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hapaboy:
These are my personal theories on both:
-Item degration is not very fun, so the goal is to create a stable economy without it.
You are correct in saying that Item degradation is not a very fun aspect of playing a game yet it is crucial to keeping an economy in check. I personaly feel that you can have item degradation - but you need to provide some mechanism that allows a player to ''deal'' with it. For example, lets say that we have a player that uses a long sword and over time and usage the swords blade loses it edge or the metal itself becomed fatiqued. Allowing the player to set limits or the ammount that he wants to sink into an ''auto-repair'' function of the game would create a
money-sink that helps to move the economy along...
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1. Either set a limit on individual player''s held cash based on that player''s level, a wealth skill, or by having cash take up inventory slots (i.e. 1000 gold for a slot). I would prefer the last of those. This is to take care of the cash hoarding problem. This will also make it much easier for a game designer to set fixed item prices.
Fixed item prices are a no-no. At least in my mind. But, I do like your thoughts on cash/money/gold requiring inventory slots or having some sort of weight value. Noone would be able to cart around what I have walked around with in UO
over 10,000 gold would weight well, I don''t know how much it would actually weigh but I know that I would not be able to carry it. *GRIN*
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2. Second, you must have a fixed price for every item that exists depending on their strengths. This fixed price will be determined by the number of players who have spent a minimum number of hours online for the past month or so, or another method would be to base it on the average server population for the past month or so.
ACK! Fixed prices might solve the problem with online game world economies but - where is the fun in that? Part of the fun in MMORPGs is looking for the cheapest price for a given item. Or, if you create a certain item, setting it''s price at a value that brings people in to make the purchase. Fixed prices just aren''t the way to go. If prices are fixed... the worries are gone but then so is your economy.
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3. Now, unlike most mmorpgs that I have seen to this day, items sold to NPCs should only cost the same then when they are bought from NPCs. This will help eliminate the problem of item inflation by creating an item sink.
I think you need to go a little further than that. Basically, I see the NPC having a little more knowledge of what the supply and demand in the world. If an NPC is a merchant than it stands to reason that he would have some understanding of what is in demand. So, if I come to a merchant with a thimble, he''s going to laugh at me when I say I want 50 gold pieces for it
And that last bit brings me to this:
I think that merchant NPCs should have knowledge of the supply and demand in the world. If NPCs were given this knowledge then you could change the way in which selling and buying work within the game to something a bit more normal for a game set in the 13th-16th century world.
Bartering.
I invision a player coming up to an NPC merchant and asking him to look at his wares. When the player finds something he likes he would click on the item and a bartering screen would be presented. The player can choose how much he is willing to give to the merchant for the item. Now this requires the player to have some understanding of cost of goods in the world but this is a good thing... right? When the players offer meets the requirment of the merchant NPC he will be allowed to purchase the item.
Not only gold but other items in the players pack can be used in the barter. Take the same scenario... The player sees something he wants. The player selects barter and gives the merchant NPC the ability to see what he is carrying. If the merchant NPC sees somethign that he wants from the players pack, he could suggest to the player that he would trade item A for his item B. Make sense?
I suppose you could set it up so the player could just click buy and pay the price the NPC ask for the item as an optional way of conducting business. I think that most players would opt for the bartering in certain situations...
Dak LozarElysian Productions, Inc.