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Why no completly player driven economies?

DzoneDzone Member UncommonPosts: 371

Wouldn't it be nice if mmo's would completly remove npc shops from the game.

 

Only have mobs/dungeons drop loot to be used for crafting.

 

Gardeners gather seeds for culunarian's

 

Fishers gather fish for culunarian's to cook.

 

Miners go into mines and gather stones for goldsmithers to make jewelry, necklaces, ect.

 

Farmers, use farms to grow stuff to trade to culunarian's to cook.

 

End game raids, finishing those would give special rare maats that would be required to make the best gear.

 

Have all the maats/crafted gear/anumintion/potions/foods/fish/furnitings/tools in game sellable on the Auction House.

 

Just basically have everything player driven exept the enviroment.

 

 

 

 

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Comments

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by Dzone

    Wouldn't it be nice if mmo's would completly remove npc shops from the game.

     

    Only have mobs/dungeons drop loot to be used for crafting.

     

    Gardeners gather seeds for culunarian's

     

    Fishers gather fish for culunarian's to cook.

     

    Miners go into mines and gather stones for goldsmithers to make jewelry, necklaces, ect.

     

    Farmers, use farms to grow stuff to trade to culunarian's to cook.

     

    End game raids, finishing those would give special rare maats that would be required to make the best gear.

     

    Have all the maats/crafted gear/anumintion/potions/foods/fish/furnitings/tools in game sellable on the Auction House.

     

    Just basically have everything player driven exept the enviroment.

     

     

     

     

    Sounds like Eve to me.

  • BitripBitrip Member UncommonPosts: 279
    You should play Wakfu. 100% player driven economy. Resources, environment, politics...the players oversee generation and up-keep of all of these things. There are no NPCs to sell or buy from.

    image
    Now, which one of you will adorn me today?

  • KeenoKeeno Member UncommonPosts: 56
    Originally posted by Kilrain
    Originally posted by Dzone

    Wouldn't it be nice if mmo's would completly remove npc shops from the game.

     

    Only have mobs/dungeons drop loot to be used for crafting.

     

    Gardeners gather seeds for culunarian's

     

    Fishers gather fish for culunarian's to cook.

     

    Miners go into mines and gather stones for goldsmithers to make jewelry, necklaces, ect.

     

    Farmers, use farms to grow stuff to trade to culunarian's to cook.

     

    End game raids, finishing those would give special rare maats that would be required to make the best gear.

     

    Have all the maats/crafted gear/anumintion/potions/foods/fish/furnitings/tools in game sellable on the Auction House.

     

    Just basically have everything player driven exept the enviroment.

     

     

     

     

    Sounds like Eve to me.

    Sounds like Wurm to me.

  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    Originally posted by Kilrain
    Originally posted by Dzone

    Wouldn't it be nice if mmo's would completly remove npc shops from the game.

     

    Only have mobs/dungeons drop loot to be used for crafting.

     

    Gardeners gather seeds for culunarian's

     

    Fishers gather fish for culunarian's to cook.

     

    Miners go into mines and gather stones for goldsmithers to make jewelry, necklaces, ect.

     

    Farmers, use farms to grow stuff to trade to culunarian's to cook.

     

    End game raids, finishing those would give special rare maats that would be required to make the best gear.

     

    Have all the maats/crafted gear/anumintion/potions/foods/fish/furnitings/tools in game sellable on the Auction House.

     

    Just basically have everything player driven exept the enviroment.

     

     

     

     

    Sounds like Eve to me.

    Eve is the first to come to me also.  Are there any fantasy games like this?

    I self identify as a monkey.

  • L0C0ManL0C0Man Member UncommonPosts: 1,065

    It's a bit of a catch 22 deal.

    If you have something completely player driven (be it economy, cities, the whole game, whatever) means that in the beggining you start mostly with a blank slate, depending on players to actually create the content. Most players (myself included) these days are content consumers, we take in content and basically stay as long as the available content keeps us having fun. Other players (arguably more valuable ones) are content creators, the ones that derive their fun from creating something that other people find fun, or as some people say, just to scratch an itch and the fact that other people enjoy it is just a bonus. They exist even in games that have no player driven elements, they're usually the ones creating pages and tools, addons, organizing events and things like that.

    The goal of a player driven game is to attract enough of both, attract enough creators so that the content is added to the game, attract enough enough consumers and keep them around so that the creators don't leave over feeling the world being empty, or depending on how the world is set up, nobody to provide them with the materials they'd need to create content (for example, raw construction material for housing).

