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Messages - Mkt2015

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1
Wish list / Lemme think...
« on: October 22, 2004, 05:13:33 am »
For starters your post on a closed economy is stating the obvious. Of course it\'s going to be a closed economy. Does a closed economy facilitate a cyclical flow of money? This almost makes no sense because if there isn\'t a flow of money then there is no economy. Again, you\'re stating something that is completely obvious.

I think the big question is on inflation and how it can be controlled. Yes, I did go back and read that post.

No inflation: There is only a certain amount of money in circulation and there would be hoarding and eventually there would be no more money to go around. Unless you could control hoarding (which I doubt you could) I don\'t see how this could be an option. Secondly I think that there could be anywhere between 100 people playing the game and a million people. If there\'s only a certain amount of money then the money is going to be stretched extremely thin. The only way that this might work is that a certain amount of money is put into the system based on how many people play the game. $500 (I know that money is the game is handled differenly, but just bare with me) for each person who joins the game. Well, what if several join and then quit a week later. What happens to their money and how would that affect prices?

Inflation: I don\'t know how it could be controlled to a certain degree such as 1% inflation or some such other percentage. I think it really depends as to what people are going to do. Hoarding could be a big problem. Of course, if someone has money they\'ll probably end up spending it unless they are working towards a house or a castle. If enough money is added to the system to accommodate the amount of people who join the game I don\'t think inflation would be a big problem. However, I think the bottomline is that inflation is going to occur no matter what because I really doubt that having a fixed amount of money in the game will work.

How can you have banks that give out loans with interest rates if you plan on having a fixed amount of money?

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Wish list / A Closed Economy
« on: October 21, 2004, 05:57:52 am »
Unless people are going to be selling items they have in the game on ebay.com, it will be a closed economy, or a closed system.

It\'s all about systems. The library in the game will be a system...a very small system with few variables, but it will be a variable of it\'s own within the whole [game] system.

A good idea would be to put this one hold until we know exactly what all in going to be in the game: food, stones, weapons, magic, etc. When we know that, then the economic system should be pretty apparent.

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Wish list / Yay!
« on: October 20, 2004, 06:49:24 am »
Seems as though I have one more person on my my side. I didn\'t read all of what you wrote, but of what I did read it makes perfect sense.

Here\'s a question: If in a game world there is unlimited resources why would there be need for inflation?

Of course, if crystals pop up occassionally in different places of the world (I think they\'re Crystals), that would mean that there is inflation.

anyway...I\'m gonna go to bed.

4
Wish list / Hello yet again
« on: October 19, 2004, 09:58:51 pm »
There are many, many people that would dispute you in saying that the game-that-will-not-be-named is not an RPG. I don\'t want to get into what an RPG because that\'s not what this thread is.

I have not played any other MMORPG.

Yes there is micro and macro economics...and all of those other things you mentioned in an economy, but it still boils down to supply and demand. People look at those aspects simpy to try and understand supply and demand. Why a million people have to have a tickle-me-elmo? That is a good question that many people tried to answer. A friend of mine and I had a discussion once as to why GTA3 was still $40 even though it should\'ve been a greatest hits by now. He said that enough people are still buying it at that price. I told him that that makes sense, but if it was $20 many more people would buy it. Wow, you mean lowering the price of an item actually makes more people want to buy it? Duh!

I\'m not disputing that there isn\'t:

\"guvernamental regulations, logistics, financial math, statistics, world and regional laws of economics, marketing, international finance, sociology, psychology, and a whole bunch of other pertinent matters without which economy collapses\"

You are right that all of those things have to do with the economy, but almost all of those things are the nitty-gritty technical details. There was an episode of the apprentice where a person with a degree in business created this entire model of how to sell something. In the end she simply said that it has to do with the price of the item and how much people will want it. Duh! When it comes to the economy in real life it is good to know all about pychology and sociology and government regulations, etc., but this is a game...a game in which you don\'t have to advertise to sell something to someone, a game in which a lot of people who play the game just want to go on quests, kill things and then get better stats.

Would it be nice to have a REAL economy in a game? No. I play games to get away from real life. If you make the game too real it kills the fun aspect of it.

5
Wish list / Maybe I'm stupid
« on: October 19, 2004, 04:36:14 am »
For starters I will say that the percentages, when looking back on them, wouldn\'t make sense. However, it is still based on a system that works, even if that system doesn\'t make sense. I\'m working with the idea that in a balanced economic model price would be 100% and demand would be 100% so if one was 150% and the other 50%, they would balance out. If there was a huge surplus of Eggs in the world (the real world), the price would drop because the demand would not be high. In time, however, the price would go back to the way it was because there would no longer be a surplus. Duh!!!

