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If you were going to change the economics..., ... what would you do?
*Ninesticks*
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As per the title.
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Posted Jan 12, 2013, 1:50 pm
Groove Champion
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All I can say is that I'd scrap the current model just for the sake of trying something else.

In the end, I don't think there really is a way to make a video game economy that won't eventually degenerate into what Dark Wind's economy is now.

But since we're on the topic...

I'd incorporate bulk goods into gang survival and equipment maintenance to make bulk trade more than a buy-here-ship-there-for-profit grindfest.

I'd also reverse the current NPC market values so that better prices are given in towns that have a bad NPC market and tougher NPC opposition in the wild, while keeping the "start town"'s economy just barely viable enough to sustain a small gang. That way veteran players would be encouraged to try their luck in tougher, more rewarding towns outside the start area.
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vet combatL1 wv cont0,5,0

Posted Jan 12, 2013, 11:33 pm
Serephe
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The economy in EVE is pretty interesting, but in the end it only works because of the number of players contributing to it.

I'd just like to see the scav system go in. People could use scrap metal or something as "cash" if they really needed it.
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vet wv paintladder ww0,3,0

Posted Jan 13, 2013, 10:12 am
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Serephe said:
I'd just like to see the scav system go in. People could use scrap metal or something as "cash" if they really needed it.


... really needed it, or preferred to forgo the local economy?

I'd like to see an option to become a self-sufficient scavenger, who might not be able to acquire the top gear, but would be able to survive on scrap, CPs, and other bulk (food water) based on the gang's skills (mech, scouting, 1st aid maybe?)

Maybe different factions could offer a different range of limited services? For example civs could have access to food/water, but not mechs. DR Mafia could have access to mechs but not food/water. Raiders could have limited access to everything. Just quick examples of possibilities; I think it could make the faction system more dynamic, but also more prominent.
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vet combatL1 wv cont0,5,0

Posted Jan 13, 2013, 10:56 am Last edited Jan 13, 2013, 10:58 am by Groove Champion
Serephe
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Sorry, I meant that if there was no "cash" in the game then players would probably use something else as cash. An item that exists in game, perhaps. Scrap metal was just an example.
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vet wv paintladder ww0,3,0

Posted Jan 13, 2013, 11:32 am
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Remove cash... The barter economy in scav works fine... Bit of balancing and you have a game that is really unique
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Posted Jan 13, 2013, 4:44 pm
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I was thinking... and bear with me, I'm gonna blather...
And before I delve into it.. I'm Scav... if you normies never did this I'd not give (Sorry) :)

I don't think (and this is scav minded but w/e) that there should be ANY city other than SS...

Every other city is actually a "Camp"... and they all have their own little political entities (don't ask me for a political map yet cause I'm just spewin)

But where Elms was would still BE Elms... but there's no City events... and it's Excellent for water cause that's what it's supposed to be... but ALL people there need defend it (Like Morgan?) and those who didn't participate are first to take damage? all mechs present add to the mech pool? (can't have 12 million chassis if ya don't have the means to take care of them...)

How to RUN them would be difficult, but this is sorta how I'm seeing it at the moment... (which is why I put it out there to get a second third and twelfth opinion...) :)


Sorry, I hope this is kinda where this was a viable place to say this... it's been rambling around in my head and I need to get it down for clarity, and confirmation that I'm not totally mental....
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vet wv

Posted Jan 18, 2013, 2:05 am Last edited Jan 18, 2013, 2:06 am by Blaer
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I'd have to say that's an idea for a game with a much bigger player base, Blaer. It's a good idea, but it wouldn't fly because so few players would actually take care in the town defense events on a regular basis. Also, the consequences of a failed town defense being quite harsh, if the community were ever to lull, these frustrating penalties would only precipitate the game's decline.
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vet combatL1 wv cont0,5,0

Posted Jan 18, 2013, 10:26 am
Juris
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Not in favor of getting rid of cash just making it harder to get. Nothing should as profitable as leagues or town events (except possibly escort missions which are hard as hell). Salvage value from scouting should be reduced severely.
When a gang starts making millions I think it's pretty laughable that your guys don't start demanding more money. At the very least your gang leader should demand 1/5 of the money and live on a yacht in EL lol
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vet wv pvp1 pvp5 pvp4 race1 zom pvp2 deathrce1 pvp3 combat1

Posted Jan 18, 2013, 9:02 pm
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Gang members that earn alot of money should want more out of life than to roll around in a rusty old apache hunting pirates day after day. :cyclops:
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vet wv paintladder ww0,3,0

Posted Jan 18, 2013, 9:39 pm
Blaer
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Groove Champion said:
I'd have to say that's an idea for a game with a much bigger player base, Blaer. It's a good idea, but it wouldn't fly because so few players would actually take care in the town defense events on a regular basis. Also, the consequences of a failed town defense being quite harsh, if the community were ever to lull, these frustrating penalties would only precipitate the game's decline.


I get that... and I have more ideas to clean up that verbal/text spew I laid out for all... just needed to get it outta my head to look at to refine it... :)
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vet wv

Posted Jan 18, 2013, 10:07 pm
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If cash was still in I'd nerf the hell out of the player market, meaning put a cap on the sellers' prices, with a bunch of other variables that could raise or lower it, i.e. town rep, local leadership, town under constant pirate attacks or not.

