Author Topic: Ingame Economics - General  (Read 1011 times)

Aerig

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Ingame Economics - General
« on: February 18, 2005, 04:02:12 pm »
This post has been prompted partially by the post on the economics of mining and partially by observation of the fact that ingame economics are not very well balanced.

Accepted that this part of the game is still under development, now that the game is so highly playable in so many ways, ingame economics is now a much more prominent issue for everyone playing it for the sheer enjoyment of it. Anyone not doing that? ;)

Rat Race

Okay, rat hides and eyes are not really that valuable, but for new characters they are a compulsory pursuit. They provide cash for training and weapons and, my personal feeling is that the balance of time vs cash return is just about perfect for new characters learning to fight and saving up for those two essentials.

But there are just not enough rats out there. And, tbh, the easiest rat is a pretty stiff opponent for a noob character, given that they might lose most, or all, of their hp in one fight.

My suggestion there is that the difficulty of a rat should be low enough that one rat should not be strong enough to take more than half the HP from a character with average health.

Gobbling Progression Points

By the time you can actually kill these, they are fairly easy, but because they generally mob you (which is fun!) they are not the meat for the outright noob.

On the other hand, they are so easy to kill that you can make large amounts of PP in a very short period of time. This is not really very well balanced and the same problem persists when you get to harder monsters later.

PP is far too easy to get in large amounts and cash is in far too short supply so that the balance of PP vs the cost of training is very wrong.

I would suggest that one way to offset the huge amount of PP that can be gained would be to require as many PP per KP as the next skill level of the character.

IE training once when your Sword skill is at level 2 should cost you 3 PP. Thus, it would cost my Klyros 12 (=4x(2+1)) PP in total to fill the yellow bar at level 2 and 16 (=4x(3+1)) PP at level 3.

Getting that many PP is relatively easy, but making enough cash to pay for the training is nightmarish and we really need the Gobbles to be dropping something that we can sell.

eg I started writing a quest based on Gobbles dropping hides that would sell for roughly the same amount as a rat hide, but where you can carry 20 gobble hides at a time, thus a full load would reward you with 140 tria and pay for 3 training sessions.

That, I feel, would give us a fair way of earning cash in reasonable amounts and balanced in well with how far a character will have developed at that point.

Jayose

I know we are not meant to mention ingame quest info, but the quest for this guy gives far too much cash.

Given that he works in a library with a magical looking book in the corner, I think a much more balanced reward from Jayose would be a Glyph that the player could choose to complement whatever Way their character happened to be most interested in.

eg \"Thank you, $playername In return for collecting those herbs for me, I will reward you with a valuable Glyph from my collection. Please select one of ... as what you would like as a token of my appreciation.\"

Gold Ore

Mining is a painstaking passtime and not very rewarding in cash terms. I estimate an hour to collect 10 gold ore with Mining 2.

In the light of the fact that it is gold and how long it takes to get, I would suggest that the Gold Ore quest for the guy in the magic shop should not involve a quest assignment but should be purely a transaction intended to help him stock up on a valuable compoinent and should require 10 gold ore, be repeatable and reward the character with around 200 trias.

Thus a PC could take an hour to get some cash to pay for training in something.

Blacksmith

Given that the playter has to wander about to get the item required for this quest, and that it is clearly something that he wants a lot, I would suggest that the reward for completing this should be at least 50 trias.

Other Monsters

Even the Rogues do not have any cash. Given that, by the time you get to the arena, the lower rank mobs are relatively easy to kill, though still harder than Gobbles etc, these monsters should really drop upward of 10 tria each.

I think they are worth about 400 exp (?) so perhaps a rough estimate of how much cash a mob might drop would be approximately 1 tria per 40 exp? Which is not to say that I think all monsters should have cash, but only that that might be a reasonable approximation of how much they could drop.

Wrt other less blatantly intelligent / humanoid monsters, it would be nice to see them dropping things that could be given to the right NPC\'s in exchange for other items or which could be used in crafting things like armour.

Conclusion

Basically, the balance of earnable PP vs earnable cash is extremely lopsided and simply does not work.

In the long term, the game is going to need some well thought out, carefully devised guidelines on how PC\'s can earn cash and how much they can get at a time.

A big problem, as always in MMORPG\'s, is to ensure that mobs do not become camp targets for people short of cash, so there have to be different enough mobs that give cash and enough ways of making cash that people do not end up fighting over the spoils.

