
Originally Posted by
Stereo
Economy-wise, you could fix a lot by removing any mesos above a certain amount.
Do it, say, on a curve:
For a certain amount of mesos on an account (all characters on the server)
mesos = N*(1-exp(-mesos/N))
eg. if your account had 50,000 mesos on it:
mesos = N*(1-exp(-50000/N))
N is the ceiling constant - if you want no account to have more than 50 mil left, set N = 5x10^7
mesos = 5e7*(1-exp(-5e4/5e7))
mesos = 49975
But, say you have more mesos - eg. 10 million.
mesos = 5e7*(1-exp(-1e7/5e7))
mesos = 9063462
Or, you're a meso seller, and you have 2147etc. mesos on the account.
mesos = 5e7*(1-exp(-2^31/5e7))
mesos = 50000000
As you can see, for reasonable amounts of mesos (like the amount needed to buy potions) you're hardly affected - if you have pomegranateloads of mesos then you lose most of them.
The amount of mesos removed this way depends on how much people have hoarded - if every account had 10 million mesos on it, it would only remove 10% of it. If every account had 2 billion, it would remove nearly 98% of the mesos in the game.
If they really wanted to get serious about keeping mesos from inflating, they could run it once a month during a server check. The only time you need 50mil is to buy a mount anyway, the rest of the time, the game's better off if nothing costs more than 15-20mil.
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