@Farlander yes, it was a bug or something that hasn't been properly implemented yet.
I really gotta start writing my sources for everything for these questions lol
@Farlander yes, it was a bug or something that hasn't been properly implemented yet.
I really gotta start writing my sources for everything for these questions lol
@Speidey
Thanks for the invi, will definitely look into it!
@PeachMcD said in How do you think the Economy will actually function?:
@Zori - I wonder whether anyone has done any academic work around this? Seems like game market dynamics would be a natural sub-field of Economics, and allow someone to get their PhD by playing a lot of games!
There's legit a lot of em! haha
Fortunately a lot of the paywalls can be bypassed by curious and determined people!
Abstract result from this study:
This study shows that the most important factor of better ingame economy is a necessity of
trade. If a player earns the most out of trading, instead of generating new wealth, the
inflation should stay low. This of course means the economy has to be designed to utilize
even the least valuable materials, so no matter how long the players played the game;
they have a reason to acquire and consume those goods.
When comparing the results gained from these games, it is clear that not all game
developers understand how to build a stable economy even though the knowledge has
existed for over a decade. This disregard for economical knowledge has serious
consequences that ultimately are not good for anyone.
There's even a study done on pandemics based on a bug that happened in WoW. The quick synopsis of that incident is, players took their pet to a dungeon instance and it was affected by a DoT poison or sorts, when players stepped out of the dungeon, the DoT stayed and infected many other players who aren't able to survive the dungeon, thus a virtual pandemic was born!
The incident piqued a lot of virologists interests as to how people react to a virus. They found that some people avoided the cities to not get infected, some players stuck around the cities/hot spots and healed people.
Some players would intentionally infect others, some even had some sort of a visual sign that says they're infected/not infected so people would stay away from them, etc. etc.
It was a really good read. I bet there's even a YT video out for it lol
edit:
I clearly don't work in the gaming industry but I do tend to study a lot of random things to keep me informed, there are a few other studies/models done that's essentially became the base foundations of what MMORPGs take now, like Bartle's Taxonomy for instance.
@Ostaff yeah figures.
Still quite hyped about it though, shame there isn't much info about it yet.
If I remember correctly, and perhaps this will not answer your question but it might explain some things...
A player can knock you down and you will eventually get back up, this time your 'energy/stamina' will be low/reduced, if the player attempts to knock you down or kill you again, they will be branded as a murderer and would therefore be 'full lootable' when attacked/killed.
As for killing you in your own house, if I remember correctly houses will be considered safe zones in the future, they were just not implemented in last test, I am not 100% sure on this as it was a comment that I've read from another player, as for the others, they're in Q&As.
I would strongly suggest watching the Q&As, yes they're tedious but they do provide substantial information about the game
It's passive, it used to be just 1-3 person social radius but with the reach of the internet, the range increased quite a lot.
Luckily it's been nerfed from 'burst damage' to 'damage over time' which can easily be negated with a good heal.
@Rizzardi hmm
Seeing as i can't read/speak Portuguese, it wouldn't be fair to ask you to compete with a disadvantage
I mean, I can try to google translate it but the meaning would be lost in translation.
From my experience, most markets usually just die out until they all fall into their 'natural' place/order.
Game markets are typically extremely binary as it is essentially a business caricature, they're extremely susceptible to changes in the meta as well.
As for... "will players have an option to cooperate rather than compete?" in the market, monopoly does/can exist but it's never really to a point of over competitiveness. It's still reliant on supply vs demand, so with the current restrictions that we know of, i.e; no fast travel and only port to port travel with inventory limitations, we're probably going to be looking at...
Players would either:
A) Buy (personal use)
B) Sell (personal gain/empty out inventory)
C) Sell (to re-sale in the same market/different time)
D) Buy and sell to a different market.
And these are very common in almost every game/economy with a market. There are 'soft' regulations for it, i.e; taxes and travel restrictions, and 'display priority'.
'hard' regulations can be min-max item quantity, or item delay/cooldown for selling.
Some games even implement a 24 hour display for everyone to see before they could be moved to open bidding/selling to minimise players trading via personal accounts/characters.
There are many ways to get 'competitive' in the market, I consider myself to be a market shark tbh haha
but generally speaking, free markets would always be at the mercy of two things; meta and item availability.
Items that have multiple means of accessing it would be greatly devalued, items that have small means of attaining it would be more stable as there are fewer ways to flood them in the market.
End of the day, markets would always follow 'the path of least resistance' and no matter what 'controlled' inflation players does in the game would always reset back to norm once the demand has dropped.
Some types of restrictions would definitely be necessary and implemented if gold/money method are implemented instead of 'item as is' on a sale basis.
if gold/money are used, adding tax is usually more than enough to deter re-sellers, or to at least be clever about it.
if selling on an item-basis (barter system) is implemented and strictly barter (no monetary trade) then players would choose a certain item to replace the 'gold'.
