MrPockets wrote: » Let's say that a game starts with X amount of gold that is given to players by the typical means: mobs, quests, npcs, etc. But once X reaches 0, those systems temporarily no longer give out gold rewards. The only way to get them to payout again is by cycling the gold through the game's gold sinks: taxes, fees, etc that would feedback into that initial pool of gold. What does the game's economy end up looking like with a system like this? Do you think this is sustainable through close control of the gold sinks? Would market prices actually be stable? How would player greed influence the economy? Do players just hoard money? does it become extremely difficult to gain wealth as a new player? Do materials/items constantly lose value, since the total amount of materials is increasing? I'm genuinely curious of people's thoughts on this, as I don't know of any game that has/had a system like this.
Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks.
MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right?
Arya_Yeshe wrote: » Another thing is, if no more gold was created, then the NPCs would become the gold sink that would destroy all gold, the game would break. So, all gold consumed by the NPCs would have to be returned to the game somehow.
Depraved wrote: » MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right? how is trading an item for an item more social than trading an item for money?
MrPockets wrote: » The only way to get them to payout again is by cycling the gold through the game's gold sinks: taxes, fees, etc that would feedback into that initial pool of gold.
MrPockets wrote: » What does the game's economy end up looking like with a system like this?
Percimes wrote: » Depraved wrote: » MrPockets wrote: » Percimes wrote: » If no coins are minted anymore and only those in game are in circulation, players will find another currency for as many things as possible (aka when with other players). Trading items directly. Used to see a lot of that in EverQuest on my server: trading this item and this item plus X pp against that other item. Hard currencies will be reserved for trading with NPCs. Some drop items would probably become more valuable than their use would suggest if they were easy to trade to NPC merchants for gold. Better start collecting sea shells folks. I never thought of this, it is a good point. But would this really be a bad thing? would it drive away players? or would it be a unique selling point that brings in new players? I know a lot of players want to bring the social aspect back to MMOs, and this helps in that endeavor, right? how is trading an item for an item more social than trading an item for money? It must be a in person trade, rather hard to implement in an automated player shop. And both parties can haggle for the exact term.
Noaani wrote: » While this is good in theory, the most recent game I can think of that had anything similar to this is Path of Exile. The game sort of had currency, but only sort of, as the "currency" was consumable items. What tended to happen in that game is about 65% of players just didnt bother trading at all. It worked well enough for the remaining 35% or so. It was indeed more social for that percent that bothered with it - though an argument could be made that the 35% didn't need any assistance in socializing. To me, this means that if your purpose for having a currency and trading system is to facilitate the easy and frequent trade between players, anything that removes basic currency from the picture is a negative. If your reason for having currency and a trading system is different to that, then perhaps that outcome may change.
MrPockets wrote: » I think the next line of thought is then: How easy is it to manage/design those gold sinks? Does a fixed money supply change this at all? I think the sinks just turn into "gold recycle systems"....and now that I'm thinking through this, if a game had perfect gold sinks, would that be equivalent to a fixed money supply?
MrPockets wrote: » Noaani wrote: » While this is good in theory, the most recent game I can think of that had anything similar to this is Path of Exile. The game sort of had currency, but only sort of, as the "currency" was consumable items. What tended to happen in that game is about 65% of players just didnt bother trading at all. It worked well enough for the remaining 35% or so. It was indeed more social for that percent that bothered with it - though an argument could be made that the 35% didn't need any assistance in socializing. To me, this means that if your purpose for having a currency and trading system is to facilitate the easy and frequent trade between players, anything that removes basic currency from the picture is a negative. If your reason for having currency and a trading system is different to that, then perhaps that outcome may change. I think this brings up good questions about player psychology. For sake of argument, let's assume we want to try an avoid players using items as a currency. One option to accomplish that is to just make the main currency infinite, as almost all games do. But what if another goal we have is to prevent infinite inflation of that currency? I think than then leads to the most common practice of "gold sinks" - remove currency from circulation to curb the infinite influx of money generated by the game itself. I think the next line of thought is then: How easy is it to manage/design those gold sinks? Does a fixed money supply change this at all? I think the sinks just turn into "gold recycle systems"....and now that I'm thinking through this, if a game had perfect gold sinks, would that be equivalent to a fixed money supply?
Arya_Yeshe wrote: » If a game had these natural sinks and had real coining, then you could turn off the infinite gold faucets. People would be able to mine gold and make coins, also would be important that in such a game, all players would have to carry gold in their inventories and the loss rate would have to be 100% too (having gold in the bank would be ok). That's it! That's how you can disable infinite gold faucets.
MrPockets wrote: » Arya_Yeshe wrote: » If a game had these natural sinks and had real coining, then you could turn off the infinite gold faucets. People would be able to mine gold and make coins, also would be important that in such a game, all players would have to carry gold in their inventories and the loss rate would have to be 100% too (having gold in the bank would be ok). That's it! That's how you can disable infinite gold faucets. In this example, is the raw gold resource infinite? if it is, then it is no different, it just takes longer, no?