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Wish list / Re: Economics in PlaneShift
« on: August 28, 2007, 02:54:09 pm »
I personally like the ideas suggested in the 1st post. But i think that is over complicating matters. I would love to see (at first) a system where if Player A sells 20 Gold for 4800 trias, when Player B comes along and tries to sell 20 Gold (to the same NPC) He would be offered, for example, only 4000 Trias. Reasoning is pretty simple, If NPC has already bought Gold from Player A he will have less need to purhase Gold from Player B.
To increase the amount that the NPC would be willing to pay, a system of gradual increase in purchase cost would also be needed, for example, each merchant in the game is charged a rent by the local authorities (initially a simple method to avoid adding extra complications).
You could add to this (at a later date after seeing how this worked) the idea of increasing purchase price by calculating the amount of goods bought (as suggested in the 1st post) Say Player A comes and buys a Short sword, this could correlate to say, 2 Gold, 6 Iron and 2 Coal (just some random figures). With the purchase of the sword the NPCs current stock of those resources would decrease and thus increase the price NPC would be willing to purchase these goods for.
To make it easy on the Devs there is no reason that it could not be initially implemented on certain resources (gold would be perfect) to see how it worked before being expanded to other resources.
I believe this would make a fairly unique, interactive, economy similar to the real world that would really set PS apart from other games in the genre.
(My appologies to the original poster if i have just gone over what was already said but i had small issues working out what some of it meant and i thought it was overly complicated.)
To increase the amount that the NPC would be willing to pay, a system of gradual increase in purchase cost would also be needed, for example, each merchant in the game is charged a rent by the local authorities (initially a simple method to avoid adding extra complications).
You could add to this (at a later date after seeing how this worked) the idea of increasing purchase price by calculating the amount of goods bought (as suggested in the 1st post) Say Player A comes and buys a Short sword, this could correlate to say, 2 Gold, 6 Iron and 2 Coal (just some random figures). With the purchase of the sword the NPCs current stock of those resources would decrease and thus increase the price NPC would be willing to purchase these goods for.
To make it easy on the Devs there is no reason that it could not be initially implemented on certain resources (gold would be perfect) to see how it worked before being expanded to other resources.
I believe this would make a fairly unique, interactive, economy similar to the real world that would really set PS apart from other games in the genre.
(My appologies to the original poster if i have just gone over what was already said but i had small issues working out what some of it meant and i thought it was overly complicated.)