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If you were going to change the economics..., ... what would you do?
*Tinker*
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Blaer said:
Make each town really a cluster of camps...
Meaning I have MY building there (abstractly, it doesn't show on the map) and I must keep all my gear in it, like a camp, so no free storage at towns... Also any repairs I want done are based on the amount of mech points I can generate in town...

Eliminate all town events except for ANCs, and "bring your own vehicle" events...

Only supply MG ammo, Fuel, Scrap and Car Parts, as prizes... ever...

Have "Space Rates" based on affiliation... IE, if you're Raider friendly in a civ town/cluster, you're forced to pay X amount of (something actually semi-rare) whereas if you're in a Raider cluster, you're not charged anything above the standard maintenance work to keep your buildings alive


This is great for scav, if norm could b that way and with as many players we have now, i bet it would work. heck I bet scav the way it is now would work with 20 active players.

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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 31, 2013, 9:55 pm
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scav would easily work with 20 active players.... it is working pretty well with 4 or 5

I am trading regularly with Blaer. jar, tonic.... when GM returns we will be a whole game!

bottom line is this.

lots of people got disheartened by it (mainly because of water) with players in the game water is not an issue (i have hundreds of the stuff)...

Its a better economic model for the game.. if it had been there from the strat and beta run properly sam would have created a unique economic model for a mmorpg and he would be a legend (instead of just renowned :-))
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jan 31, 2013, 10:07 pm
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goat starer said:
Remove cash... The barter economy in scav works fine... Bit of balancing and you have a game that is really unique


Path of Exile has a very functional and balanced barter trade economy. Basically, it does away with the traditional gold system. Instead, mobs drop a variety of orbs from time to time when killed. These orbs, which operate as in-game currency, let players modify/craft their equipment to their specifications, and are a one-off use, so inflation is controlled.

I think it'd be nice if Darkwind 2 were to adopt a system like that. Let hauler vehicles drop stuff on varying frequencies that are practical and are one-off uses, with reasonable drop rates, thus forcing players to decide between using or trading them.

Another thing Path of Exile does right is that NPC vendors sell rarer orbs too, but they demand other equally rare orbs of higher quantities for that one single unit of orb you're purchasing. They also don't sell rare gear, so at higher levels, you either have to wait for them to drop from mobs, or craft them yourself.

In fact, the economy in POE doesn't discourage players from playing by themselves, so you can play the game until you're at the endgame without ever trading with others. However, the benefit of barter trading is always there, simply because of  comparative advantage. You'll usually find yourself with orbs you don't need, but you may need other orbs, or even rare gear or maps (endgame content) that catch your fancy. In that case, both you and the other party stand to gain from each other.
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vet wv zom

Posted Feb 20, 2013, 4:18 pm Last edited Feb 20, 2013, 4:26 pm by Karz Master
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'orbs' in scav are car parts and scrap and ammo

one off use

needed to repair your cars and fight


every now and then you will find a high value 'orb' like hgg ammo even as a newish player... you can then swap it with a vet for piles of mg ammo.

all the 'orbs' you need are in the game already

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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Feb 20, 2013, 5:02 pm Last edited Feb 20, 2013, 5:04 pm by goat starer
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Shows how long I haven't touched Scav... and Darkwind :(
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vet wv zom

Posted Feb 20, 2013, 7:01 pm Last edited Feb 20, 2013, 7:07 pm by Karz Master
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Karz Master said:
Shows how long I haven't touched Scav... and Darkwind :(


well come back... you are missed
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Feb 20, 2013, 7:18 pm
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Juris said:
Salvage value from scouting should be reduced severely.


This the most important thing. The pay rates for salvage are way too high. I can easily get $17k for a car that I have shot up. I am even paid for shot up tires. If someone can recover mint parts (engines, weapons, etc) that's fine but the rest should be treated as junk or close to it. And the economy here does not seem to be as affected by supply and demand as I would think.

I'm sure there are plenty of other economic models to look at. Of course here we have an MMO and the only option is forwards, so compromises must be made.
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vet combatL1 wv1,0,0

Posted Feb 24, 2013, 7:16 am
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Lets not get carried away....if a move to the scavenger type
model of the game was so popular we would have far more
active people playing scav and we don't.

Sometimes you don't have to change what you have when it
is played and enjoyed the way it is by the majority.
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wv vet

Posted Feb 24, 2013, 3:41 pm
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I've always been interested in coding the market model from metagaming's old game Trailblazer (a Costikyan design.). Basically it presented the player with a range of different-shaped demand curves for different items, random external shocks to these curves, and ain't internal mechanism to reprise items based on how well players satisfied/saturated demand.
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vet wv ped2

Posted Oct 5, 2014, 10:06 pm
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*Ninesticks* said:
As per the title.


I was about to say I already made NUMEROUS suggestions but then I noticed this thread is almost 2 years old...  Lol
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Posted Oct 5, 2014, 11:49 pm
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Why does that matter? good suggestions are ed good suggestions however old they are.
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Posted Oct 6, 2014, 6:50 am
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Tallus said:
I've always been interested in coding the market model from metagaming's old game Trailblazer (a Costikyan design.).  Basically it presented the player with a range of different-shaped demand curves for different items, random external shocks to these curves, and ain't internal mechanism to reprise items based on how well players satisfied/saturated demand.


do you have any more details on this?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 6, 2014, 8:16 am
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I haven't played in about 20 years, but I have PDFs of the game... I'll take another look.

Interesting thing was, there was a whole range of commodities . Some of them had a fairly flat demand curve, meaning you could dump a tanker/freighter full of them and get a good payoff, but the unit price was generally low. Others had a higher but more steeply sloped demand curve, which meant you'd get a nice return from a 'pho' (or Corvette run) but drop 1k units on Alpha centauri and the revenue would turn out pretty disappointing.

I wasn't much more than a teenager when I was kicking the game around -- and pre Econ, I had no idea what a demand curve was -- so I didn't manage/have the patience/have the intellectual tools to disassemble the game's economic model, but I'd be interested to do it now.

I'd love to see a similar model for DW, especially because the piracy/'demand shock' elements of the game are already -- or potentially -- endogenous to the game.
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vet wv ped2

Posted Oct 7, 2014, 4:45 pm
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