Originally posted by Krissanasli
I should mention that an unbridled capitalist economy naturally degenerates into state planning - just look at all the mergers that have been taking place in the last fifty years. If this trend goes on for long enough, the number of corporations will grow smaller and smaller... In the end, there can only be one. Nobody wants that to happen in the game world, where the individual player is supposed to have full economic freedom. Most attempts to imitate a capitalist or free-market economy have led deep into disaster - for good reason, as it has been pointed out. First, they were unsuited to the kinds of economy they were trying to emulate, and second, these kinds of economy shouldn\'t have been fully emulated in the first place.
duh.
Originally posted by Krissanasli
The solution is to make an economic system that doesn\'t crash *because* of the way the gameworld is built, not *in spite* of it. For that, the whole economic process we encountered needs to be analyzed as well as changed.
Let\'s look at the typical ORPG: you get out of town, pick up a few rocks from the quarry of infinite supplies (getting skill points for it) and sell it to a stonecrafter. That stonecrafter builds a dashing stone club out of it, gets skill points and sells the club to an adventurer. That adventurer goes out and (to gain skillpoints) kills stuff, whose furs he then sells to the tanner, who makes a pretty leather armor, all for the adventurer. This way, even if no money were involved, the whole economy would rely on the poor adventurer, who has to get bigger and bigger clubs, tougher and tougher armor to justify the work of everyone else. Meanwhile, the quarryman is mass-producing rocks because it gives him skillpoints; the stonecarver is crafting clubs because it gives him skillpoints, and the tanner accepts furs because - you guessed it - it gives him skillpoints. Some products get through the system, but not all of them, and once they used up, they become part of the waste.
You miss the point that every crafter = adventurer in most mmorpg\'s including PS in the future, which kinda makes that paragraph pointless.
I judge you\'re not talking about environmental waste ...
Originally posted by Krissanasli
If nobody needs the end result of a process, but that process is useful for some reason, waste results are going to pile up. At this point, you might as well add a junkyarder profession, which can magically convert any sort of item into skillpoints... Throw in currency and an NPC market, however, and you get a convenient way for players to dump their extra resources and further destabilize the economy.
If you haven\'t read my \"Basic Rules of Character Development\" thread, it points out a rule which links with the economy rules,
players should never use a skill only in order to improve it.
If this rule breaks (like in all games), you\'ll get waste products, because people aren\'t crafting (for example) for the products/money, it means they don\'t need it.
hence there should be a need for money, always something better to buy for everyone, and/or daily expenses.
Originally posted by Krissanasli
Problems in this setting:
-there\'s infinite supply, finite demand for goods. When every adventurer has a stone club and leather armor, that\'s it for sales. Suppose, though, that the player later wants to buy a stone club of stoning, as he\'s gone up ...
...profoundly unbalanced, but even if a repertoire of items were designed for crafters to own, the mounds of gold wouldn\'t stop growing - in fact, they would probably grow even faster.
Well, sooner or later people become rich, you can\'t escape it, and it\'s not all that bad if it happens after a year or two.
that\'s why i would personally prefere to live in that kind of world than play in it - we have no reason to turn off the hyperspeed these games move by, because it\'s not the only thing we\'re doing in our life.so a developer can control the time it will take to finally get the best equipment in the game (for your class), so with proper planning this can be changed from 2 weeks to half a year or so, and that\'s one of the purposes of a well-thought of economy.
Originally posted by Krissanasli
Proper Division - It takes four or five years, at most, for people to become decent at a complicated craft. For some, it only takes two years. The reason there was no homo universalis in the typical medieval village is because no one had the time to learn new skills. You had to work all day at your craft, and the harder you worked, the more prosperous (i.e. less starving) you were. In Planeshift, though, the characters\' lifestyle is leisurely enough for them to afford to take time off and enjoy themselves.
Your point is ??
I did not write these rules to make the game more realistic, i wrote them concerning economical stability.
The rule of proper division helps to ensure players relay on each other, and work flow accours.Originally posted by Krissanasli
Minimizing mass production - by this, you mean *slowing down* mass production. It\'s still not quite effective... If you want to take away the player\'s ability to make 500 swords every day, just set a cap to the effort he can make, or make the production process viciously long. A crude shortsword might take an in-game day or so to make, while an elaborate one would need a week. One method I suggested in another thread is the use of \"labor\" points, determined by the character\'s endurance: for 10 labor points, you might pull a chunk of rock out of a wall. For 200, you might make a sword. Suppose that you only gained 50 a day... You would have to wait four days, or work in a team of four people, to make that sword.
