Arya_Yeshe wrote: » Someday we will have a game where we can melt coins into ingots
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.***EDIT*** Seems like the general consensus is that "players will just hoard money". So let's move beyond that point and assume there is an automatic tax system in place that prevents players from hoarding forever. This system would tax X% of every players total currency amount and put it back into circulation on a regular basis. Does this solve the hoarding problem? do other gold sinks need to co-exist with this tax system? what other types of consequences does this tax system have?
Terrifying_Truth wrote: » I don't think RMT would work well in a game with limited gold. I think RMT players would try tough. First of all, the RMT prices would skyrocket for sure, but such players would never amass large quantities of gold, because they would not find gold to be farmed. In the long run the gold farmers for RMT would go broke because they would never have a steady supply of gold. Many RMTers are doing this to pay rent and for their basic needs, they would not risk spending too much time in a game where they can't have a steady source of gold, the risk is too great since it involves paying real life bills.
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.
Xnate13X wrote: » You must never have played RuneScape. As a veteran who has played since 2003, I have been through all of the types of economies. The one you're talking about is most similar to the early days. People just find either common very high stackable items with a base vendor value or an item that is tough to get but slow to enter game so that way the price can't fluctuate much at all. Example: "Mint Cake" -You can see the history of those in RuneScape and read about it on old posts/forums if you want. Someone also made a video on their history. Example 2: "Spirit Shards" -For the steady value item. Read the "Storage of Value" section of this wiki page. https://runescape.wiki/w/Spirit_shards
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: » ***EDIT*** Seems like the general consensus is that "players will just hoard money". So let's move beyond that point and assume there is an automatic tax system in place that prevents players from hoarding forever. This system would tax X% of every players total currency amount and put it back into circulation on a regular basis. Does this solve the hoarding problem? do other gold sinks need to co-exist with this tax system? what other types of consequences does this tax system have?
MMOAddict wrote: » This would force players to keep playing, or lose their money if they decide to stop playing for a while