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Caldenfor

Member Since 26 Apr 2011
Offline Last Active Feb 17 2013 12:00 AM
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Posts I've Made

In Topic: Removing NPC economy.

10 January 2013 - 09:58 AM

I would just have player hired NPC merchants. They could charge money % of the value players placed on the goods they are selling or a baseline merchant fee. If you don't pay the fee, poof they go, taking your goods as their fee. If you want your goods back, you can go to the NPC merchant hiring area and pay the owed fee for the return of your goods. There would be an interest rate so it couldn't be used as infinite storage.


In Topic: Removing NPC economy.

09 January 2013 - 07:15 PM

A while back I tried creating a thread, although I did very poorly at the time, to explain a co-operative economy where NPCs do not buy or sell anything. Players would harvest/collect resources from the world to craft with. Players could then trade/sell to other players, or donate it to their "realm", realm being the NPC faction they are affiliated with. Upon donating players would earn contribution points. There would be an initial contribution point reward and as the item gets donated more and more, the contribution reward would eventually go down, but never to zero. Overtime this level would regenerate if goods cease to be donated. Donating goods would always return at least some contribution points. Contribution points can also be earned by other means than purely donating goods.

 

After a period of time passes contribution points are totaled and weighed against each other to determine how much a player receives for their contribution points. The more wealth a realm has the larger the pool of currency to be divided is. The more contribution points you earned in that period the larger the percentage you may acquire. Everyone, as long as they earned contribution points, will earn some currency. This is how realm currency enters the game, not through hunting/questing.

 

Players would have to determine how much they value inventory/storage space versus the player market available for the item or whether or not they wish to donate the goods to their realm's NPC government. Contribution points can be veiled from the player and be a background operation to prevent players trying to manipulate the contribution system if it is required.

 

At work, so that is all for now.


In Topic: Removing NPC economy.

08 January 2013 - 11:42 PM

What if you eradicated all merchant NPCs from an MMORPG?

 

 

If you got rid of every single NPC, the economy will be reliant on how player plays the game and how they create the supply and set the pricing. One of the potential problems with that would be the lack of a fixed price for essential items such as potions, basic equipment and so on. Without control, the prices for these essentials may be unpredictable. It can become too low or become too high. If the price increases, it could be difficult for beginners at the start since they may be unable to afford them as easily compared to veteran players. 

 

Once again, I would like to reference Atlantica Online and Goonzu Online since both their economic principles are almost the same. Almost every single available-in-game item is only available through PvE or crafting which requires material obtained from PvE with the exception of some basic items such as potions which the low level used. This gives a security cap to ensure that newbies do not have problem getting the basic essentials. 

 

 

Could you conceive a fully player driven barter economy to be sustainable? I mean removing completely the concept of money for trade. You need to exchange items for items or make your own from raw materials.

 

 

I like the idea of a fully player driven barter economy. As interesting as it be, it may get a bit too troublesome for players. Imagine that someone would like to trade a short sword for a short dagger. However, I have a short bow, I am unable to trade with them and may have to trade a short dagger with someone else in order to get it. Despite that, it might increase the amount of interaction in the MMORPG.

 

Also, yes. It may require a large population base in order to achieve it so that players can easily get their materials and prevent item shortage. 

 

 

I can see a lot of pressure being placed in the “production” players, a lack of a certain class could cripple the game (but prices should sky rocket for the unavailable items making the class more appealing so a balance should be achieved in the long run).

 

 

Referencing back to Atlantica Online, it has a crafting system such that there is no limitation to the amount of crafting skills you can learn. Some very profitable crafting skills may set you back economically when the player first starts learning the skill since the items that players need to produce is very unprofitable and can make a lot of losses.

 

For the modifiers available for the item, it could be such that the stats could be randomized and depend on the player skill as well as luck. Some eqs may have very high stats while others being weak. The better one naturally fetches a higher price.

 

What do you mean, "essential items"? Why does a potion need to be essential? Why can't it just be a perk?

 

Basic equipment is reliant upon definition. What do players need to start the game with? If they need all of this extra gadgetry/itemry, perhaps gear isn't the flaw of the game?

 

As for needing more money to do something before you can actually turn a profit? Doesn't this just provide extra benefit to rich players? New players need to be able to compete as well.


In Topic: Ways to limit a particular role/class in MMOs.

01 January 2013 - 12:32 AM

hpdvs2

 

Rare items can be stolen to duplicate them via insurance claims. This can be abused by players purposely allowing goods to be stolen without any desire to "hunt them back" so to speak. They would abuse it just to duplicate rare goods.


In Topic: Ways to limit a particular role/class in MMOs.

31 December 2012 - 09:01 PM

People aren't going to want to enter the world and find something valuable was stolen from their house. Not a rewarding mechanic.

 

Stealing off of other players, more of a situation call. Can you kill the thieves? Limiting the use of stealing can be done through a skill based system. Make it a very heavy difficult investment and you will scare people off. The added challenge/duration of skill gain required would entice certain players, but also allow for a long duration increase in "power" for your character. You just need to make the game fully enjoyable without needing higher end skills. Investment versus reward; a difficult balance.


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