I don\'t care about all of these different economic models. A system of balance works for everything. A fighter has to balance out between offense and defense for instance.

What the system would have to have is a definitive cost for certain items at the very beginning. Depending on how many people end up playing the game and how the game is played will affect the cost. Costs never remain the same. When your grandparents went to see a movie it cost them 10 cents so how come I have to pay $7.50? Inflation. I don\'t know how inflation would work in an MMORPG because resources are unlimited, unlike oil in the real world. I\'m guessing that that would mean there would be no inflation. In that case, the cost of all items initially would remain the same. Would they go up and down based on supply and demand? Yes, but in the end, everything balances out.

Here are my comments for the other in this thread of collected thoughts:

The only way to have a realistic economy is if natural resources aren\'t unlimited. It\'s a game, so they probably will be unlimited.

I doubt anyone would want to pay money to a lord or king or whatever. If I hoard my money will I be beheaded because I don\'t pay the king every month? I truly doubt it.

I haven\'t played other MMORPGs except for Runescape which has a standard price for all items. Not bad. It\'s useful. Maybe the reason why the other MMORPGs sucked when it came to an economic formula was because they tried to make it too complex. Economics is not complex! If you can\'t hear me....ECONOMICS IS NOT COMPLEX!! Supply and demand. Period.

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Wish list / Easy to understand!!!
« on: October 18, 2004, 12:00:45 am »
Ok. A simple economic plan. Of course all of economics is based on supply and demand. Who cares of some players hoard money. If they hoard money then they must not need a whole lot of items to live. Here\'s a good layout.

1. Have something in the game check item variables.
Example: (bread = 2 gold: supply 150% (surplus), demand 50%) In this case the bread would stay the same price because the supply and demand even out.
2. The variables would be checked once a month. This would be in case someone finds a really easy way to accumulate a lot of items and then selling them to the highest bidder. They\'d only be able to do that for a month and then the price would change.

The bad thing is how to figure up the supply percent and the demand percent. This is easy...you simply see how much bread was sold and how much bread was made.

You\'re all right...economics is not complex and I\'m an English major. Any economics majors disagree with my assessment?

7
Wish list / Something not right about it?
« on: October 17, 2004, 12:38:34 am »
Only NPCs would stop when the clock gets to each hour. NPCs would also have specific routes as though they are in the clock and move on a track.

I don\'t know what\'s not right about it...

You could also have it where if a person makes the clock go faster or slower than the rest of the world goes at that same speed...not necessary people or NPCs, but the day/night cycle.

The idea of this town is from the human town in the game Medievil. Of course, I thought up the clock on my own.

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Wish list / A good sized town
« on: October 15, 2004, 11:03:52 pm »
Name: Clock Town

Population: Mainly magic users and people who craft and tinker with things.

Location: This could possibly be in another dimension, but it depends on how the place would turn out.

Shops: Any shop that has to do with magic or tinkering with weapons/armor/other gadgets.

Architecture: It would be really awesome if the town or village was on a world of its own. It\'s the kind of town where the whole thing rotates as you move around it.

Here\'s some ASCII art:

H = Houses
G = the ground

             HHHHHH
          HGGGGGGGH
         HGGGGGGGGH
         HGGGGGGGGH
         HGGGGGGGGH
         HGGGGGGGGH
          HGGGGGGGH
             HHHHHH

If it couldn\'t be like the art shows, then instead of it being on a world, the roads would be incredibly steep and crooked/twisted...the houses are twisted/crooked as well. Houses are always completely parralel with the roads they are on so if a road is 50 degree incline, the house is at an angle as well. Again, I don\'t know what\'s possible because I\'m not a programmer / developer / modeler.

All of the buildings are not tall at all...just standard two-level houses. The biggest building in the town is a Clock Tower that would be about 3 to 4 times large than the largest house.

NPCs would all be mechanical and all monsters in the town and/or nearby the town are mechanical as well.

History/the way it works: It\'s the kind of town where the only thing that is real is time itself. Everybody moves according to the flow of time. When the clock reaches 1 PM, 2 PM, etc., every person stops for a second and then continues onward. It doesn\'t necessarily coexist with other places...it\'s the town that is of its own accord.

It could be only a myth at first and that you have to combine several different magical items to get there. Either that or a place between life and death that some people go to based on religion/guild/race, etc.

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