Androgos

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« Reply #1 on: February 18, 2005, 04:51:33 pm »
Quote
Originally posted by Aerig
Given that he works in a library with a magical looking book in the corner, I think a much more balanced reward from Jayose would be a Glyph that the player could choose to complement whatever Way their character happened to be most interested in.


I don\'t know what the current reward is for that quest, but I can\'t think it\'s higher than 2000 trias, which is what one glyph costs

Kixie

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« Reply #2 on: February 18, 2005, 04:54:03 pm »
These are problems there are faced with currently, however do not forget that the devs haven\'t announced this is the final system for ever and ever. Far from it, this system is very basic, with minimal planning given by the devs. Frankly they just wanted to push cb out to the masses after the wave of complaints they suffered after the christmas delay. All the systems are incomplete, not close to finishing in any way. And while in these primitive states, the last thing on anyone\'s minds is to make everything calibrated perfectly for a seamless experience, while everything else in the game lacks. I\'d rather have everything move slowly and eventually be coordinated towards a finished product, instead of having patches of finished and not finished products.

Moogie

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« Reply #3 on: February 18, 2005, 06:32:33 pm »
Couldn\'t have put it better myself, Kixie. :) Yes, things are in very very early stages of implementation. Worry about balancing after we actually have some content to balance, hmm?

buddha

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« Reply #4 on: February 18, 2005, 07:55:32 pm »
I completely understand the fact that we are play-testers at this point.  But, as I\'ve said before, the lack of money makes it difficult to test all of the features in the game.  More $$ and prog points would allow us to test the higher level effects.  One person could compare the various schools of magic, for instance, and be able to pass advice on to the next gen.

Anyway, I applaud the devs and am grateful for the game!
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May all your sequences converge.

Mr. Dave

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« Reply #5 on: February 18, 2005, 10:05:59 pm »
Quote
Originally posted by Androgos
I don\'t know what the current reward is for that quest, but I can\'t think it\'s higher than 2000 trias, which is what one glyph costs

When I completed that quest, Jayose paid me something over 10,000 tria. I figured he was just embarassed over where I found the oil :P
This is a case of errant pedantry, up with which I shall not put... -- W. Churchill

Moogie

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« Reply #6 on: February 18, 2005, 10:10:44 pm »
That quest\'s reward has been fixed. Coincidentally there are at least 20 people with more than 8 million CIRCLES. If you find one, tell him what a rotten cheater he is. :P

Aerig

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« Reply #7 on: February 19, 2005, 12:01:31 am »
I agree with the proviso, PS is still in the early stages of development but, PS is also moving forward at a very rapid rate. Both the game engine and trhe background content are being developed extremely rapidly - consider waht PS was like just after the xmas release as compared to how much better it is now.

The point I was trying to make is that, with the devs working so hard to improve the gameplay, it is equally important that they look at what can be learned from the flaws that are self eveident atm.

There is no point in adding content that is as imbalanced as it is now only to have to revise it all later on. That is not a criticism of the content that has and is being added - I am only trying to say that Darkmoon, Venge and Pogo(? sorry if I got the name wrong mate) could save themselves a vast amount of effort later on if they start thinking about the lessons that they can learn right now.

Here is my real point: Backround and quest content takes a vast amount of effort to generate in sufficient quantity and quality to make a game what it should be (ie alive in the minds of its players).

The dev team are clearly making prodigious efforts right across the board but I am thinking thatl, with the game actually becoming a reality and people plyaing it simply because it is fun to play, that now would be a good time for them to all get around the table with a preset agenda and discuss some serious guidelines as to what, how and when they can do things to minimise the amount of rewriting they might otherwise have to do later.

EG a good quest is a good quest. Getting minor things mucked up wont stop a quest that is exciting from being exciting. But having to rewrite stuff later can take a vast amount ofg time and I, personally, am hoping thjat the dev team get it right from the outset (at least as early as possible) rather than have to spend hours later tweaking things to get them organised in a way that makes consistent sense.

Socrates Demise

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« Reply #8 on: February 19, 2005, 12:03:04 am »
OMG they need to be shareing  how do you get that much money? Wow. I could train all day.

singing: If I were a rich Kran Do-do-do-do-do-do-do-do-do....