Economy Feedback and Suggestion


  • Moderator

    Your assumption is still wrong though. You are considering that 60x32 players have access to gold farming. That's not happening. There's enough for only around 50 players. There simply are not enough farming spots for more players. You can accomodate up to 150 probably, but with the same results as those 50, simply more contested. Remember that only a few types of mobs drops gold. Now, let's assume that all gold farming spots are grinded on respawn 24/7. Let's also assume 4k per hour, which is closer to what you can actually do. 200k per hour being grinded all over the world, 4.8m per day. This means that each one of those 3200 players, should sink 1500 gold per day. 150 are fixed taxes to keep your house, se we are actually talking about 1350 gold per day, which is much less than what you would spend in enchants per day if you wanted to keep your equip at +1 and with 1 socket. And this is the case with all spots being grinded 24/7 at full capacity. The real number is probably a third of that.

    Regarding the heavy objects, I do expect many players to resort to leather and cloth, since metal will be heavily contested.
    Wood will be in high demand in the first phase of the game for sure, like stone, but you will never get saturation of it, since the players chop down only what they need. The fact that wood/leather/cloth items have no real value due to too high availability is a point of concern of many, and there are many threads on it.

    I disagree that coal and metal will become saturated though. The number of players using them will tend to naturally gravitate toward the number that can actually be sustained by the mines.


  • Content Creator

    @munch You do have to concede the fact though that not all mobs have been seeded yet, and we may be in for a lot more Gold carrying mobs, not to mention once the other 2 continents and then 2 planets come in, that will help compensate for the higher player population.

    That being said, there is still an easy limiter here, in the Devs only have to limit the mobs availability for gold farming, and, if that still causes a problem, they can lower the gold drop probability and amounts, and increase the taxes on the marketplace and crafting that go to the 'system' and not the Governors.

    I still also say that @Daarknes is not taking into account such sinks as 'unclaimed gathers.' How many times have you gone to loot say a wolf, and just left the pelt behind because you already have a bunch in your inventory, or your weight capacity is getting full, and you don't feel like running back to town yet? You may be out trying to gather animal bones for arrows, and you end up with pelts you don't want, conversely, you go out for pelts, and you dump animal bones, wolf's teeth, and animal blood because of space.

    People will prioritize different loot, and a lot of loot will quite frankly get lost. There won't be an optimum gathering out there. There may be some organized guilds that will go on specific optimized gathering raids, but mostly a lot of gathers will go ungathered. This is also true for a lot of vegetation and even ore. There won't always be someone at an Ore node when it refreshes, and a lot of the vegetation will sit for hours in game without being gathered. Thus supplies will fluctuate, and these things won't get over saturated. IF they do get oversaturated, their marketplace prices will go way way down, causing less people to gather them, until their price goes up again.

    As @munch said also, Logs and Stone have no intrinsic value. Yes, when your building your city buildings and residences, it can sometimes be hard to find enough stone and logs to go around, near by, but I have yet to see anyone really opt for buying these supplies over just waiting for more to respawn. The fact that eventually, stone and wood storage sites will be relatively full won't affect the market economy at all really in this case.

    @munch also has a point in that most MMO economies are not balanced and do end up with rampant inflation as more and more gold makes it into the mix. Thus, previous game design knowledge doesn't mean we are not ignorant of game economies. One of the hardest things to balance in a game design scheme is the economy within the game, and as a Game Design teacher, that is one of the first things I and colleges teach is that very fact. Shoot, actual economists have real trouble trying to do true simulated economies. The more factors involved in the whole, the harder it is to balance. The simpler the system, the easier it is. MMOs are meant to not be simple systems. Lots of variables means a more interesting gaming experience, and a more difficult economy to balance.

    @spoletta yes, I also seriously doubt we'll see a total no-PK flag system in the final version of Syndesia, however, I also feel that the prevailing PK system they finally settle on for Syndesia will majorly discourage many serious PKers from Syndesia. The more serious PK enthusiasts will gravitate towards Tartarus, and although there will be gankers, the Devs are working quite diligently to make ganking undesirable for continued advancement. Penalize it enough, and ganking will become much more rare. That is not to say hunting specifically around resource nodes won't still happen, but I don't see it as the 24 hr camps that you experienced like with high tier mobs in EverQuest and WoW.

    Let's face it, if a + b = c is all you needed to know to be a Game Designer or an Economist, we'd all be doing it, until supply would so way overload the market that it would get abandoned as not profitable enough to merchandize.


  • Moderator

    Yes, there will be more planets and continents, but all the calculations until now have been made on a basis of 32 cities. Which is Myr.


  • TF#1 - WHISPERER

    @munch Ok my dude. You know everything. Have fun with that.


  • TF#1 - WHISPERER

    @GamerSeuss said in Economy Feedback and Suggestion:

    Let's face it, if a + b = c is all you needed to know to be a Game Designer or an Economist, we'd all be doing it, until supply would so way overload the market that it would get abandoned as not profitable enough to merchandize.

    That happened in the 80's and is kind of in the throws of happening again. Just sayin'.

    @GamerSeuss said in Economy Feedback and Suggestion:

    That being said, there is still an easy limiter here, in the Devs only have to limit the mobs availability for gold farming, and, if that still causes a problem, they can lower the gold drop probability and amounts, and increase the taxes on the marketplace and crafting that go to the 'system' and not the Governors.

    Static solutions generally fail. In short, game economies can not go negative. The most that could happen is that they reach 0, which would be game breaking for obvious reasons. A workable solution would involve allowing the resources to accumulate until a certain threshold has met with normal systems at work, and then slowly increase downward pressure on the system until it reached a sort of slowly oscillating equilibrium where the downward pressure would increase and decrease with the number of goods/gold coins in play. Dynamically adjusting what mobs drop is one way, having npc's that buy/sell/dispose of goods is another. The more systems that a player is able to choose to interact with instead of being forced to interact with, the better. Hence the reason to suggesting alternatives to simply increasing taxes or decreasing drop rates.


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