    It's not easy to reach that balance, which is why while several games promise fully player driven worlds (specially now with crowdfunding), few actually manage to be developed in a timely manner and/or stay alive (and profitable) long enough for the players to reach the point where they are driving the game in a sustentable manner.

    It's not easy, but it has been done before, several examples have been mentioned in this thread. While I've never played any of those, they do seem to be doing well so far.

    What can men do against such reckless hate?

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Dzone

    Wouldn't it be nice if mmo's would completly remove npc shops from the game.

    No, it wouldn't.

    It would make things considerably more inconvenient without considerably improving player-driven economies (which in many cases are already quite player-driven.)

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • MendelMendel Member LegendaryPosts: 5,609

    There are real problems with in-game economies (both player-driven and npc-based) that no one has successfully solved yet -- they manage to circumvent the basic laws of supply and demand.

    In a game, it isn't uncommon to see a material component (e.g., various ores in EQ1) that people buy and sell for unreasonable prices relative to other goods  (30-35 pp in /barter for 1 Indium Ore in EQ1).  I might sell all the 'vendor trash' and be happy to get 1-10 pp per item, but certain crafting materials bring in vast prices because they are a popular way to skill-up a trade skill.  The item's selling price doesn't cover the cost of the ingredients to make it.  Frequently, the combine isn't even useful, only becoming more 'vendor trash'.  There isn't a demand for the finished goods, only materials to make an all-powerful skill-up attempt where it is possible to gain a skill-up.  Supply is split, implemented as both unlimited merchant items and drop rates.

    In the real world, a business that spends 10x to 100000x (or more) the selling price of the finished product on the materials to make that product is soon bankrupt.  In a game, it's just a money sink -- a step between the mob and the vendor that might result in a skill point in an otherwise useless skill.

     

    Logic, my dear, merely enables one to be wrong with great authority.

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by Mendel

    There are real problems with in-game economies (both player-driven and npc-based) that no one has successfully solved yet -- they manage to circumvent the basic laws of supply and demand.

    In a game, it isn't uncommon to see a material component (e.g., various ores in EQ1) that people buy and sell for unreasonable prices relative to other goods  (30-35 pp in /barter for 1 Indium Ore in EQ1).  I might sell all the 'vendor trash' and be happy to get 1-10 pp per item, but certain crafting materials bring in vast prices because they are a popular way to skill-up a trade skill.  The item's selling price doesn't cover the cost of the ingredients to make it.  Frequently, the combine isn't even useful, only becoming more 'vendor trash'.  There isn't a demand for the finished goods, only materials to make an all-powerful skill-up attempt where it is possible to gain a skill-up.  Supply is split, implemented as both unlimited merchant items and drop rates.

    In the real world, a business that spends 10x to 100000x (or more) the selling price of the finished product on the materials to make that product is soon bankrupt.  In a game, it's just a money sink -- a step between the mob and the vendor that might result in a skill point in an otherwise useless skill. 

    You seem to misunderstand a few elements of economies.

    • No economy where players can set different prices "circumvents" supply and demand.  Only NPC interactions do this, and usually in a way that doesn't matter (it's required that all mobs provide some monetary benefit; some mobs are animals which logically wouldn't have money, which necessitates vendor trophies, which necessitates a vendor who will purchase unlimited amounts of the trash items.  But in the end all this does is it means every mob is a source of gold.)
      • In real life, we mine coal and various other resources.  Functionally they have been unlimited so far, because we still have more coal left to mine. They've nevertheless offered challenging decisions for those involved in the production, distribution, and/or refinery of coal.  The same is true in games.  While you could argue that maybe more games should simulate running out of resources because it's a real-world inevitability (there won't be unlimited coal deposits forever), it's certainly not required to produce challenging decisions and to have an interesting game.
    • The price you're calling unreasonable is usually the reasonable price.  It's the result of supply and demand in a dynamic marketplace.  Just because it's above your ability to pay, that doesn't make the price unreasonable.
    • If someone comes in and buys up all of one item, the inflated price they sell things for is still the result of supply and demand (and generally it will require a ton of effort for them to continue at the high price point, because the more lucrative a price is the more players will focus on supplying those items, flooding the market with lower-priced product.)
    • If a trade good is critical for leveling tradeskills, obviously demand is higher and the price may be higher.
    • Usually materials (ore, etc) are worth more than finished products because they literally offer more utility (that ore can be lots of things, but a sword is only a sword.)  They're more valuable.  This will obviously be true of any system where crafting is just a button push to immediately combine the materials into the item.
    • The way to change that is increasing the work associated with crafting.  Skill requirements are a very minor form of this (at the start of a new expansion, the new high-end crafted stuff can sell profitably.)  Time requirements are the more common ongoing form of this (Warlord of Draenor is largely driven by day-long cooldown items which represent "one day of work", and crafted items are in that way worth much more than the materials used to craft them.)  These are only a couple of the handful of ways games can let players turn materials into higher-value finished products - others exist too.
     

