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How developers can have an impact on economy:
VekoKrava
Member
Hi all, I just want to put some thoughts on economy in MMOs.
The way I see it, I believe that having NPC merchants that give some specific items for gold or even trading between other materials for some specific item can be of a big importance. Why? Because devs can put a limit on how much gold something will cost. They can increase gold of specific items or decrease it in minor patch which means they will always control the price on crafting / some other items such as potions and flasks for example.
Why would that be important you might ask yourself? Because I it will increase the level of RPG in a game like this, how? Well, by having us players work for reward, which means we will have to farm for example 1hour for 1hour of PVE content, which I think is the way to go in RPG games, because it has so much to do with immersion. The best way to become immersed is by all means to play economy in MMO.
I have strong pull toward this kind of gameplay because I experienced it in vanilla WoW. Maybe because I am PvX kind of player and I enjoy both aspects of MMO, I tend to raid at night and do dungeons / PVP at day time and in between when I run out of consumables, I farm and do open world PvP. This had so much of an impact on how I perceive MMOs, I did not play like that before vanilla classic, because it was not needed. Of course you could clear all dungeons without a single consumable, but having a opportunity to buff your class by up to 40% power, it gives you some good vibes about yourself when you achieved all that work and you had some impact on gameplay because all that work, it made game much more meaningful and I would like to see that in every new MMO. It should become a norm for MMOs, I strongly believe in this.
I do not want world buffs for example, because I know how that can have an impact on how you play games, but having strong flasks/potions/elixir/rune and all stackable can be profound experience when you farm and earn your work. It can be all kinds of things, for PVP I would introduce tanky flasks/runes etc... That give flat HP buff, or even resistance % to spells (like 20% to resist all schools of spells) or something similar - defensive... For PVE I would take flasks..etc like flat power increase, make it 30% increase if you used all buffs and make it so few of them lasts through death, other like food buffs or potions last for 30min or potions can last even up to 15 sec with high power.
Maybe honing stones could be used as a blacksmith, or some injectors from engineers that can buff damage... I know it might be too much to have all these, but really, why would you not create MMO like this. Why wouldn't you create MMO where all buffs give you flat 40% power increase, in my opinion, it is boring to see low % power in these consumables, it makes no sense at all, this is why economy is so boring in many MMOs and at least I do not have any motivation to farm gold, because I know if I spent gold on these stuff it would barely give me any power, so I refuse to spend gold and my motivation to play these MMOs runs out fast..
Please keep this in consideration it can make a profound immersive experience...
The way I see it, I believe that having NPC merchants that give some specific items for gold or even trading between other materials for some specific item can be of a big importance. Why? Because devs can put a limit on how much gold something will cost. They can increase gold of specific items or decrease it in minor patch which means they will always control the price on crafting / some other items such as potions and flasks for example.
Why would that be important you might ask yourself? Because I it will increase the level of RPG in a game like this, how? Well, by having us players work for reward, which means we will have to farm for example 1hour for 1hour of PVE content, which I think is the way to go in RPG games, because it has so much to do with immersion. The best way to become immersed is by all means to play economy in MMO.
I have strong pull toward this kind of gameplay because I experienced it in vanilla WoW. Maybe because I am PvX kind of player and I enjoy both aspects of MMO, I tend to raid at night and do dungeons / PVP at day time and in between when I run out of consumables, I farm and do open world PvP. This had so much of an impact on how I perceive MMOs, I did not play like that before vanilla classic, because it was not needed. Of course you could clear all dungeons without a single consumable, but having a opportunity to buff your class by up to 40% power, it gives you some good vibes about yourself when you achieved all that work and you had some impact on gameplay because all that work, it made game much more meaningful and I would like to see that in every new MMO. It should become a norm for MMOs, I strongly believe in this.
I do not want world buffs for example, because I know how that can have an impact on how you play games, but having strong flasks/potions/elixir/rune and all stackable can be profound experience when you farm and earn your work. It can be all kinds of things, for PVP I would introduce tanky flasks/runes etc... That give flat HP buff, or even resistance % to spells (like 20% to resist all schools of spells) or something similar - defensive... For PVE I would take flasks..etc like flat power increase, make it 30% increase if you used all buffs and make it so few of them lasts through death, other like food buffs or potions last for 30min or potions can last even up to 15 sec with high power.
Maybe honing stones could be used as a blacksmith, or some injectors from engineers that can buff damage... I know it might be too much to have all these, but really, why would you not create MMO like this. Why wouldn't you create MMO where all buffs give you flat 40% power increase, in my opinion, it is boring to see low % power in these consumables, it makes no sense at all, this is why economy is so boring in many MMOs and at least I do not have any motivation to farm gold, because I know if I spent gold on these stuff it would barely give me any power, so I refuse to spend gold and my motivation to play these MMOs runs out fast..
Please keep this in consideration it can make a profound immersive experience...
0
Comments
Anyways I actually support this idea based on my study of the outcome of it in the two games I played that have fixed upper and lower bounds for prices.
Not because I agree with both games, but because I hate the system in one and love it in the other, and I love it in the one where I don't usually have to interact with it.
idk I'm just here because the thread has 'economy' in the title and that's the Cat-Signal around here.
I think my opinions on this are known from the last three threads OP has made and we interacted on, but it's 'about time for a new one'.
Someone please put the prompt 'Write me an essay on how MMORPG developers can have an impact on their game's economy through NPC price control, from the perspective of a WoW player' into ChatGPT when you can and let me know what you get. I'm interested in comparing.
ohshit,herewegoagain Consumables.
The result:
Me: Can you expand on how this has changed since Vanilla WoW?
Me: How has this impacted the player experience of immersion in the game?
This is a genius idea @Azherae
The possibilities are a little mind boggling - so much so I might be going mad from giggles.
Bullet point summary:
NPC price control affects the following
- inverse relationship to supply/demand in the market
- inverse relationship to player incentives
This is useful for:- Deflating prices/etc. of individual items
- Targetting specific economy loopholes
- Undermining gold-farming operations
General trend of these controls in WoW:- Static control changed to dynamic - adjusting to player pricing
- Increased frequency of use to address balancing
- Data analytics
- Increased variety of items
- Time-limited items for increased dynamics
Outcomes:Aggregate search engine with essay output. What a gem.
Thanks @maouw. I'll begin work.
EDIT: For clarity, mine 'doesn't work' for various... reasons, so had to get it from someone else, and then forgot about it.