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Old 08-06-2008, 10:44 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by LoneAngelIbesu View Post
Any non-socialist economy needs to be based on supply-and-demand, otherwise it will fail. Supply-and-demand is fairly simple, especially if there are player-owned shops (it's almost naturally occurs when there are player-owned shops). You just have to track how popular an item is, and adjust the item's price from there.

There are no problems with player-run economies. The problem is that the "economic circle" isn't being completed, from what I've gathered from this thread. A player can make money, but there aren't many ways that the player loses money. Buying items from NPC shops doesn't destroy any money whatsoever; it just recycles it. NPC shops are essentially warehouses for players who buy items and sell them for profit. And that's really how it should work.

I liked your idea of car insurance and your basic house-related bills. Stuff like that fits well with a modern server. Of course, you'd have to give people a reason to buy car insurance. I'm not sure how Era's cars work, but I'm going to assume that they don't get in wrecks.
Well I'm no economy major(in fact I don't really tend to like the subject, yet alone study it)... so this stuff kind of shoots over my head if it gets too complicated.

Era relates to Wii's. Wii's are sold in stores, and Nintendo is meeting supply. There is a one per household regulation(which is absent on Era... ) to avoid people buying them all out... but however they are, they still are. Now a $250 product is selling for $500 on ebay(which shows these people having stacks of Wii's) because you can't get them anywhere else. The same thing happens on Era... and I don't think any amount of regulation or adjustment to the economy is going to stop people from buying out all the items and reselling them at higher prices.
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