How do you all think Mythic should keep a handle on the economy of the game. One of my biggest problems with WoW is the fact that the economy of that game has become so inflated that it has allowed the farmer/elite raiding guilds make it hard on individual casual gamer and even smaller guilds to compete for some of the items. The auction house is a cool idea, but I think think the price of things is so over inflated that it is outrageous. What avenues do you think Mythic should persue to help prevent the redicoulous escalation of prices in WAR.
For one I think that they should avoid the bind on equip. I feel that if Wow would simply remove this on most of their green/blue items it would allow players to sell their old items/armor to other players and would reduce the cost by putting more of the items back into the market.
If nothing else perhaps put in some sort of npc atoner who for a fee can re-attone an item to a new owner, I think this would greatly reduce the blatent over pricing of items, particularly lower lvl green/blue drops.
Also which system of crafting would you prefer to see, the farming style of wow, the merchant driven system of DAoC (buying mats from merchants), or a mixture of both?
We all realize that there will be those individuals who purchase their gold online (WACK IMO), but what sort of steps can/should Mythic take to help prevent this from screwing up the economy of the game for the rest of us who enjoy actually playing the game we pay for each month.
Comments
Yes I certainly hope they put in some sort of housing, guid hall system as well. I agree that it is hard to stop people who will buy their gold online, but what sort of measures can be taken to ensure that it doesn't provide a drastic advantage, or lead to an imbalance of the economy as it has in WoW IMO. I am hoping that the fact that Mythic has already hinted that the game will not be heavily Item dependant will help in this situation. DAoC's system of allowing a majority of items to be player tradable helps keep the prices from being drivin too high, as opposed the the soul binding of Items in WoW, which I feel leads to a inflated price of items for the casual player.
What I'd like to see:
- No "no-trade" items. In my experience, this encourages elitism. The value of an item should be determined by what it actually does and not by who doesn't have it.
- Item decay. In games without this, a piece of equipment often becomes part of a character, again leading to elitism. It also kills the player-to-player economy... once everyone has their widget, what good are crafters?
- Various and sundry "gold sinks" that will leave lower level players with plenty of money to re-equip every few levels, but will drain a larger portion of the game's gold from max-level characters. Inflation in MMOs comes almost exclusively from the top of the player heap. Housing is always a good way to do this, and I'm sure there are others. I'm always in favor of "fun" gold-sinks, rather than punishments if possible.
- The best items in the game are player-crafted - again, in combination with item decay, it keeps crafting meaningful in the game. It also gives higher level players a bit more freedom in how to spend their time. In games where drops are the best items, there's a feeling of obligation... "If I don't go to the Molten Core, I'll always have crappy armor" etc. I think that a game should have as little "have to" as possible, and focus on the "want to's."
As far as the secondary item trade - I don't believe that you can design the RMT out of a game. Like cockroaches, these guys will always find a way. The only thing a game designer can do is make gold gathering as fun as possible so that the players will want to go out and make their own money. In the case of WAR, I think there should be cash bounties for RvR kills. Not only will that keep the RvR areas full, it'll be impossible for farmers to bot against players and it'll keep everyone's pockets full enough that fewer people will turn to the RMT. Again, players should get gold for doing what they want to be doing, rather than gathering gold as preparation for the actuall fun part of the game.
some sort that there need to be capped prices for items, so that ppl
can't overprice them.
Further more like the first guy said, items should not be bound ot a
person, make em so that they will fall apart after to many repairs (
like in DAoC )
Id go for an auction house over 3000 houses to run to to buy goods. While a time sink again not a fun one.
Craftable over drop or quest items. Again a hard one some people dont want to farm gold and get ripped off by crafters who over charge. Some would rather go with a quest get the best gear and be done with it focusing on pvp. Others enjoy huge raids to get the best gear. Daoc when i think about went through all these stages hehe. At first it was farming high level areas for drops. Then the df raids on legion ect which promoted the takeing of towers in emaine ect but once df opened the place was abandoned for good loot drops to be raffled after the raid. Then spell crafting and alchemy came and once again craftable was on top. Though most couldnt afford the mp over sced gear people were chargeing. Then toa came it was back to massive zerg to get gear and then level the stuff to compete. Finnaly they went with do quests and get the best weapons in game again in the darkness falls expantion. Some were happy with the changes as they came while others loathed them.
What was best heck if i know. Probly the random drop gear off mobs imo. I dont like questing, nor mindless crafting and i dont like farming insane amounts of gold to line a crafters pockets. I did find the df raids fun at first was how a 40 could get to 50 back then though winning the lottery on a item was usually ruff.