Example, in Diablo 2 (battle.net) players used Stone of Jordan (Ring) as a currency method to trade items as gold was worthless. A similar concept would definitely be adopted if a barter system is implemented, or if the 'gold economy' collapses due to multiple avenues of getting an item.
My personality is usually offensive enough
The other thread died, maybe i'm asking for this a little too early anyway but i'd be keen on joining guilds or group of people planning to go that route.
Doesn't necessarily have to be a guild though, just a tiny little community of Angels to be lol
just a reminder, deadline is in about 9-10 days! Quite enjoyed what i've read so far!
Really enjoying the entries atm! hoping to see more!!
@Chapex said in Goodbye Grind?:
My interest is to discuss the lack of alternatives to achieve a goal and the persistent presence of unique mechanics and clearly focused on a certain style of play behind which specific objectives are hidden.
i've already mentioned how/why 'too much alternatives' doesn't actually favour anyone in the long run. Refer to previous post for context.
All I've uncovered so far was that transformation was irreversible (Human - Lich, Demon - Angel, Beast-man - Abomination).
@GorTavaro said in How do you think the Economy will actually function?:
Asteroids are interesting mechanic but it will probably cause PvP over resources on it. Does someone has link with good info on asteroids for wiki?
asteroids were answered on Q&A so most of the info a bout it were scattered.
Here's everything that i've learned a bout it so far...
As for the cart thing.
Im sure that the cart can't be accessed by other players? or is that a different cart?
@Stacy555 said in Bartle's Taxonomy and this game.:
but do we really need a theory for...
I don't even know where to begin with this tbh.
I'll just state a few fun facts.
Lord of the rings, written by Tolkien followed religious theories, beliefs and used their pattern to form his cultures within his books.
The languages used in his books were also based off of years of studies of culture, anthropology and linguistics (you know, theories)
Every other 'fantasy' literature that you've read were derived from Campbells 12 Stages of The Hero's Journey. (I wouldn't really say derived, more of follows the outline of Campbell's theory and understanding of how these stories form)
Guess what books, films and stories have based off of their stories in that?
I can name a few "modern" ones to help people stay on track, Harry Potter, Lord of The Rings, Game of Thrones. etc., etc.
The Witcher series, so on and on.
So what exactly is the importance of Bartles, and Radoffs theory on a game?
Simple, Bartle studied gamers in the 1970's to analyse what they wanted the most out of a game. He worked with whats considered "Top gamers" at that point in time but surprisingly he found that none of those top gamers got along and they all had different approaches to the game.
He then categorised them into 4 different categories, and upon releasing his studies, every game developer worth their salt studied it and tried to understand what those tropes are.
So again, why is Bartle's taxonomy important? because every successful or 'almost' successful game that came out catered their game for those 4 categories. They used the knowledge that's already established and to understand it so that they can make an enjoyable experience for the players. If you make a game without a plan, structure or idea (theory) then chances are your game will never take off.
It became the 'base line' that developers uses to gauge how they will make a 'successful' game.
and if you think "games" have no theories or it's to just "go ahead and see what happens", then I would really urge you to broaden your scope of understanding.
Why do you think twitch streaming, YT game plays became a thing?
Why do you think some of those YTers and streamers became successful?
It's cause they went out of their way to learn and understand what their trades are. Games aren't the 'linear' go-and-have fun approach that you think they are. There's a lot more to it than meets the eye.
There is a reason why WoW is still up until today after 15+ years. They didn't just randomly do things without an understanding (theory) of what they wanted to do. Every one of their characters followed Campbell's hero progression, they've also followed Bartle's and Radoff's theories to maximise the longevity of the game.
Do you think Albion online developers just went "imma make a game and i'll make it a fun one." no, they studied what is psychologically hardwired w/ people to cater for those hardcore pvp players, the achievers, the explorers and socialisers.
They didn't just asked people to "fund this game that we have no plan for", they studied it before hand using 'theories'.
Good luck! and I guess welcome to the world of MMORPG! a lot of these 'game theories' are actually quite rampant and used by many successful developers and gamers; thats what sets people up for success in every walk of life; understanding theories and how they can utilise it to their advantage.
edit: now I hope you will read the whole post and not assume that you already know everything next time, it's how you learn as person.
A statement closes the mind, a question opens it.
Better yet, why don't you ask Prometheus about how they developed this game and whether they studied or at least exposed themselves to some of these game theories before jumping on to make a game that would dominate a huge portion of their life?
@Vidrik
Well this took an unexpected turn.
Are you doing that "collect 100 souls" so you can have your own soul thing?
@Vidrik
i like to think that it's one of those things that was etched in your soul, you guys are just soul bound.
#shippingIt