| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (4)

Posted: Sep 15th 2008 8:56AM (Unverified) said

  • 2 hearts
  • Report
Awesome post, I love the economics of MMOs. I think what is sort of implicit in your article but not explicitly said is that higher level mobs and characters must have significantly more wealth. Higher level monsters higher level loot, so when that server "ages" that thousand monsters that are going to be killed daily are going to drop more and more loot over time as the average level of the thousands monsters increases. This doesn't necessarily pose a problem though because obviously when a server starts out all the wealth is the hands of mobs and NPCs, as the server ages the majority of server wealth shifts into player hands. But won't that necessarily cause inflation? I think any gold sinks and their costs would have be be directly proportional to the percentage of server wealth in player hands, so as players get richer they must pay more for necessary items. Otherwise you would get inflation that would only stop when all the wealth was in player hands and no loot was dropping (scary).

Also, why have character server limits? Why not just add more the NPC wealth for every new character and just maintain the overall proportion of overall to wealth to characters?

I also think most players would be horrified to encounter resource limits because it means that you would get less reward for doing the same thing someone else did before. There must be enough resources for everyone on the server to get what they want and then not have epic amounts of money sitting around.
Reply

Posted: Sep 17th 2008 12:16AM (Unverified) said

  • 2 hearts
  • Report
Inflation is, to a greater or lesser extent, inherent in MMO systems now due to the ever-expanding amount of money to be had. The more you go out and kill monsters, the more money you earn. And the higher those monsters, the faster you earn said money. By setting a server-wide cap on the amount of money available at any given time, the opportunity is there for a true equilibrium to be reached. To be sure, at the outset there would be an increase in prices from NPC levels to something more "reasonable" on the AH. This happens even now. You can buy a recipe from a vendor in a starting zone in WoW and sell it on the auction house for a few gold because someone out there sees a perceived value in having that recipe. Essentially, they pay for your time in having to make that run.

The reason for the character limits is specifically to curb the issue you pointed out in your second paragraph. If the point of the system is to be closed-resource, that is no more items or money being created than are somehow removed from the game, then increasing the amount of money available as more characters join soft of defeats the purpose. It would be pretty much the same as what we have now. More money is introduced as players move through the content. It would also be problematic if, for instance, anyone left the server. The money would then have to be removed from the NPCs once they had it. And that could make things awfully tricky and disturb equilibria and so forth.

It would certainly be a different way to play the game. Though what I was envisioning was not that players would kill a monster and it would not drop loot, but rather that with server age there would be more of the higher level monsters out there. That means more epic lewtz available to the populace.
Reply

Posted: Sep 23rd 2008 9:27AM (Unverified) said

  • 2 hearts
  • Report
I really like your idea. I'm not a very economy minded so u lost me a little bit. I think it is a really interesting idea though and am looking forward to you expanding the idea further. Why do you think that MMO's don't utilise this type of system. (Is it just that they haven't thought of it?).
Reply

Posted: Sep 23rd 2008 9:16PM (Unverified) said

  • 2 hearts
  • Report
I'm sure the notion isn't a new one. My best guess is that, though an interesting concept for a theoretical game, it may be a bit much to keep track of, therefore creating practical problems in implementation. Who knows? With as powerful as server hardware is these days, it may be feasible.
Reply
Sorry, you must be logged in to leave a comment.

Featured Stories

Engadget

Joystiq

WoW

TUAW