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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Economics, the difference between success and failure
lusiphur
Member
I'm not saying that economics is the be all end all for a mmorpg, but it is a huge part. I hope that Intrepid brings in a professional economic advisor who went to all the right schools to design a system that works.
When you are juggling, crafted equipment, drops, auction houses, and npc vendors you need a professional to make sense of it all. That is before some neerdowells try to break the system.
So I hope that there is an economic advisor on this project that doesn't turn up his nose at an mmorpg and just take the money.
When you are juggling, crafted equipment, drops, auction houses, and npc vendors you need a professional to make sense of it all. That is before some neerdowells try to break the system.
So I hope that there is an economic advisor on this project that doesn't turn up his nose at an mmorpg and just take the money.
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Comments
Here's a toast, To gold-sinks done right!
I can be a life devouring nightmare. - Grisu#1819
Thinking about this more, one thing has me a little concerned. According to the wiki, a node's mayer decides how much players in that node get taxed for various things. This is huge and I think it's the only game I know of that allows the players to control this. Even in games like Eve Online, the amount of tax players pay is controlled by the developers, not the players. It's entirely possible for a mayer with very little business sense to crash the in-game economy on their server.
Will there be any safeguards in place to make sure this doesn't happen?
I would say the safeguard is "You are a shitty major, noone will vote for you again next month."
I can be a life devouring nightmare. - Grisu#1819
I never got invested enough into those games to notice how the in-game economy worked. As for the whole "shitty mayer" problem, the only node type where players are elected are the scientific nodes. In military nodes, the mayer is the person who wins in the combat arena. For economic nodes, the mayership is bought by the person with the most money, and in divine nodes it's whichever player shows the highest faith to the church. So unless it's a scientific node, there is no guarantee that a rubbish mayer who ruins the economy is going to be gone any time soon.
And as history has shown us, it's relatively easy to screw up the economy, but very hard to put it back together again. Now of course, if things get really really bad the devs can just wipe out all the gold on a server and start from scratch, but I can already imagine the amount of rage that would accompany that from players who worked hard to get as much gold as they can.
Gotta love the way you explain things 😁. It's quite uhh... unique 😂.
TBH though, I just like to see the value of items change over time, because it gives me reasons to go new places and collect different stuff, so economic chaos seems kinda fun. And I guess I have no empathy for large-scale traders. ¯\_(ツ)_/¯
One thing I liked about EVE were the quarterly economic reports ... they were as least as sophisticated as many reports IRL.
Yes, some of the tax rates in Eve Online were dictated by the Developers, Eve Online also left it up to the CEOs to figure out how much the corporate tax rate was, and station owners to determine their taxes.
Also, how does the mayor of 1 out of 103 Nodes crash the economy of their entire server?
Third, if you are going to make a statement like
It might be good if you actually did 5 seconds of research to discover that they in fact do have a PhD in Economics on staff.
Glad you said it, because I was just about to post it.
Formerly T-Elf
I think we have been around long enough to know that people dont.
I can be a life devouring nightmare. - Grisu#1819