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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Newbie
Join Date: Aug 2008
Posts: 6
Rep Power: 0
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With all this talk about economies, and what we think is better, there is an overall desire to make the economy more human-controlled, rather than NPC- My question for you forum posters is this- How will this make the Game more desirable overall? It is true that economists and merchants out in real life will have a blast, but isn't there the potential of a few players being able to totally destroy it through economic means? Isn't the human desire to always achieve the highest success? What if the amount of success is achieved on a server, how can other new players get in on the fun, without getting mowed down by the older merchants? If you have an awsome answer, please post! I have read a lot of excellent answers for other posts, and i hope this gets the same
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#2 (permalink) |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 1,001
Rep Power: 4
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It provides naturaly roles for players to fill; also provides the means of actualy fighting over meaningfull resources instead of a static bland world. A player economy also allows for things like monopolies and inturn economic warfare. A player economy puts emphasis on the crafters instead of raiding in order to get "Loot". This puts a demand on all natural resources and organicaly sparks territorial conflicts between different player groups; which could escolate into full blown wars.
In short: It promotes player interaction on a higher level than a static economy ever would. |
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#3 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 43
Rep Power: 1
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In your post OP, you implicitly bring up the subject of fairness. I would argue fairness has little to do with it. How would you even attempt to control it? WHY would you even want to? Remove the thought that the game can only be fun when it's perceived by you to be 'fair.'
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#4 (permalink) | |||
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 432
Rep Power: 1
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#5 (permalink) |
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Newbie
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well, the benifit of a player driven economy can be easily seen in games like Eve Online. If you want something, you got to find it yourself or 9/10 times, buy it from someone else. However, player based economies are often very cruel to the new comers. Once the game kicks off, the prices will be essentialy be controlled by supply and demand and the player(s) who control the most of the supply can and usually will set the prices for the demand, naturaly these prices will steadily raise over time to fit the economy and more off, how much are the richest people on the server usualy willing to pay for such comodities.
But player driven economies with a few essential NPC's to help out with the essentials and stuff, I'm suspecting everyone will get used to it and there wont be too much of a financial crunch on people as long as farming drop rates arnt like diablos. A rare item being a 0.0000001 and less from a single monster :P perhaps a once - an - hour for such items that control the economy could be farmed by the majority of the players in the game, decreasing the chance of such monopolies being ever created |
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#6 (permalink) | |
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Senior Member
Join Date: Jul 2008
Location: SC, United States Guild: Aegis Imperium Playstyle: PK/PvP
Age: 22
Posts: 2,261
Rep Power: 6
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/thread I'm putting every one of you that thinks I'm a girl on my KoS list come release... ________________________________________________ Killer 100.00%, Achiever 46.67%, Explorer 46.67%, Socializer 6.67% |
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#7 (permalink) | |
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Member
Join Date: Apr 2008
Location: Toronto, Ontario
Age: 19
Posts: 1,001
Rep Power: 4
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Quote:
As for the price rising, I don't think so. If anything the prices will only lower as the sever matures, as more and more people join, more and more resources are avalable, and more and more crafters become more efficient and skilled. So everyone can make a "Steel Short Sword", therefore, anyone who jacks up the price will just get laughed at, as there are so many other people capable of crafting it for cheaper. So at first a simple Lioncloth will cost you an arm and a leg, as the server matures; and time passes, the only thing that will cost you an arm and a leg would be a mistake in combat. |
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#8 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 82
Rep Power: 1
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What I am hoping to see from the Economy in MO, is how resources effects the landscape of the game. Most likely we will be seeing most player made towns and cities arising around large nodes of resources. Thus if you want a certain resource, you have to go to Town A to get resource A or you have head off and try to find it yourself. When you cannot find any more of a certain resource outside of a player town, they have a monopoly. This makes them prime target number one to attack that town/guild.
Also I'd love to see an emphasis on trade routes. If you need to move a large amount of resources, they need to be manually taken form one place to another via a horse-driven cart or something. This adds the need for mercenaries for hire for protection, either NPC or players. |
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#9 (permalink) |
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Newbie
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well for trade routes, those would sort of "evolve" on their own. Some guy will end up discovering a quicker way to hike from point A ----> B and he will tell his buddies who will tell others. Soon, we'll see more and more people use that particular path until it becomes too crowded and people will start looking for shorter/ less traveled paths to minimize potential run-in's with the more agressive player types
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#11 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: USA
Age: 20
Posts: 154
Rep Power: 1
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Quote:
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I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it. |
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