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • DullahanDullahan Member EpicPosts: 4,536
    For an mmorpg to be a virtual world, it has to remain believable in the absence of players.  I'm not against an economy heavily based around player crafting and commerce, but so often that is used as an excuse to neglect proper content, stories, dungeons, factions and all the other elements that create a realistic atmosphere in an MMORPG.  If the game doesn't provide players with enough value and enjoyment in crafting, operating a virtual business and standing around in the city peddling their wares, the whole system collapses and the illusion of a virtual world shatters.  Players end up inconvenienced and the world feels like a lifeless backdrop like every other litterbox game.


  • KajidourdenKajidourden Member EpicPosts: 3,030
    Originally posted by Bitrip
    You should play Wakfu. 100% player driven economy. Resources, environment, politics...the players oversee generation and up-keep of all of these things. There are no NPCs to sell or buy from.

     

    This.

    It's %100 player-driven, and the combat is a fun turn-based tactical system.  The classes are also VERY unique and quirky.  I really enjoy it, but the problem is that there is a very low population of newbies because the hard cap for levels is so damn high.  In terms of game systems outside of progression;  combat is great, if you like turn based grid-based games.  When i say progression I mean how it flows from level 1 to w/e the max is. 

    Edit: also, the crafting is excellent.  It's a typical menu-based crafting, but the fact that you can be sure what you craft will be the best thing you can get for your level REALLY kicks up the incentives to do so.  Also, there is no limit on how many professions you can take, so level them all up if you like.  Overall the only way the crafting could be better is if they had an ffxiv-like mini-game to go with it.

  • BitripBitrip Member UncommonPosts: 279
    Originally posted by Kajidourden
    Originally posted by Bitrip
    You should play Wakfu. 100% player driven economy. Resources, environment, politics...the players oversee generation and up-keep of all of these things. There are no NPCs to sell or buy from.

     

    This.

    It's %100 player-driven, and the combat is a fun turn-based tactical system.  The classes are also VERY unique and quirky.  I really enjoy it, but the problem is that there is a very low population of newbies because the hard cap for levels is so damn high.  In terms of game systems outside of progression;  combat is great, if you like turn based grid-based games.  When i say progression I mean how it flows from level 1 to w/e the max is. 

    Edit: also, the crafting is excellent.  It's a typical menu-based crafting, but the fact that you can be sure what you craft will be the best thing you can get for your level REALLY kicks up the incentives to do so.  Also, there is no limit on how many professions you can take, so level them all up if you like.  Overall the only way the crafting could be better is if they had an ffxiv-like mini-game to go with it.

    Yep. My only two problems with Wakfu currently are the population and the rebooted quest system when they switched to F2P. Otherwise I would still be playing it. All my friends on there transferred to Remington. >.>

    image
    Now, which one of you will adorn me today?

  • LoktofeitLoktofeit Member RarePosts: 14,247

     

    Check out Wurm, EVE, Wakfu, ATITD, or Puzzle Pirates.

    However, all of them, like any healthy real world economy, are regulated to a degree. Those are your best bet. 

     

     

     

     

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • TalonsinTalonsin Member EpicPosts: 3,619
    Eve has about the closest you will get to a total player driven market.  A single person can manipulate the price of an item if he has enough money behind him.  One time the Goons burned Jita, the largest trade hub, by suicide bombing those using it which made many people head to the outer trade hubs where they had stocked needed items at an inflated price.  You cant get more "player driven" than that mate!
    "Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game."  - SEANMCAD

  • BurntvetBurntvet Member RarePosts: 3,465

    to the OP:

    Simple: because then there is no need for a cash shop. And MMO companies love those.

