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General Discussion / Re: An OOCly Economical Discussion
« on: January 25, 2015, 07:28:07 pm »
The way I see it, the biggest problem with the in-game economy right now is this:
In order to fix the economy, in my opinion, two major changes need to occur:
- Crafters are constantly producing goods in massive amounts, in order to train.
- There very little demand for player made goods. Usually people buy one good set of armor and weapons, and that's it for a long time.
- Because there are so many more goods produced than players can use, players sell their goods to NPC merchants, who are an infinite source of tria.
- Tria used to leave the economy through training. That's no longer the case. There are almost no tria "sinks" to take money out of the economy. (Pterosaur travel, stat training, buying ingredients from NPCs, purchasing mounts, etc. make a tiny dent compared to the amount of money flooding in from selling crafted goods to NPCs).
- With so much tria flooding into the economy and nothing taking it out, tria becomes pretty much worthless. Prices of goods rise arbitrarily.
In order to fix the economy, in my opinion, two major changes need to occur:
- Demand for player made goods needs to rise, causing people to actually want to trade. Goods like food and potions need to be more useful, so people actually want them. Gear should probably wear out faster, to give an incentive to people to actually buy fresh gear every once in a while. Maybe introduce a way for smiths to improve the quality of looted weapons, to make them viable relative to 300q crafted gear. Stuff like that. In addition, NPC-bought goods shouldn't be so effective, or should be more expensive. Nobody is going to pay 1000 tria for a high quality player-made mana potion when you can buy 5 50q mana potions for that price and get way more bang for your buck.
- There need to be tria sinks taking money out of the economy. The pterosaur is a great example, but there need to be more, and on a greater scale. Methods of doing this could be a topic all on its own, but a few ideas off the top of my head are charging monthly rent for player and guild houses, renting rooms at a tavern before you log out granting you a "well rested" bonus to XP and practice gains next time you log in, renting or selling high quality crafting tools which help you make higher quality products, allowing players to leave an offering to Dakkru before exiting the Death Realm which reduces the duration of the Curse tenfold, etc. The point is, when there are more things to spend tria on, it becomes more valuable, and therefore people are willing to work or trade for it.