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An Economy?
#1
I have a feature I am working on that is very unique.

The way it works is simple, I have defined 'Cities' in my game. Depending on the demographics of the city, it gets a gold amount. That same amount is out through out the shops. In the NPC editor you can actually set how much the shop keeper has. So for example, the shop wants your item, but they don't got enough to buy it. Of course, someone with knowledge with economics would know how to balance the shops to meet the requirements of the world. Its a free enterprise system. I just have to do a check in the server for once a day to pay "Bills". Each city has to pay there debts. Every shop needs to be payed for by the owner, even though its an NPC. The way it works is that players have to flow the money through the game. Make it a requirement for players to have to do certain things within shops. If you want to eat a meal, go to grocery store. I could give more details, but the idea is self explanatory. IF a city goes in debt, well there's an issue. That means shops are closed, that means the economy sucks. It will raise prices etc.. Now they key is that, players have to choose a home town, and within their home town they get much better prices then they do anywhere else. Players will have to make sure that their economy is good so that they get good prices etc..

Now, what about all the players that LOVE doing business in an ORPG, you think this would ruin it? Absolutely not. Give players the ability to have a "License" if you would to barter, have their own shops. The catch is that they need to pay "taxes". This would refresh the economy of the city.

These are all things that the average player would not even care for, it seems to difficult for every player to realize this and work with it because maybe they just want to go kill shit and gain levels, which is absilutely fuine, but now what if we could do it without anyone even noticing that there is an "economy". Cuz if it was like that, no one would really bother hating or loving it, and for the players who would be smart and want to become rich and work with it, well they could, ultimately becoming rich, gaining followers, and them eventually getting rich etc..


Just a thought, something im trying, I currently have oit so that cities are defined within maps and that each city has a "Bank" if you would say. The actual use of it is something I am still trying to determine.
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#2
My rule of thumb is, if you can't spell it don't add it.
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#3
Joost Wrote:My rule of thumb is, if you can't spell it don't add it.

I have no Idea what you are speaking of. :oops: :lol:
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#4
Why do you have to get on to get them to pay their bills?
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#5
GIAKEN Wrote:Why do you have to get on to get them to pay their bills?

What comes from the void must go back into the void. Unless you are a selfish admin and just spawns 999,999 pieces of gold with your awesome magic powers.
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#6
Toast Wrote:
GIAKEN Wrote:Why do you have to get on to get them to pay their bills?

What comes from the void must go back into the void. Unless you are a selfish admin and just spawns 999,999 pieces of gold with your awesome magic powers.

That's why I think it's dumb to allow item spawning for any staff member. Lol. It can unbalance the fuck out of the economy in any game.
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#7
Matt Wrote:
Toast Wrote:
GIAKEN Wrote:Why do you have to get on to get them to pay their bills?

What comes from the void must go back into the void. Unless you are a selfish admin and just spawns 999,999 pieces of gold with your awesome magic powers.

That's why I think it's dumb to allow item spawning for any staff member. Lol. It can unbalance the fuck out of the economy in any game.

You do know that the game Aspereta or commonly known know as Illutia today (Aspereta died awhile back ='(), there Game Masters and Event Masters do not get special spawning powers, well some GMs do.. Instead they must do stuff like events for the players to raise points to buy admin stuff. I think its a really good idea cause it gives a whole new playing level for the admins, that in turn helps make the game more fun for the players.

I think an economy would be a fine addition to any game.
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#8
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.
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#9
An Economy, in my opinion, is something you have to actually plan out if you want a true effective one.
Whether or not you have some limited system, etc.
You can't just add a random sword for random gold, have random spawns, because that just results in players either having too much money all the time, or not having enough ever.
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#10
Well, basically, I'm gonna ditch it. The closest thing related to an economy I am going to have is player ran shops.

Now I'm gonna start a topic about stats and how they should work..
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