I would remove the central bank we have, and need to have the cash in the town it's needed, meaning you have to drive it around from town to town.

If it was none-cashed (or even if it is) I'd make a slew of other transportable items, that can be crafted together to make more items. If you have enough items, then gangs can survive on different types while differentiating themselves from other players.
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Jan 18, 2013, 10:10 pm Last edited Jan 18, 2013, 10:12 pm by *Tinker*
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There are a couple of good suggestions here..

How about towns have a tax rate and the income that a town makes on taxes gets used for security or race sponsorship or some other visible use?

How about a player-based casino? Lottery?

Non-scav players should be able to use their own mechanics and materials for repairs.

Players should be able to sell their daily mech points to the town or in-service to other players.

I agree that gang members should charge more, the more skill they have. Add a "loyalty" trait to characters and the lower their loyalty, the more they charge the gang for their services.

Add ped scouting!

Add some kind of system that allows you passively earn money (for example, create a policy that allows you to sell 50% of your mech points on a daily basis).
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Posted Jan 29, 2013, 1:32 pm
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If you truly want a viable economy, just base it in reality and the let it go and it will stabliize all by itself.

Step 1. Limit the cash supply. If the world had a finite supply of cash, then values of items would realistically reflect the supply and demand of the player base. After that, just leave it alone and watch. Subltle actions can be taken to correct the economy from time to time. Plus, the central bank idea is a great idea. Cash should be an actual good that you have to carry with you from place to place. Every time you red a guy, you take whats in his wallet. And if you capture the magic lorry, BINGO.
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Posted Jan 29, 2013, 8:47 pm
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Jose Bagg said:
If you truly want a viable economy, just base it in reality and the let it go and it will stabliize all by itself. 

Step 1. Limit the cash supply.  If the world had a finite supply of cash, then values of items would realistically reflect the supply and demand of the player base.  After that, just leave it alone and watch.  Subltle actions can be taken to correct the economy from time to time. Plus, the central bank idea is a great idea.  Cash should be an actual good that you have to carry with you from place to place.  Every time you red a guy, you take whats in his wallet. And if you capture the magic lorry, BINGO.


or just remove cash and watch it work..
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Posted Jan 29, 2013, 9:06 pm
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goat starer said:
Jose Bagg said:
If you truly want a viable economy, just base it in reality and the let it go and it will stabliize all by itself. 

Step 1. Limit the cash supply.  If the world had a finite supply of cash, then values of items would realistically reflect the supply and demand of the player base.  After that, just leave it alone and watch.  Subltle actions can be taken to correct the economy from time to time. Plus, the central bank idea is a great idea.  Cash should be an actual good that you have to carry with you from place to place.  Every time you red a guy, you take whats in his wallet. And if you capture the magic lorry, BINGO.


or just remove cash and watch it work..


Not a bad idea, but you would have to create new game mechanics to give value to many of the goods.  What is the point of scrap metal for instance?
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Posted Jan 30, 2013, 12:49 am
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Jose Bagg said:
goat starer said:
Jose Bagg said:
If you truly want a viable economy, just base it in reality and the let it go and it will stabliize all by itself. 

Step 1. Limit the cash supply.  If the world had a finite supply of cash, then values of items would realistically reflect the supply and demand of the player base.  After that, just leave it alone and watch.  Subltle actions can be taken to correct the economy from time to time. Plus, the central bank idea is a great idea.  Cash should be an actual good that you have to carry with you from place to place.  Every time you red a guy, you take whats in his wallet. And if you capture the magic lorry, BINGO.


or just remove cash and watch it work..


Not a bad idea, but you would have to create new game mechanics to give value to many of the goods.  What is the point of scrap metal for instance?


Scrap is one of the most valuable things in scav. Used to repair chassis and armour. To run a armour you need vast amounts.
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Posted Jan 30, 2013, 7:53 am
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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

Wipe the "current" affiliations of towns... spread the affiliations around... With them ALL being Civ, and them not PREVENTING you from living there, it's absurd... Yeah, I'm totally a Raider, got all my cars painted up like it to... where? oh they're all there in the town garage, y'know... I let the Civs watch them for me :/


Again, this is all with scav in mind...
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vet wv

Posted Jan 31, 2013, 12:54 am Last edited Jan 31, 2013, 12:56 am by Blaer
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I think we are dancing around the solution. The best way to handle economics in the new system is to make the medium of transactions to be tangible.

If a town wants to trade on a basis of what scrap represents, then that works because scrap is defined as an object in the game, it has weight, it takes up bulk.

If you want bottlecaps, great. Define it as a cargo item and give it a weight and bulk.

Gold bars, cool same as above.

Different towns with different currencies, things get interesting.

You the rich man in the game with a billion dollars of caps in town A might still mean your just a pauper in town B where you have no local currency. Better yet, upkeep of assets in towns should be paid in those towns. Your garaged goods and people in town B might now be at risk cause you ran out of the local currency there.
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vet wv

Posted Jan 31, 2013, 6:53 am Last edited Jan 31, 2013, 6:54 am by Ragnak
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I think if Sam finally let me have the brother I've been wanting for years, a lot of the excess cash would drop out of the economy and you would all like things a lot more.

So, pony up that excess cash that is messing up the way the game works, and we'll start a fundraiser so I can buy that building!!!!!!!

It's for the good of DW....... :D
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Posted Jan 31, 2013, 8:27 am
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