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Reader Comments (5)

Posted: Sep 9th 2008 7:28AM (Unverified) said

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i can see problems with a system like that

one: you would have to have more servers because you limit the people for each sever

two: instead of that why not just combine the two you just limit the amount by having the player go to a shop to have the item made. some items take mins, hours, and days to complete
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Posted: Sep 7th 2008 11:19PM (Unverified) said

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Any MMO needs macroeconomic balancing to prevent runaway inflation. I like the LOTRO system where expensive mounts, crafting, and player housing pull money out of the economy, keeping prices fairly balanced.

I think games with PvP or RvR action have great potential to pull money out with purchasable fortifications/ defensive buffs, etc. EVE handles this issue by allowing PVP to destroy very expensive ships.

I prefer the route of economic balancing that relies on voluntary purchases such as housing, mounts, or PVP ships rather than an enforced cap on population or fixed amounts of currency. This style works well in LOTRO and EVE, at least.
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Posted: Sep 8th 2008 2:28AM (Unverified) said

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In addition, a finite source of money would lead to individuals, and more importantly, guilds becoming economic powerhouses. It could lead to the caste system mentioned above, but it could also lead to the hording of wealth simply as a griefing technique. Guilds could become an absolute necessity if a player wanted any part of the wealth.

In EVE, most corporations (guilds for those not familiar with EVE) have huge amounts of wealth compared to individuals, but individuals who find themselves in hard economic times can always start from square one by having at least one basic ship supplied for them by the game. In a truly closed economic system with no spontaneous generation of items, a player could truly end up destitute and would have to reroll or beg to continue playing.

There would of course also have to be a set amount of time before a character was deleted and its items/wealth recirculated into the system. If a significant portion of a server did not log on for a time (perhaps from playing on other servers even) the entire server would feel the strain of the lack of global resources.
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Posted: Sep 8th 2008 3:09PM (Unverified) said

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Interesting idea. I think the gents above me covered the main problems already, but I'll be interested to see where you go from here.

From a technical pov, I wonder what implementing something like this'd do to your load, if you want to keep circulation going. You'd have to start out with a whole bunch of stuff, especially if you don't throw alts out of the window straight away. Item decay would be a must as well I suppose, you can't simply rely on money sinks as they'll, you know, just get the money out.

Would be an interesting experiment in current day player end-game tolerance though.
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Posted: Sep 9th 2008 12:53AM cray said

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I would be in favor of a deterioration time tax on loot. For example let say you've acquired a elite sword, I would give that sword a deterioration time on basis of how often its used and how long it's been in your possession. I would allow games to keep the sword (skin) but the combat value would be nil once it had met it's deterioration criteria.

I also would be in favor of a non-playing tax. Basically charging players gold who don't log in and play a set amount of hours. The tax would be based on amount gold in your possession. More gold a steeper non-playing tax.

Of course there are loopholes for these such players spreading their gold/items across multiple accounts/players, but that can be curbed by limiting transaction of items. Gold would be harder to police.
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