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#Actualrpiller

Posted 19 January 2013 - 05:38 PM

I love comments/thoughts/ideas! I want to make an open community in my game. I'll try to address some of your concerns as I see them or as I plan on handling them. I first would like to thank you for your interest as with such a long post you must have put a lot of thought behind it. Thanks for taking the time for that.

 

 

Not sure if I mentioned blocking multiple accounts exactly (if I did on my site I'll have to change that. I know I made a post about it but at the end come to a different conclusion), but it's OK for players to have multiple accounts as long as they aren't pooling their funds and play them separately. There is no trading in the game. Goods MUST be purchased with currency. Below I talk about some of that.

 

 

 

This increases your workload (reducing your time for actually improving the game), whereas cheaters out-number you in manpower, pool their knowledge, and are bound to have one or two people that are more intelligent than you within their masses. Sorry for the pessimism! 

 

I agree 100%. Keyloggers there isn't going to be a ton I can do about this, but every game faces this. It's more profitable for those cheaters to do this for WoW than my game honestly.

 

I'm giving players incentives to find and prove cheaters. If someone finds and can prove a cheater said cheater will have their currency removed and put into a lottery system for any other player to win. Some might go into randomly placed treasures in the world. Said cheater will get banned. I want to give some power to the honest community members and build a player base that rewards honest people. My hopes are that the good in people will win out. I hope to create more of these good people than the bad to even the playing field.

 

There is no in game trading. Everything must be done with cash via "contracts" or marketplaces. Both will be automatically watched by the server for either consistent small amounts or large amounts of transactions. Item cost averages will be tracked on marketplaces and anything out of the ordinary transaction wise will be flagged and followed up on. This starts to funnel cash through highly monitored systems in game to ease the searching field. This also means you have to have something to sell. Getting these things to sell takes time and effort and in doing so your needs have to be met or you won't be efficient enough to make anything, which means a good amount of time has to be put into each character, making it less likely someone will start multiple accounts and go through the effort to try and funnel the starting cash because it'll take a good amount of time.

 

 

 

 

Also, players hoard money. Like crazy.

 

Hoarding money isn't really an option in this game. The majority of the needs of the players cannot be met by themselves. They will have to pay for them, which means they will have to spend money. 

 

 

 

Most vritual world economies use what's called a 'Faucet and sink' economy. A million tiny faucets where money 'magically appears' in the game, and a million tiny sinks where money 'magically disappears' from the game. As the economy fluxuates, the administrators can dynamically open more faucets to combat depression, and open more sinks to combat inflation.

 

I don't wish to be like most virtual worlds. I wish to experiment smile.png

 

 

 

 

Imagine this: A player starts with 100 gold, somehow accumulates 1000 gold, gets bored and logs off and never returns. How will you fix that? Any solution you come up with will actually be a bandaid over the problem instead of resolving the real core issue, unfortunately.

 

I'm thinking of a taxing system which will be progressive. This tax will be taken out if online or not. The tax, like found cheaters money, can be put into lottery or treasures around the world. The lowest tax bracket will not pay anything. So over time in the above situation, that players money will eventually end up back in the system. Players that quit the game will have their money put back into the circulation over a certain time amount (3 months).

 

 

 

Have you put in any heavy thought into this, or is this project more 'for fun', and it doesn't particularly matter of the economy needs to be reset or manually balanced every year or so?

 

I have, which is why I do leave a spot open for the government to inject funds if needed in various, creative ways. I do however expect there to be rich people and poor people. People who are smart business people get the rewards of being rich. Over the course of the game I plan on bringing new inventions to the world (voted on by players) that could shift the economy. Raw materials that were once maybe not so high in demand could suddenly be very high in demand and boost anyone holding then to rich states. This is the part I'm really excited about. I'm going to give players a chance to submit what they want in the game, then from the most have a vote to let the community decide what I make next available via "patterns", "plans", whatever you want to call them that allows players to make things.

 

 

There will be challenges no doubt. I haven't seen a system like this before, and maybe there's a reason for that, or maybe people were just afraid to tackle the issues. I accept the challenges and look forward to being creative with solving them smile.png

 

As always questions/thoughts/comments are welcome!


#1rpiller

Posted 19 January 2013 - 05:31 PM

I love comments/thoughts/ideas! I want to make an open community in my game. I'll try to address some of your concerns as I see them or as I plan on handling them. I first would like to thank you for your interest as with such a long post you must have put a lot of thought behind it. Thanks for taking the time for that.

 

 

Not sure if I mentioned blocking multiple accounts exactly (if I did on my site I'll have to change that. I know I made a post about it but at the end come to a different conclusion), but it's OK for players to have multiple accounts as long as they aren't pooling their funds and play them separately. There is no trading in the game. Goods MUST be purchased with currency. Below I talk about some of that.

 

 

 

This increases your workload (reducing your time for actually improving the game), whereas cheaters out-number you in manpower, pool their knowledge, and are bound to have one or two people that are more intelligent than you within their masses. Sorry for the pessimism! 

 

I agree 100%. Keyloggers there isn't going to be a ton I can do about this, but every game faces this. It's more profitable for those cheaters to do this for WoW than my game honestly.

 

I'm giving players incentives to find and prove cheaters. If someone finds and can prove a cheater said cheater will have their currency removed and put into a lottery system for any other player to win. Some might go into randomly placed treasures in the world. Said cheater will get banned. I want to give some power to the honest community members and build a player base that rewards honest people. My hopes are that the good in people will win out. I hope to create more of these good people than the bad to even the playing field.

 

There is no in game trading. Everything must be done with cash via "contracts" or marketplaces. Both will be automatically watched by the server for either consistent small amounts or large amounts of transactions. Item cost averages will be tracked on marketplaces and anything out of the ordinary transaction wise will be flagged and followed up on. This starts to funnel cash through highly monitored systems in game to ease the searching field. This also means you have to have something to sell. Getting these things to sell takes time and effort and in doing so your needs have to be met or you won't be efficient enough to make anything, which means a good amount of time has to be put into each character, making it less likely someone will start multiple accounts and go through the effort to try and funnel the starting cash because it'll take a good amount of time.

 

 

 

 

Also, players hoard money. Like crazy.

 

Hoarding money isn't really an option in this game. The majority of the needs of the players cannot be met by themselves. They will have to pay for them, which means they will have to spend money. 

 

 

 

Most vritual world economies use what's called a 'Faucet and sink' economy. A million tiny faucets where money 'magically appears' in the game, and a million tiny sinks where money 'magically disappears' from the game. As the economy fluxuates, the administrators can dynamically open more faucets to combat depression, and open more sinks to combat inflation.

 

I don't wish to be like most virtual worlds. I wish to experiment :)

 

 

 

 

Imagine this: A player starts with 100 gold, somehow accumulates 1000 gold, gets bored and logs off and never returns. How will you fix that? Any solution you come up with will actually be a bandaid over the problem instead of resolving the real core issue, unfortunately.

 

I'm thinking of a taxing system which will be progressive. This tax will be taken out if online or not. The tax, like found cheaters money, can be put into lottery or treasures around the world. The lowest tax bracket will not pay anything. So over time in the above situation, that players money will eventually end up back in the system. Players that quit the game will have their money put back into the circulation over a certain time amount (3 months).

 

 

There will be challenges no doubt. I haven't seen a system like this before, and maybe there's a reason for that, or maybe people were just afraid to tackle the issues. I accept the challenges and look forward to being creative with solving them :)

 

As always questions/thoughts/comments are welcome!


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