Orky Name Generator, only at www.bigchoppaz.com
My point was intended to be that no form of equipment (Quest, Crafted, or Random Drops) should be vastly superior to any other. WoW for instance with the Damn High end Raid gear. It caters to one type of gamer, the Raid Guilds, and power gamers. The Casual gamers access to comparible gear is dependant on guess what, finding a Raid to join. And heaven forbid you want to go PvP because you enjoy that, you better go get to Grinding those Raids or Grinding HK's because that gear you made yourself or the gear you got from random drops is so far below the Raid gear it's laughable. The system is not balanced.
The Crafting system on DAoC is boring, but at one point (particularly pre ToA) you could take all player made equipment and go RvR and be very effective and close to evenly matched based simply on skill. The system was much more balanced as far as the Item Gap. ToA was like throwing a Freaking bolder into a swimming pool, it caused Huge Ripple's in the balance of the game. The Casual Gamer could no longer log into their account, run out to RvR and expect to be effective on a regular basis unless they went out and did all the ML and Artifact Raiding and Grind. Mythic IMO made a huge mistake and I think they know it and agree. The game became way to Item focused and lost a large part of its fun Factor, because it became more like a Job than the "Lets jump on and get in a Relic Raid/Defend for a couple hours"
I definately agree about the Auction House over Individual Merchants in Player Housing areas.
My intent was to discuss what sort of steps/changes would work best to strike a balance in the Games economy to keep Crafters/Farmers from being able to cause huge pricing issues for items.
The best way to not ruin the economy of any game is to have a clear policy on selling items out of game and enforce it. The only reason economies in game get killed is because of people selling things on ebay. If companies such as Mythic had a person on the payroll that pretty much did nothing but shutdown illegal auctions they'd make huge strides in keep inflation in check.
The biggest drawback to this idea is it costs the companies money so don't look for it anytime soon.
I'm not sure if the players should be NPC or real players, NPC's would give the team owner much more control over the entire team to play them as he saw fit, while real players would make the game wild and unpredictable. You could have bleachers around the field which players could sit in while they watch matches. Every year you could hold a blood bowl championship and face all the teams on your server for the server championship (bloodbowl). How cool would it be to have that kind of game inside of a game which helped eliminate elite people from inflating prices, while giving the casual gamer something to entertain him/her. I think it would also do a lot for the community, you could have merchants pettling their wears at large games, people recruiting for guilds, crafters selling their services, and there would be the inevitable fights in the stands between fans.
Just a thought. All I can do is dream
WAR absolutely has to find ways to minimize the impact of itemization upon the PVP environment.
Why?
Look at WOW. You do not PVP at end-game without raid gear, because yes, that gear absolutely makes the difference between win and loss. We're not talking about a measly little extra damage with spells, or some more hit points; we're talking about the ability to take a metric a**-load of damage, and to do hundreds, even thousands, of extra points of damage with your own attacks.
So yeah. WAR better not go that route, or it'll be a cold day in Hell before I play it.
As for the economy... I think they just need to make sure there are a lot of of things that permanently remove money from the game. If there isn't the total amount of money will rapidly increase causing it to lose value and prices to inflate.
Coming from a DAoC point of view they did this but it was too little too late. They have repairing items, house rent, buying a house, buying a horse, buying respecs, etc... all these things drain money from the economy helping to slow inflation.
DAoC - Mentalist TL + Tons of other Toons
Many threads on game economies have been written, but few have made any sense to me.
In all cases I've seen, there's no such thing as "overinflated". You may find the item too expensive, but if whoever's selling can manage to sell their items for a certain price then that's what it's worth. If someone's willing to dish out 100gp for a stack of wool cloth, why would someone selling wool offer it at 50s out of the goodness of their heart? Once the guy willing to fork out 100g for wool no longer needs wool, the price will drop back. Supply and demand!
It would only become a problem if it actually prevented you from playing adequately. Let's say mana/hps didn't regenerate normally and you'd need to buy player-crafted foods or go back to an inn and sit down for 10 minutes everytime you wanted to regenerate. That would be a problem, but then everyone and their mother would become a cook/brewer and the prices will drop again.
I'm personally not against out-of-game transactions. The only reason there's a market for these items is because of tedium in the game. I am not adverse to paying to remove the tedium from my game and enjoy only the good stuff. I have yet to find enough tedium that would be worth forking out real money, but if the game was really good except for one part, I'd not be against it. I take enjoyment in achieving something by myself, but that's me and I can readily accept that some people don't care about how they got their gear, they just want to be able to PvP effectively because that's the part they enjoy.
As long as said farmers aren't able to monopolize an item drop or resource, I don't see a problem.
Orky Name Generator, only at www.bigchoppaz.com
About the inflation: It is a perfectly normal thing for an acitve market but ofcourse in such a small market as one server is the changes in prices are ofcourse going to be much greater than in a real life 100 million people market. But the supply vrs deman will always even out in the end.