(note: this system would also encourage people to hire workers of inferior skill... Throw in a rule that you need a skill level equal to the number of labor points left to be able to invest labor points yourself. So if you have 200 skill points, you can spend your fifty labor points in the sword, dropping the number to 150 - at this point, your buddy with a skill of 162 can pick up and lower it to 90, so his buddy... Well... You get the point. This system can really help out new players and spread money around, but doesn\'t truly solve the overall problem of mass-production.)
You\'re also not taking the players\' needs into account - if you want them to stop making so many swords, make it pointless for them to do so. Keep smiths from gaining skillpoints whe they\'re crafting something they already crafted before, or take away their option to sell to NPC merchants.
no, i meant minimizing as in scale.
It doesn\'t matter what method you take, the end result is the same, the *better* the item is, the more time it will take to make it.
In proper division i have broken the steps of crafting into several actions, in your system these people do not really work together (but rather pick up the working after each person cannot work farther), so it\'s sorta plastic workflow, in my system each person works on another element in the making therefore it emulates how a real workshop would look like.
Farther more i did not really tried \"solving\" mass-production, because if a guild wishes to mass produce an item, i think it\'s part of the game, the rule is it won\'t be as easy as in most of today games, but will require a lot of players, time, materials, etc ...
Read my other post regarding skills, where a player need to produce something which is close to his skill level in order to improve it. (therefore a good blacksmith making a lot of daggers won\'t get any skillpoints)
Originally posted by Krissanasli
forcing market rates - this still means the golden chain keeps getting pulled out of the NPC economy. Sooner or later, people end up with too much gold on their hands. The only difference is that the whole thing\'s regulated, so that *everybody* ends up with the same ammount of too much gold.
large value difference between better items - again, this might only slow down the process to a certain degree. It certainly doesn\'t eliminate it.
Did you read the other posts here before posting your own, because it certainly seems you didn\'t.
NPC rates help ensure borders in items prices, therefore making sure item prices don\'t drop below a certain value (thus collapsing the market for a certain item), and don\'t get an uber value (items which are very hard to make, skill and time wise, can be exploited by the crafter to sell them at ridiculous prices, even if it\'s realistic it will still make him too rich)
Yes large value difference between items slows down the process instead of eliminating it. than again if you eliminate it, it means you\'ll never get the good items. (and that\'s what you want right ? a game with good items, where nobody can get them ...

)
Originally posted by Krissanasli
While it might be pointless to discuss here, let me show you an interesting economic model: the githzerai economy. Basically, you have a certain number of \"materialization points\", which get higher every level and which you can use to create items - from shortswords to healing potions - based on your level. Once you\'ve devoted mat. points to building an item, they\'re gone for as long as that item remains in existence. You can destroy any item you hold in your inventory to reimburse its owner with the item\'s full cost... However, you cannot destroy your own items if they\'ve been dropped or placed in other players\' inventories. This makes trading a political affair: you want to give because it will somehow help you, or because you are coerced, or because you believe it will serve a greater cause (arming your champion and sending him off to battle, for instance). It\'s a remarkably simple and robust system that does away with most of the problems found in an ORPG, simply because it avoids the trappings of a real-world economy. There is only one resource - yourself.
The only two problem I can forsee with this system are players leaving with an item and never returning - in this case, a decay system that resets whenever the holder logs in would work most of the time.
You know, an economy can stay alive without making it so extremely artificial ...
Originally posted by Krissanasli
Since we\'re playing the RPG to escape real life, I think it would be counter productive to deal with all the headaches of real life.
Who says everyone\'s playing it that way? If I want to escape real life, I\'ll just jump off the nearest bridge. A far more noble purpose for online games would be to *enhance* real life - provide experiences that we could later draw upon or give us something to ponder. Anyone who\'s playing games just to forget himself is missing out on a lot of good stuff.
Actually, I\'m almost tempted to start a new thread... \"Why do we play games, and why should we?\"
Everyone has its own reason to play a game, you are misintepetrating the word escaping to its physical meaning.
you are contradicting yourself by saying that we aren\'t playing games to escape into a setting we enjoy but rather enrich our own lives with this experience. (which is basically the same thing, they both bring joy to the person, so the only difference is the point of view of the person to what he does)
If a game would be exactly the same as real life, nobody would have a reason to play it, therefore we play games to achieve things we cannot in real life (be it through things which don\'t exist, are forbidden, immorall etc etc ...), and to have a environment which doesn\'t have things we hate (taxes, criminals, abusers, etc etc ...).
While some people would like to play a very realistic game which only has a different world (be it fantasy), some would like to play without worrying about deseases, taxes, crappy work pays, annoying people, disgusting behaviours, etc ...
And going back to the main subject, this means the majority of people (in a game where economy is stable, and getting rich is a matter of a year and not a few weeks) wouldn\'t like to spend tax money if the \"government\" isn\'t actually using it.