Economy
Game Economy[edit | edit source]
- The currency used by game is Gold.
- Gold can buy you only basic gear and consumable items from NPC shops. It is also used to pay for various services like teleport from City Hall and various upgrades for your character or guild cost gold as well as other things.
- Gold is fairly easy to obtain by selling items to NPCs.
Player Economy[edit | edit source]
- Players use the Cash Shop currency called Olympia Coin to trade with each other. Sometimes players also accept high level enchanting shards/fragments or Xelima/Merien stones and even rarely they will trade for specific item.
- Prices for items follow rules of supply and demand. Look through trade channel on Olympia Discord to get an idea of current prices.
- You can obtain Olympia Coins for real money or you can obtain them from players in exchange for items. You can also trade things like contribution points by temporarily joining a guild and donating them.
How to Trade[edit | edit source]
- First you need to find a player to trade with. You can do that using trade channel on Olympia Discord or in game using the global/town chat.
- To do the actual trade you need to meet with the other player, drag the item from your inventory on top of the player's character and click the Trade option.
- That opens a trade window where you can add/remove items on the left and you can see what the other player is offering you on the right. Once you are happy with the exchange, confirm it. After the other player confirms it too the shown items will be moved to your inventory and your offered items will be moved to the other player.
Market guide, by Alborosie[edit | edit source]
Hi! I thought of writing this guide to help you all navigate the complex waters of Oly’s economy.
First of all, remember that in-game economy is not an exact science. There’re a lot of different opinions, and that will invariably lead to different prices for the same or similar items.
Essentially, the whole market divides into four sub-groups:
- Shards and fragments
- Rares
- Consumables
- Stated items
In my opinion the whole economy is commanded by the first group. When you have a healthy shard market, it tends to push forward all the other prices, and leads to quicker and better trades. The shard and frag market is created by end-game players pumping coins into the economy because of the high costs associated with upgrading top-end gear. This allows all players to sell frags to them, which in turn lets the new players buy low and mid-tier items which they can now afford, and so on. How do you know you have a healthy frag market? Because prices are competitive. During the stale periods, frag prices tend to drop dramatically, until they reach a bottom where they start to recover, and the economy flourishes again. This has happened quite a few times and will happen again, so don’t be afraid of keeping your frags if you don’t have anything in particular to buy. This means staying away from the “bulk” traders (you’ll recognize them easily because they spam the trade chat 24/7).
Rares and consumables are more or less the same group. Their price is determined by:
- Availability: depends on drop rate and uniqueness
- Usage trends: if everybody wants an item it goes up in price. For example, Storm Bringer and Bane weren’t very sought after two years ago. Now they are, and their high price reflects that.
- Utility: useful items that don’t drop much tend to be very valuable (e.g. Necklace of Xelima). Their utility also affects availability, of course.
Consumables like invisibility potions or vortex gems depend mainly on availability. Given the stage of the game, you now have plenty of alchemists willing to sell their products, so their price will keep dropping.
This brings us to the last group: stated items.
Now, here’s a warning: I’ll give you my way of determining prices, which isn’t everybody’s way. You’ll find people willing to buy and sell for this price, and people who won’t. I had plenty of success using this formula and I’ve been polishing it through the years, so it kind of works, especially for making sure you don’t miss on prices by a lot (there’s always a margin of error). It goes like this:
- First, you start by the “base” or “raw” item price. As in, the lowest item possible. For example, if you’re pricing a CIC3 PA21 Plate mail, you start with CIC3 PA9.
- Then you add the frag value times two. For the aforementioned CIC3 PA21 Plate mail, it’s a PA7, so considering PA5 = 2.5c, you add PA7=10c x2 = 20c.
- Then, you add one more frag for each 4 levels of upgrades, starting with the lowest and most frequent sale price. For example, if HP7 sells for 1c, you start there. If your item is an HP10 frag, you would have to add 3 frags instead of 2, and if it was an HP13 Frag, add 4 instead, and so on.
- Vortex and its stat gem add a flat 20c (based on current prices).
- Each Merien upgrade is valued at two stones if safe, and for each unsafe upgrade I go: the first one doubles the current total, the following upgrade triples the one before, then times four, and so on. For example, a +6 piece of armor adds 2+2+2+12+36+144=198. For xels the math is the same for wands, since they're easier to upgrade, while the other weapons multiply the first ones by 3 stones instead of 2. So, for example, a +5 wand adds 3+3+3+18+54=81, while a falchion adds 5+5+5+30+90=135. Notice I value uncertainty very highly compared to the rest, which means I basically never upgrade my armor, and I let the market do it for me.
- Lastly, you add either a penalty when a frag combination is undesirable, or a premium, when it’s the opposite. For example, you could do -10% for an EXP+DR Wizard Hat, but +10% for CIC PA Plate Mail.
This won’t mean you don’t have to know anything about the market in order to value an item. The key here is knowing what’s the base price and what combinations add either a penalty or a premium. This will all come from experience. However, at least with this guide you can start from a known base item price and work your way up.
Hope it helps! See ya!