide how to share loot before entering in the dungeon, and what things to consider while doing this decision.

    Ability and effort
    There are some things to consider such as time spend and character abilities to help team effort in dungeon. Also entry items cost money, so per dungeon time and money is spend for investment to gain loot and exp. In many cases people don’t get much exp if they aren’t leveling in the dungeon. This means that loot can be in many cases only payout for wasted time, effort and entry item cost. That in mind there are 3 different types of characters for team effort.

    1. Lower lvl/gear people who can’t affect much on dungeon effort
    2. Mid-tire chars that have enough capacity to affect in dungeon effort but not enough to solo dungeon.
    3. Characters that could potentially solo the dungeon, but with greater effort and longer time.

    This means usually that people who can solo dungeons help others to finish dungeon, or 2 case characters who gang up to finish dungeon on equal terms. In case of this gang up loot should always be shared equally. For those who could potentially solo the dungeon have option to deny some of the loot for type 1 characters, because they cannot add substantial help for dungeon efforts. Thou I would not advice this because even in this case type 1 players are wasting their time and effort to gain a bit exp or dungeon quest. Usually it should be ok to give at least some loot or all the loot in lower lvl dungeon to smaller level player. Point is that this choice should always be made by that guy/girl who can solo the dungeon and is helping other people with that capacity.

    Loot
    Some words could be also said about the loot itself. Usually cores pay up for entry item many times over, so if cores are shared, money wasted in dungeon entry items are paid. Then there are osmium 2 slots and higher 2 slots for crafting that’s value can vary from 0,5 mil – over 5 mil. Also event items usually are valued similarly. sometimes even material cores are valued highly, in that way some material cores could have same value than items mentioned before. Then there are different items with varying values from 5 mil to 20 billion that have such high value that should be split between team members according to agreement before dungeon. If there has not been agreement before dungeon usually those who are helping others to complete dungeons (type 1 characters) should get item and responsibility to decide how that value is shared. This mainly because type 1 characters could not go that far in dungeon alone in first place. In case of type 2 characters, loot value should always be shared.

    How to share loot
    Now we get to the last point, on how technically share loot. Easiest way to determine this is to choose 1 player in team as bank who collects all the dungeon items and divides them to team mates according to loots total value, by the agreement that was made before entering dungeon. This makes sharing of total loot much easier and clearer.

    Second option is to share chests in dungeons so players who open them get to keep that loot.

    Last option is TOTAL ANARCHY, everyone opening chests and taking loot fast and big ones with dice. This choice usually starts disagreements and bad mood within guild and should not be used at all. Better be fair than sorry.

    In special chase of Eternal chaos arena, chaos core fragments can be divided randomly taking them from ground or by taking turns on team leader that gets all the fragments per dungeon run.

    In case of stealing
    Needless to say, people who break the agreement made about loot should always be banned from guilds and friendlist.
    SirRaistlin - Guild master of Edema Ruh
    edemaruh.gamerlaunch.com

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