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Originally Posted by konidias
Obviously. But it's better to start somewhere than nowhere. At least basing your currency on something more concrete than "well a gralat/plat/gold coin/dollar is worth less now because players have thousands of them each". Since this is killing new players who have a grand total of 0.
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This problem has everything to do with inflation and nothing to do scaling because scaling provides zero protection from inflation.
Quote:
Originally Posted by konidias
So what do you suggest? Coming up with something off the top of one's head?
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That would be a lot easier than scaling and would do just as much (nothing) to help the economy, but it's not what I would suggest. Prices should be based
Quote:
Originally Posted by konidias
It does no such thing. In fact, with limited releases and days between restocks, it is encouraging people who really want a particular item to seek it out from players, instead of having to wait/possibly miss getting the item from the restock if they cannot be online when it happens. Time = money and most people do not like having to wait for the item to restock in the store so they will get it from players if possible.
Items aren't fixed at shop prices. The item price will rise in value the more in demand that it is. If you buy a "flaming sword" for 300 coins or something and the shop runs out, the stock is gone... and anyone wanting a flaming sword would have to either wait for the item to be restocked, or buy the item from another player. Even when it restocks, the flaming sword will have gone up in price. After a few price raises, your initial flaming sword purchase of 300 coins will be cheap compared to the 350 coins it costs in the store. Then you could sell YOUR flaming sword to a player for 340 coins and they will gladly take yours and save 10 coins.
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Rethinking it, it would probably discourage player-to-player trade a lot less than I originally thought. The real problem is that it "dehumanizes" the economy by making the shops, rather than the collective playerbase, the "last word" on pricing. I know that you're big on dehumanization (i.e. NPC kings) but I don't think many playerworld managers/players like it quite so much, and given the choice would probably opt for an economic system that gives more power to them and less to the staff/NPCs.
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Originally Posted by konidias
Only when the economy crumbles to the point where it needs reset. Then people get annoyed and leave.
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Which makes the economy an important aspect of keeping players.
Quote:
Originally Posted by konidias
It does if you want to give new players a fair chance. Six months in with inflation and new players are royally boned.
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This is what happened on 2K1, but that's because the 2K1 economy was structured in such a way that inflation resulted in players being "locked out" of the marketplace, because in order to "enter" the marketplace you needed to be able to buy things. You had to enter as a buyer before you could become a seller. On 2K2 you can enter as a seller because a new player can get items like brutal maps and gold keys, which other players will pay serious money for, without having to spend a lot of money. Securing entry to the marketplace for new players (which protects them from inflation) is far more important than the fighting of inflation itself.
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Originally Posted by konidias
I haven't really been actively playing 2k2 but it's safe to assume that it's anything but successful. You have events team who were giving out high value items to a select few.
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An imperfection, to be sure, but ultimately something that has very little effect on the average player of 2K2.
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Originally Posted by konidias
Where'd those come from? The sky?
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I'm not sure what the basis of this criticism is. It sounds like you're complaining about there being no RP explanation for the item's existence (but I would expect that you realize that that has nothing to do with the server's economy).
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Originally Posted by konidias
You have items that are completely worthless. Far too many to even name. (not like I'd remember the names anyway)
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This isn't a bad thing. What
can be a bad thing is an item that once had value becoming worthless, but an item that started out worthless remaining worthless is often neither good nor bad for an economy. Keeping basic tools cheap/free can even be a good thing because it can help secure the ability of new players to enter the marketplace (which I mentioned above).
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Originally Posted by konidias
The shop was a disaster... People would intentionally buy stuff they didn't even want just so the shop would instantly replace it with another item that they do want.
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This is a
good thing that results in huge amounts of platinum coins being removed from the economy. You have to keep in mind that when a player does this, what they're usually
really trying to do is make a currency conversion (albeit a profitable one). They aren't trying to get an item to sell for more platinum coins than they spent getting it, but an item to sell for diamonds.
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Originally Posted by konidias
I think after hearing you state that 2k2's economy is successful and your other various points that you've made... I think it seems more like you're just trying to find ways to pick apart my guide.
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That's not what I'm doing. I have serious problems with suggestions 1 and 2 and I think that playerworlds can do things in a better way. At least I'm giving your guide serious consideration as opposed to someone who sees it and goes "This guide is long, therefore it must be good."
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Originally Posted by konidias
You might as well throw in "Well what if your playerworld is in some alternate dimension where you swim in outerspace and eat toad sandwiches??? How are you supposed to balance that economy using your guide!?" It's kind of obvious then, that the guide is not for your playerworld... Which is probably why I didn't mention magical/fantasy items and playerworlds with no shops. Because I think people can figure out that they need to set their own prices for those items and if they don't have shops then they shouldn't be reading about how shops should be run.
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Because it's not really a guide for how to structure an economy, it's a "What 2K1 should have done" guide.
Most playerworlds with economies nowadays also have magical/fantasy items and/or items with stats.