kia345 |
02-07-2009 11:41 PM |
Here's 3 "plans" I had awhile ago, did some editing and made them a package deal.:
Quit thinking about money circulating. A 'real' economy would just make Era more lopsided than it already is.
I don't have any knowledge of the 'economic situation' that Era is in now. But what I do know is, you keep resetting because of the **** economy. You realize the economy is **** and needs to be fixed, so you step back, eye it a bit, and then change a tire, when in reality, the problem isn't the tire, but you have a large, dead animal in the engine. Consider this an interpretation of Era from the view of a bystander and total stranger who can only make inferences.
This 'realistic' economy on Era, where the money actually 'exists' is one of the problems with Era. You're trying to have money actually circulate and exist among players. Now tell me, if the money's going to flowing around, how is anything going to balanced (financially)? The money 'physically' existing (or as physically as it can in an online game) is part of the reason the economy gets so stretched between 'dirt poor collecting shells' and rich beyond your wildest dreams.
A possible fix?
Method A is well rounded and awesome, I tried to cover everything.
B and C are minor, but still would heavily impact the economy.
Quote:
Originally Posted by Method A
Eliminate the 'real' economy. Especially the ATMs. God yes, the ATMs need to go. And player-run businesses. Mostly player-run businesses. Players are still able to buy and sell items, but that can't buy and sell on a mass market as they can now. That is the main anchor weighing down Era's economy. How so? You have people with money, and people without it. The ones with money are continuously raking it in via business, and then buying expensive guns, and then selling them, raking in more money. Meanwhile, the people giving them the money, are gradually becoming poorer, even though they could turn back in resell the gun as well. Why do they get poorer? Because to make money off reselling that gun, they probably have to scam. If that person doesn't directly become poorer, than the poor sap who overpaid for his gun did.
Money exists in Era, and that is a problem. Why not have more NPC owned shops? Every gun should be obtainable in game, easily accessible to players. sure, they can have a steep price tag, but in the end, if you have money, you can get guns.
Money should not be able to be stored in ATMs. All that does is keeps it from being used to buy things, which is the ultimate purpose of the money. Players are required to carry their massive fortunes on them, but reduce the amount of cash that drops. Why not, say $50 per death, +$100 for every $1000 you have? And money "fades" away if not picked up in "X" amount of seconds. Money does not become a permanent also existent item.
You can also make money via conventional way, selling shells, flowers, and now, selling guns to NPC shops for preset prices. The value should be $1000~ less than what the gun is actually worth, to prevent people from just buying/selling to NPCs all the time.
Now let's back away from money existing. Let's talk guns. Era's current shops, where there's a set quantity of guns that must be restocked? That is the biggest bull**** ever. I can see there being a set of "4 times Era's average playercount, divided the level (how kick ass it is) of the gun" of each gun in the NPC shops this plan uses. To prevent buying out shops, you can purchase 5 of the same types of guns per day. Ammo follows the same suit, albeit with bigger numbers. Shops restock every 4 days, by themselves, requiring no player interference.
Ok, so now, if this was actually implemented, we have "infinite guns" released into Era, no longer creating a gap of players with connections to good weapons, and those without, but still gives people an obligation to make money to get said guns. Money is also infinite, as it can be easily received from NPC shops, or other players dead or the ground, or trading etc.
But with this, Era now needs more ways to make money. Player-run shops are the last thing Era needs, forget about them. Taxi service for NPCs? Speed of the trip = +$, crashes = -$? Run errands for the NPC-owned shops, such as collecting minerals for the gun shop (the minerals are not used by the shop, their only purpose is to help people make money)? Trash picking could still work, why not even hire a weekly "street sweeper" to drive the truck around town for decent cash? The person who went last cannot go again for 3 weeks. Collecting supplies for other NPC shops?
Now, this wouldn't be a cureall for Era and its economy, but I fail to see how it could make it any worse.
In closing: Having a "real-world economy" is the reason Era's economy keeps sucking and having to reset. Realistic economies = bad.
|
Quote:
Originally Posted by Method B
Middle Man - Guns can NOT be made by any random person working for any random business
Production Plants (there needs to be 2 of these, managed by different people):
Guns are craftable at 'production plants' using various items. Production Plants are not run by everyday players, but are 'official' and managed by one person with several workers. The manager pays the people to build the guns using supplies that they obtain by mining, buying, I don't care. The guns they build never physically 'exist' though, and are instead listed by a counter: (Gun: amount). The Plant does NOT sell individual guns. All of the above steps may apply to ammo too. Plants also take special "requests" to build gang guns, and can only sell "placeholder amounts" of guns and ammo to shops and gangs, not individual players.
Shops (5~ of these):
Shops do not craft guns. I don't know whose idea this was on Era, but it sucks. Shops are not set to certain list of guns they can sell, instead being able to stock x amount of items y through z. Instead of these shops hiring people to build guns, they negotiate costs with the Production Plants for amounts of guns. There is no set price, and they are expected to buy in bulk. Once again, the gun does not physically exist, it is merely subtracted from the Plant's counter and added to the Shop's (Gun: amount: price). This will allow for more competition among business.
Guns do not exist until purchased by players.
|
Quote:
Originally Posted by Method C
Shopping Channel - Guns are not built, crafting them in general is a stupid idea
There is 'limitless' supply of guns in shops, but they are not available for purchase until the manager approves it. Shops can be more numerous and can be run by a single person (player run shops weeee). The owner simply restockes by buying x amount of y for their shop from a nonexistent 'shopping channel', and people buy them from the shop. Yet again, guns do not exist until purchase. Guns are cheaper to buy for the shop than a person buying FROM the shop.
|
|