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Trouble | Tue 26-Apr-05 10:01 PM |
Member since 10th Nov 2003
208 posts
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#8416, "valuation and economics"
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This post is motivated from a discussion elsewhere about coins and economic efficiency. I was wondering about using inflation and deflation economic trends in the market prices the shopkeepers charge and pay. It's unreasonable to think prices would stay static given the various ebbs and tides of political will, interrupting supply chains, etc..
The idea I had was maybe to have mob supply chains carrying supplies into the cities and hence giving different groups (i.e. Outlanders or others like thieves) a way to disrupt city supplies and force market prices up. It would be kind of fun to see bread going for 1 gold apiece from time to time as well as having that pimped out axe going for 100 copper when someone had pawned off too many of them. It might give thieves incentives to try and control the supply of items as well.
Admittedly, this is sort of a half-baked idea and not completely thought out, but I though it might be fun for you folks to think about, if you haven't already.
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Something like an auction house in WoW would be pretty ...,
Sandello,
03-May-05 11:18 AM, #5
WoW allows, in fact, encourages, gear passing,
Theerkla,
03-May-05 12:28 PM, #8
Well,
Sandello,
03-May-05 01:43 PM, #9
Theran Economy,
Kastellyn,
02-May-05 11:23 AM, #2
Heheh,
Narissa,
02-May-05 10:49 PM, #3
Thera has an unlimited supply of gold,
Theerkla,
03-May-05 10:57 AM, #4
And an unlimited drain.,
Valguarnera,
03-May-05 12:07 PM, #6
Re: Barter,
Enbuergo,
03-May-05 12:20 PM, #7
RE: valuation and economics,
lumikant,
29-Apr-05 06:03 PM, #1
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Sandello | Tue 03-May-05 11:18 AM |
Member since 04th Mar 2003
175 posts
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#8487, "Something like an auction house in WoW would be pretty ..."
In response to Reply #0
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This would really make gold valuable. City ties thieves could have skills that would help them make extra profit in the auction house.
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Theerkla | Tue 03-May-05 12:28 PM |
Member since 04th Mar 2003
1055 posts
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#8490, "WoW allows, in fact, encourages, gear passing"
In response to Reply #5
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CF does not, it is considered cheating. Any such system other than what already exists in game - notes, the auction channel, tells, and cb would take an immense amount of effort to implement such that it was cheat-proof.
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Sandello | Tue 03-May-05 01:43 PM |
Member since 04th Mar 2003
175 posts
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#8495, "Well"
In response to Reply #8
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If you make it so that all acutions are public and have a minimum of 8 hrs duration, it will be pretty cheat-proof. Plus, if the imms are capable of dealing with drop-get cheating, this one will be a piece of cake.
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Narissa | Mon 02-May-05 10:49 PM |
Member since 04th May 2003
279 posts
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#8474, "Heheh"
In response to Reply #2
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I can see lots of opportunities for Orcs, Outlanders and thieves to jump the supply trains. Also see opportunities to hire player mercenaries and Tribunals.
However, I don't know how it will work in CF landscape. Good idea too.
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Theerkla | Tue 03-May-05 10:57 AM |
Member since 04th Mar 2003
1055 posts
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#8485, "Thera has an unlimited supply of gold"
In response to Reply #2
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Without making gold sources "dry-up" I don't see how you can achieve anything other than a pseudo-economy. Making gold sources dry-up would likely have major funstick implications.
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Valguarnera | Tue 03-May-05 12:07 PM |
Member since 04th Mar 2003
6904 posts
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#8488, "And an unlimited drain."
In response to Reply #4
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Characters who delete (either on purpose, or by autodeletion) often take their currency with them. You also have a cabal full of people that routinely destroys money they come upon. Also, many character consume cash just by existing, if only to pay for food. Finally, a number of things get bought (potions, mercenaries, weapons, whatever) and end up destroyed down the line.
Add to that practicing, training, bank fees, healers, etc., and money flows out of the system at a significant rate. The easiest way to assess if the sides are roughly balanced is to ask if money has value to players. (If money is too plentiful, as it was in the older days, no one gives a crap about it. If money can't buy useful things, no one bothers to obtain it.) I think it's pretty clear it does- it takes a combination of effort and knowhow to amass significant amounts of currency, and players do it regularly because the rewards (items in shops, healers, the ability to bribe other players, etc.) are worth the time it takes. You don't need a finite supply to accomplish those kinds of in-game goals.
valguarnera@carrionfields.com
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