Five Ideas to Fix The Ingame Economy
Posted: Tue Jul 07, 2009 3:10 pm
Ideas and commentaries based on observations. These are taken from a General discussion topic. They do not take into account that economies recover slowly over time.
First Idea:
Value-based mercantile identification of poorly crafted goods
The problem lies in what is being sold. Rubbish like rusted plate mail for example, it sells for far too much. Its worthless, no one that has it will use it, and those who would use it could not afford it. Yet when you go into a city like Waterdeep, which is a central market hub, you have shoppes that pay top coin for what is basically useless items like crude and rusted armour and weapons. What should happen is that the shop keepers should recognize through the descriptors and quality that what they are about to purchase is worthless and in turn halve the price or not accept it at all. Do this in popular markets and decrease it in places far away from established cities to keep up the demand to travel. Now the only problem is that young adventurers lose out on making coin in sales, well to compensate they could sell the accumulated items abandoned by seasoned adventurers as not worth selling, or trade on a character to character basis.
Second Idea:
Inter city trade zones
Divide trade zones within a city or area into several sectors with random economies that reset at random times depending on events or quests done in the borders. This would dissuade twinkers that rush and disable an economy completely after a copyover or reset by selling items immediately. In essence, they would not know exactly when an economy will be ready and may only be able to sell off a small portion of their junk.
Third Idea:
Player incorporated management
Allow for the expansion of trades to refurbish or improve on poor quality goods by characters in order to create a demand for them to be repurchased. As I said above, no one that could afford it, would purchase a rusty suit of platemail, but they will sell it right away and blow the economy to smithereens. This might allow them to sell almost any armour, crude leather, fur or rusty as refurbished and allow them to turn a profit, while enticing customers to purchase from mobile merchants, refreshing the economy with the current code in place.
Fourth Idea:
Limitation on repetitive sale
First off, raise the economic level significantly, but then attach a log to players selling more than one of the same item if value exceeds five platinum. If a player sells a certain amount, make the merchant refuse to purchase any more of the item in question until the money is made back. This allows for other items of a varying value to be placed in shops and dispersed far more widely than they currently are. Players will be motivated to buy in order to sell and depending on the nature of the purchases will make more coin in the long run and more than likely manage their items and divide their loot with more efficiency.
Fifth Idea
Realistic economic profiles
The banks take a cut of our character's coin every time we deposit. Why not make investment opportunities possible? Take the money in the bank and put it to work in a stock or trading market without it ever leaving the account, by allowing players to earn interest. This would allow the current economy system to remain, but players with money in the bank could invest it in different accounts and trusts (stocks, even) While players who don't use banks could rely on the current economy (loot = coin) to get their money.
A bit about how I do things
During the month-long uptime we experience last month I made major purchases on one of my characters in the highest economic zone, this more than likely restored the economy twice (I cannot confirm such, but it would make sense) In that time random rubbish including crude weapons and armour went on sale and did not leave the store inventory. Some nice things went on sale as well, which resulted in my own purchases. Just after the reset, the economy of the area was completely wiped out. This was thanks to \ the sale of a dozen rubbish items (I won't go into ic detail about where and what, but it was obviously these items that wiped out an entire area economy) This wiped out the economy for the entire area. It will more than likely be this way until an event as a result of a quest or several player purchases balances it out (which may take a bit of time)
What I've drawn from experiences is this:
-No matter how high an economy is, if there is an limit, someone will fill it and crash the economy
-Expensive rubbish though nice to have to sell, is not worth anything in resale so it will sit like stone until a reset.
-Though its easy enough to call it a faceless crime, we are all guilty of it. We have all made the quick sale and bottomed out an economy in the game. Therefore instead of pointing fingers, the answer is that we need to make the ability to do so difficult or impossible, and do it in a way that does not allow for more sale (bigger economies equals larger selling sprees)
First Idea:
Value-based mercantile identification of poorly crafted goods
The problem lies in what is being sold. Rubbish like rusted plate mail for example, it sells for far too much. Its worthless, no one that has it will use it, and those who would use it could not afford it. Yet when you go into a city like Waterdeep, which is a central market hub, you have shoppes that pay top coin for what is basically useless items like crude and rusted armour and weapons. What should happen is that the shop keepers should recognize through the descriptors and quality that what they are about to purchase is worthless and in turn halve the price or not accept it at all. Do this in popular markets and decrease it in places far away from established cities to keep up the demand to travel. Now the only problem is that young adventurers lose out on making coin in sales, well to compensate they could sell the accumulated items abandoned by seasoned adventurers as not worth selling, or trade on a character to character basis.
Second Idea:
Inter city trade zones
Divide trade zones within a city or area into several sectors with random economies that reset at random times depending on events or quests done in the borders. This would dissuade twinkers that rush and disable an economy completely after a copyover or reset by selling items immediately. In essence, they would not know exactly when an economy will be ready and may only be able to sell off a small portion of their junk.
Third Idea:
Player incorporated management
Allow for the expansion of trades to refurbish or improve on poor quality goods by characters in order to create a demand for them to be repurchased. As I said above, no one that could afford it, would purchase a rusty suit of platemail, but they will sell it right away and blow the economy to smithereens. This might allow them to sell almost any armour, crude leather, fur or rusty as refurbished and allow them to turn a profit, while enticing customers to purchase from mobile merchants, refreshing the economy with the current code in place.
Fourth Idea:
Limitation on repetitive sale
First off, raise the economic level significantly, but then attach a log to players selling more than one of the same item if value exceeds five platinum. If a player sells a certain amount, make the merchant refuse to purchase any more of the item in question until the money is made back. This allows for other items of a varying value to be placed in shops and dispersed far more widely than they currently are. Players will be motivated to buy in order to sell and depending on the nature of the purchases will make more coin in the long run and more than likely manage their items and divide their loot with more efficiency.
Fifth Idea
Realistic economic profiles
The banks take a cut of our character's coin every time we deposit. Why not make investment opportunities possible? Take the money in the bank and put it to work in a stock or trading market without it ever leaving the account, by allowing players to earn interest. This would allow the current economy system to remain, but players with money in the bank could invest it in different accounts and trusts (stocks, even) While players who don't use banks could rely on the current economy (loot = coin) to get their money.
A bit about how I do things
During the month-long uptime we experience last month I made major purchases on one of my characters in the highest economic zone, this more than likely restored the economy twice (I cannot confirm such, but it would make sense) In that time random rubbish including crude weapons and armour went on sale and did not leave the store inventory. Some nice things went on sale as well, which resulted in my own purchases. Just after the reset, the economy of the area was completely wiped out. This was thanks to \ the sale of a dozen rubbish items (I won't go into ic detail about where and what, but it was obviously these items that wiped out an entire area economy) This wiped out the economy for the entire area. It will more than likely be this way until an event as a result of a quest or several player purchases balances it out (which may take a bit of time)
What I've drawn from experiences is this:
-No matter how high an economy is, if there is an limit, someone will fill it and crash the economy
-Expensive rubbish though nice to have to sell, is not worth anything in resale so it will sit like stone until a reset.
-Though its easy enough to call it a faceless crime, we are all guilty of it. We have all made the quick sale and bottomed out an economy in the game. Therefore instead of pointing fingers, the answer is that we need to make the ability to do so difficult or impossible, and do it in a way that does not allow for more sale (bigger economies equals larger selling sprees)