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About BBDevTeam

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  1. BBDevTeam

    Help with game economy

    On behalf of the whole team I want to thank all of you for your amazing advice. We have a long, detailed plan written up that we think is understandable to anyone who comes in off the street who has played these types of games before. We have decided on level (experience) requirements for items to help level the field, a somewhat tiered form of currency, NPC money spending requirements for many things, and a few other more intricate details that tie everything together with the world we are making for this game. I am also happy to say that we just got our loan out and put 5 programmers on contract for the game, so we'll actually start seeing all this talk, writing, and story-boarding slowly transform into something tangible in the months to come. Thank you all again for your help! -Kammerjäger
  2. BBDevTeam

    Help with game economy

    EVE Online is one of the few MMORPGs that we are going to be getting multiple user subscriptions to for our team to work on over the winter. We do wish to have more of a casual game than what you have proposed with high difficulty and strict level requirements on items. We are all just deathly afraid of making one or more things to difficult (too hard to make money, too hard to find decent items, too hard to level up, etc) which would make the game frustrating and not appealing to consumers. The other worry is that one or more things is too easy which makes that aspect of the game boring, or a joke, or pointless. The balance doesn't have to be so incredibly strict to maintain 100% balance all of the time, our goal is to just keep one or more aspects from being out of balance enough to have one of those major problems I listed above. **By the way I am Maximum99 from the development team and I'm fresh out of character development and now getting on board with the social/economy part of the team. The person who had been posting on here for our team was Kammerjaeger and he knows a lot more of the gritty details thus far.
  3. BBDevTeam

    Help with game economy

    So you would suggest having currency in different tiers?
  4. BBDevTeam

    Help with game economy

    I have been mildy curious, whether it is theoretically possible to devalue currency at higher levels in an MMORPG. One of our economy team mentioned during casual discussion last week how he remembered in Diablo II where players would reach a point in the progression of their character, where gold no longer mattered because the things you could do with it were useless to powerful characters. I vaguely remember this as I have not played the game in over a decade. It was something to the effect that anything that was sold, was useless compared to what was offered from fallen enemy looting and spells. I reaaaally doubt we would consider anything of that sort, but it is interesting to contemplate a system where low level users utilize currency and vendors, and you eventually progress to a point where you must rely on a barter system between other players.
  5. BBDevTeam

    Help with game economy

    We are not so much concerned with the creation and maintenance of a perfect virtual economy. The trouble we are trying to overcome at this point is how to balance the acquisition of currency with the acquisition of experience points, skill level, and game progression. We are worried that if we don't get the balance right, as you progress through the game the imbalance will build upon itself to the point where the gameplay is ruined.
  6. BBDevTeam

    Help with game economy

    Gold farming actually has been discussed a few times. We basically decided that it is not 100% preventable were the game to be an MMORPG. The best we can do is have monitoring elements in place to detect things like code that makes characters able to earn currency while the real world player is not actually at the computer, and limit daily player to player currency transfer (such as set a cap on how much currency can be given to you from other characters in a 24 hour period) this would have to include items as well, so they can't circumvent the gold transfer cap by being given several items to sell to vendors. After reading the thread you linked me, I was very ...I guess I should say "titilated" at the idea of a pseudo stock type system where certain resources rise and fall in supply and demand which can thereby sway the activity of players. I will bring this up to the rest of our team. Are there any games known to do this already? (like RPGs and the like, not games that would be specifically geared toward economic strategy as a primary focus).
  7. BBDevTeam

    Help with game economy

    I am not sure what you mean by "gold sellers", or what you mean by "intrude". If you mean vendors, like NPC types who you buy and sell things from that are the main requirement of having currency in the first place... their place in the game will be fairly paramount from an economic standpoint just like most RPGs. I just had a short e-mail correspondence with our head of character development and asked if certain character classes would be more married to particular vendors based on the types of things they would buy and sell, and the response I got basically said that she is slowly guiding the design more towards the idea that all vendors entrenched in main areas will likely be all around "buy anything, sell everything" types, so they won't have much specific impact on the game other than being obvious lynchpins of the economy.
  8. BBDevTeam

    Help with game economy

    Hello everyone, (I sincerely apologize for the long post, this is not really a simple question) I am a member of a development team for a game that will either serve as an open-world action role playing game or an MMORPG. My team has done immense amounts of research including analyzing over 3 dozen movies, 22 books and counting (not including video game guide books), and several video games (console+PC) including their guide books where applicable. We have analyzed them based on popularity and target audience to find patterns that would help us be successful in not only creating a well rounded game but also being sure to include the elements that have made all of those movies, books, and games successful. I will not devulge details about the game concept due to the team's desire to maintain security of our creative content, but we are running into a particular issue for which we are now trying to outsource a solution. Like with most any role playing video game there is going to be an established form of currency to facilitate item trade and quest/mission reward as well. We have discovered that the economy of a role playing game must be balanced against several factors and it is not something we can model after a specific set of rules. Everything seems to have too many variables and we are starting to bang our heads against the wall. We don't want to make money too readily available too early on, but we also don't want money to be so scarce and hard to earn that it makes progress in the game too slow and frustrating. 3 of our members are focused primarily on analyzing other games for their system of economy and they have noticed a few basic concepts: 1) The feedback mechanism: type of system where having enough money can get you awesome things no matter what level you are, but the tasks required in order to get the money end up raising your skills and character level. Like in Skyrim, you can't have the awesome sword without a bunch of money but to get the money you go out and kill things or make things which then raise your skills and thus your level... so the balance of keeping character development in line with the amount of currency you have is sort of a feedback loop. 2) Dangling the carrot: the type of system where there is are ways to earn money through arbitrary means (like in the game Rage, where you can play little tedious side games) but the arbitrary means earn very little money and aren't a viable substitute for the money earned from primary missions, so you are invariably drawn to the difficult missions with the promise of a better payout. 3) The well dries up: type of system where the sources of earning currency will run out for specific parts of the game, forcing you to have to move on to the next part of the game, or to a more challenging area. In games like world of warcraft for example, you can stay in the beginning area and do one recurring mission over and over that gets you something like 10 gold upon completion but you get to a point where the experience and gold earned becomes worthless to your character development and forces you to move on... or there are only a certain number of available quests in an area that allow you to earn money, so once you've completed them all, you must move on to a more challenging area to find more quests. So once we decide on a concept of how we want to facilitate development vs currency earned, how does one go about the delicate method of balancing 1) experience earned, 2) difficulty of missions/challenges 3) currency earned, and 4) factors that drive a character to move on and explore further? Balancing all of these things properly seems incredibly intricate and if the balance is not met perfectly it could ruin the fun factor of the game. Does anyone have any helpful suggestions? perhaps some personal experience in dealing with this aspect of game design?
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