Author Topic: will the game need a an econmy  (Read 1411 times)

zedd_owd

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will the game need a an econmy
« on: August 26, 2003, 03:31:51 am »
hello i am uni student studying economic i was wondering what kind of currency will be used in the game world?
and how prices  and infaltion will be controlled? i belive this is an important part of mmorpg.
thus having an a stable economy will be very helpful.
\"MMORPG games are a relative young field of study\"

Drilixer

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« Reply #1 on: August 26, 2003, 03:55:14 am »
well the devs have already mentioned these things... but as an economics student you might as well apply to \'review\' their system... maybe you could help ;)

Edit: oh - I would love to see inflation and deflation officially ingame

Moogie

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« Reply #2 on: August 26, 2003, 04:07:07 am »

Drilixer

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« Reply #3 on: August 26, 2003, 04:09:45 am »
Quote
Originally posted by Mogura
The official Economy page.


I know there is an economy page and everything - but there is more to an economy than money and I\'m sure the devs have come up with more... but having the help of an economics major (I think he\'s an economics major) wcould always be useful

Gwynn

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« Reply #4 on: August 26, 2003, 04:26:46 am »
Quote
Originally posted by zedd_owd
hello i am uni student studying economic i was wondering what kind of currency will be used in the game world?
and how prices  and infaltion will be controlled? i belive this is an important part of mmorpg.
thus having an a stable economy will be very helpful.

Yes, indeed. Starting an economy with throwing gems around, for which you can buy weapons (and a mug) looks somewhat inflatory. But you are a better judge of that.
But what do you need when building a world, read environment that people find enjoyable enough to invest time in, is the target atm.
And people wanna bring things with them, from this life to the next, one way or another. Look at the faraos if you dont believe me, it seems like some posts date back that far, in a spiritual sense ;-).



\"Define Enjoyable\" is an entirely different thread, which I would follow with interest.

Kiva

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« Reply #5 on: August 27, 2003, 01:33:14 pm »
Trias (Triangle looking coins)
Octas (Round looking coins)
Hexas (Hexagram looking coins)

25 tria = 1 octa
i think...
and i cant remember how many octas/trias for a hexa. but look in the settings thing on the site. its described there.
\"Somewhere over the rainbow...\"

Isgrimnur

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« Reply #6 on: August 27, 2003, 03:14:54 pm »
For the economy to work properly there will need to be plenty of both PC and NPC tradesman to keep the money in circulation otherwise it will stagnate with a handfull of people owning all the money with nothing for them to spend it all on.
I have returned!!

druke

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« Reply #7 on: August 27, 2003, 11:31:09 pm »
thus is why trade type guilds/orgs are necisary, like the gnomes


my how times have changed.....

Drilixer

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« Reply #8 on: August 28, 2003, 02:36:09 am »
Quote
Originally posted by Isgrimnur
For the economy to work properly there will need to be plenty of both PC and NPC tradesman to keep the money in circulation otherwise it will stagnate with a handfull of people owning all the money with nothing for them to spend it all on.


actually that is only true if the devs put a limit on how much money can exist in the world at a time... and I havn\'t heard of that feature yet...

Kiern

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« Reply #9 on: August 28, 2003, 03:22:05 am »
I don\'t know if the devs have said anything but there was a big thread on this I think...there always is one :P

Drilixer

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« Reply #10 on: August 28, 2003, 03:35:49 am »
that would be interesting... but eventually gold would become too valuable (as long as there is anything to do with it hehe)... and then we would need an economist to help raise the bar of money in the game... and then comes the question where would the money come from?  loan sharks? banks?

zedd_owd

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« Reply #11 on: August 28, 2003, 05:59:36 am »
Quote
Originally posted by Drilixer
that would be interesting... but eventually gold would become too valuable (as long as there is anything to do with it hehe)... and then we would need an economist to help raise the bar of money in the game... and then comes the question where would the money come from?  loan sharks? banks?


the concept of an economy in a mmorpg is not new every since ultima online started there\'s a system of batter where players trade items with each other and selling these items. this is caused by the concept of Scarcity.
the gold will not really get too valuable as there will be new currencys introduced to maked things balance. the money will be rewarded to completed quest, selling of itmes, services, killing monsters.
in order for this to happen it will need an emormous input from the developers.
i am not sure if they have the resources to do this!!
as mmorpgs are a young fields of study
chers  ;)
\"MMORPG games are a relative young field of study\"

Drilixer

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« Reply #12 on: August 28, 2003, 01:35:24 pm »
yerah but... if you wanted to limit the amount of money in circulation players would have to SPEND just like in real life to keep money flowing... if no one buys anything... then they couldnt be rewarded money by the vendors or any other NPCs foir that matter

Kiva

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« Reply #13 on: August 28, 2003, 01:45:01 pm »
Let\'s just put it this way.

If people only sell to the vendors to make money, where do the vendors get the money to keep buying from players? Suddenly, vendors do not have any more money, and players can\'t sell their stuff, and that means some items gets useless. They will appear as dump items all over the world, unless to the people who can use these items and turn them into useful things, which can then be sold player-to-player. Then these players also buy the useless items from the vendors, thus giving the vendors money to buy more useless items. This kind of gives a flow in the money, you see? And by making sure that a vendor has useful items to sell, or putting a block on the need of useless items he can buy, that\'ll make sure he wont go dead with no money and no useful items.

I don\'t think that makes any sense, but I believe I wrote it as good as I could... Err... Right. :P
\"Somewhere over the rainbow...\"

Grakrim

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« Reply #14 on: August 28, 2003, 04:58:58 pm »
Indeed, that\'s a very simple economy that works well in MMORPGs, Gronomist.  Personally, I think player-ran econmies are best, but that requires a large player base, which we don\'t have at the moment.

I\'ve always thought of econmies are purely social creations, I\'m not sure if hard coding an economy into the game would be the best idea...

However, here\'s an idea that expands on Gronomist\'s concept.  Suppose there were several broad types of items (eg. Consumables, Weapons, Metal...), and many narrower sub-types (eg. Fruit, Swords, Steel).  Now, assume that there is a table of demand for each Type and each Type/Subtype (probably should be implemented as a map, to allow for new types to be added easily).  NPCs would price items for buying and selling based on the demand values in the table, buying would increase demand for the particular Type and Subtype, while selling would decrease demand.  If demand for a particular item fell below a certain amount, that item would be considered worthless and most NPCs would no longer buy it.  It could be implemented by region, making for some items that are more exotic in certain areas of Yliakum, which would naturally facilitate trade.

This would create for a more dynamic economy than in most MMORPGs and MUDs.  It would require players to change and adapt to rapidly changing conditions around them, much like in the real world.
« Last Edit: August 28, 2003, 05:00:28 pm by Grakrim »
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