28-10-2009, 02:36 PM
Every game has an economy.
Gold is created when a player loots a monster, completes a quest, or sells an item to an NPC.
Gold disappears when players spend it in an NPC shop or use it to repair/buy new skills.
The amount of in-game gold defines prices. If gold is created faster than that it disappears, it causes inflation of prices, which leads to even higher inflation.
IMO, you're not trying to add an economy, instead you're trying to add features to an economy that it doesn't need, and that players are not interested in. You want to annoy players by forcing them to travel in order to save 20%, you want to annoy players by not letting them sell all their items to 1 shopkeeper. If a city isn't going great, aka going into debt, you close the shops and raise the prices(?), that won't help.
If you are bored, and you want to add something economic, sell limited supplies of items. XX swords per hour, XX potions per hour. In that case, of demand > supply, players can buy up those supplies and sell them to players to make a profit.
Gold is created when a player loots a monster, completes a quest, or sells an item to an NPC.
Gold disappears when players spend it in an NPC shop or use it to repair/buy new skills.
The amount of in-game gold defines prices. If gold is created faster than that it disappears, it causes inflation of prices, which leads to even higher inflation.
IMO, you're not trying to add an economy, instead you're trying to add features to an economy that it doesn't need, and that players are not interested in. You want to annoy players by forcing them to travel in order to save 20%, you want to annoy players by not letting them sell all their items to 1 shopkeeper. If a city isn't going great, aka going into debt, you close the shops and raise the prices(?), that won't help.
If you are bored, and you want to add something economic, sell limited supplies of items. XX swords per hour, XX potions per hour. In that case, of demand > supply, players can buy up those supplies and sell them to players to make a profit.