     

  • bcbullybcbully Member EpicPosts: 11,843
    Try Age of Wushu OP. There are weapon/armor drops dungeons/raids, but all white level junk for mats. The main things bosses drop are recipes. Everything is player made with around 17 professions. All things are sold through player stalls which are searched by accessing the stall of through a zone wide search menu. 
  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Talonsin
    Eve has about the closest you will get to a total player driven market.  A single person can manipulate the price of an item if he has enough money behind him.  One time the Goons burned Jita, the largest trade hub, by suicide bombing those using it which made many people head to the outer trade hubs where they had stocked needed items at an inflated price.  You cant get more "player driven" than that mate!

    Very true. Even the trade hub itself, Jita, was decided on by the players. 

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • DibdabsDibdabs Member RarePosts: 3,239
    Originally posted by Bitrip
    You should play Wakfu. 100% player driven economy. Resources, environment, politics...the players oversee generation and up-keep of all of these things. There are no NPCs to sell or buy from.

    I tried the game and found that quite a clever game mechanic, although the game itself didn't appeal.  Still, I approved of they way they did that.

  • GdemamiGdemami Member EpicPosts: 12,342

    "Nice" does not stand for sufficient justification.

    It takes quite an effort to build and maintain such complex system and at the end it represents more shortcomings than advantages.

    Even EVE Online diverts from complex crafting these days and follows more traditional loot based crafting - rare blueprints, loot components, etc.


    There is simly no point in such endeavor.

  • iixviiiixiixviiiix Member RarePosts: 2,256

    There are no completely player driven economies . Because in first place , the economies involve with game system.

    When you put something in game , you need to find ways to put them out.

    If not , the balance will broke down and economies will ruined

     

    This is why it hard to run F2P economies , though the idea is good , the out come is hard because many elements involve .

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by iixviiiixThis is why it hard to run F2P economies , though the idea is good , the out come is hard because many elements involve .

    ...how does monetization model play a role here?

    ie. Entropia Universe is F2P and yet, it has fully player driven economy.

  • PhryPhry Member LegendaryPosts: 11,004
    Originally posted by Gdemami

     


    Originally posted by iixviiiix

     

    This is why it hard to run F2P economies , though the idea is good , the out come is hard because many elements involve .


     

    ...how does monetization model play a role here?

    ie. Entropia Universe is F2P and yet, it has fully player driven economy.

    Kind of misleading when you mention EU as its not really F2P, it requires a huge amount of actual cash to play the game with any degree of 'access'  and harvesting 'sweat' for hours on end just to make a couple of ped's is really really not fun in any way shape or form, its a game that probably defines P2W in that the deeper your pockets are, the more power you can buy yourself, its really more of a plaything of the wealthy, than a true MMO. 

    The only games i've played that have had a viable player driven economy, are Eve Online, and SWG, its not really something that lends itself to themepark games all that easily, i wouldn't say its impossible but its unlikely that any Themepark game would ever do away with npc vendors or equipment quest rewards, and that is something you cannot have in any form in any game that claims to be one that has a player driven economy.image

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by iixviiiix

    There are no completely player driven economies . Because in first place , the economies involve with game system.

    When you put something in game , you need to find ways to put them out.

    If not , the balance will broke down and economies will ruined

    Look at real world economies. The Feds have to monitor and tune the US economy very very carefully (by changing interest rates, open market actions, and so on) ... otherwise bad things can happen.

    Having a player driven economy is not always desirable because if players just want to play a game, why bother to spend all that effort to design, monitor and adjust the economy so that it is viable?

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by PhryKind of misleading when you mention EU as its not really F2P

    The only misleading train of thought here would be to pretend EU is not F2P.

    EU is F2P regardless whether you feel the game "requires a huge amount of actual cash" or what you find fun.

    Personal qualifiers do not apply.

  • sketocafesketocafe Member UncommonPosts: 950
    There are a few who do it or come within spitting distance of doing it. More don't because it takes a lot of resources. Most developers seem content to recycle the same design tropes everyone else has been using for the last decade or so. It's cheaper that way.
  • TorcipTorcip Member UncommonPosts: 669
    Eve online seems to have the player driven economy down pat, but here's the reason why. The whole game was developed around a player driven economy.  You can't just take any ol' WoW style MMO and put a player driven economy in it and expect it to do anything other then fail miserably.  Wakfu is another mmo that does it decently, just not as well as EVE.
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