For example: In WoW when the crafting pouches first came out, they where going for 25+ gold in the auction houses since very few players could make them and the demand was very high... now you can get one for around 15g, since the production rate has gone up and the demand down. This is the good thing about a player driven economy, if player see that there is high demand for a certain item they will make more... but the ultra rare super drop will still be an ultra rare super drop (well I guess you could spend all your time raiding for it... but most of us want to have a life outside the game). This is one of the main reasons why player crafted items should be as good (or better) than drops... since the marked will work in a more normal way, in the long run.
I have two issues with what you have said and why I think it is flawed. First, as the game ages past the first 6-10 months, the prices on lower level items gradually skyrockets and in a system where crafting materials are farmed(gathered) the prices for low level crafting supplies becomes outrageos. The reason the example of 100g for wool cloth is mentioned is because as people have begin to have High lvl characters or purchase gold online they begin to have an abundance of money, so they begin to buy materials/items for alts or crafting at a redicoulous price. The fundamental problem with this is that as the population begins to grow, new players are unable to compete for these items, and without breaking the EULA(which clearly states that selling/purchasing in game items/money online is prohibited) they are forced to endure even more of the "tedium" that you mention, because the price of materials and items for their level are in fact inflated. If you do not believe that or havent seen it go stand in the auction houses on WoW and siimply look at the prices of items in the lvl 15-25 range. In fact run a toon to that level and compare the price of the items that are useful to you to the ammount of gold your character has without giving money to that char from an alt or puchasing it online. This sort of system helps support/incourage farming, because the farming guilds/companies can sell even the low level items/materials for a rediculous amount of markup over what the vendors would pay. For the casual gamer, the gamer who follows the EULA, or the gamer that wants to play the game
and enjoy a particular aspect, should be able to accoplish their goals without being subjected to an inflated system in which farming and elitest guilds have a drastic advantage.
its all comes down to playstyle and what aim the game has.
taking WoW as example, it starts out very balanced for lvl 1-59 for equipment. the green drops actually meam something as your leveling and quest rewards were useful thruout the leveling period. Crafted items had their use, specially in the 50s where the craftable blues becomes superior to what you could hope to get as a random drop and equally powered to dungeon drops for that level.
for 1-59 i found the game very balanced for regular drops, craftable items, quest items and boss drops.
60+ it takes a different path. either grind for faction to get the rare recipes made crafting a painful experience, or even a closed book since some of the recipes requires drops from places like MC that in effect pushed a lot of players out of the crafting market.
drops also started pushing towards the raiding, taking the path of requiring 40 players to get anything useful.
if your not into that type of playing suddenly a game like wow turns ugly on you especially if you didnt expect this kind of game change towards end level.
PVP equipment is comparable for most parts in WoW to the first set of raid drops from MC, but after that you will start see the gab between casual/pvp gamer and the raid gamers widen drastic. suddnely PVE becomes nessasary to be viable in PVP and for a casual your just out of luck.
Even if you do stick with the PVP grinding for honor to get the 13+ ranks you will not be able to compete with the new raid stuff comming out, and with the horrible ranking system that in effect ruins the pvp system past rank 10 most PVP players wont get the pvp weapons. they are stuck with that they can grind out for faction or quests.
so whats the solution.
definite avoid a PVE/PVP gap, make items equal in power for both crafting, questing, pvping and raiding. avoid the lure to make bosses the only viable source of items in the end game, to avoid forcing ppl into the raiding environment.
make craftable items widely available and the tradematerials tradable so everyone can sell the item even if they cannot use them, makes for a stronger economy. this is one of the things WoW does excellent.
but most important, move towards a skill game rather than a gear centric game. if the newest and best trinket will win the game for you (pve or pvp) skill will take second seat and build a lot of frustrations. not so much in raiding where ppl work together to nail the boss, but in PVP where overpowered gear might just ruin the effort.
there is a reason the pvp test server in WoW (where you get a premade lvl 60 char with tier1/2 mixed gear by default) is highly popular since the gear factor is eliminated by everone being more or less equal in power. suddenly skill plays a huge factor in the pvp.
All items should be tradable and things need to wear down over time for a good economy to build up and for crafting to actually matter.
Stats and skill caps need to be in the game as well so you don't get the incredibly stupid system like WoW has where people in zerg guilds just farm for items until their keyboards break down and their characters are twice as good as anyone elses.
http://kompaniet.mine.nu :+: #kompaniet @ QuakeNet
Current MMO: Aion
MMO Watch: Warhammer 40k Online, SWToR, GW2.
Played: Planetside, SWG, EQ, EQ2, L2, WoW, RFO, KAL, MxO, Voyage, RO,Vanguard,Tabula Rasa, Horizons, CoH/CoV,, Lotro, FFXI
First MMO: Everquest (Tunare Server, Ronin/Tide Guild)