Balancing Economy #59
Replies: 3 comments 5 replies
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So something that could be considered for the player crafting system to help balance it out (I am just spit balling, they aren't all winners).
With the amount of gold able to be produced by resources being reduced, gold from loot needs to be reduced as well. Hopefully this will increase the value of gold in the economy. Some additional money sinks
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As an aside I think this is a good overview of the fundamentals in a video game economy: https://departmentofplay.net/the-principles-of-building-a-game-economy/
I think the principle is a good idea; not necessarily disabling repairing of items completely but making the durability losses greater and permanent over time so the item breaks eventually. It's the same principle just with a time delay and probably less player backlash. You could track the average life-time of items before being destroyed and tweak the durability loss rates until the tap roughly matches the sink.
Totally agree with making money useful again. However one thing I think we're missing is the actual insight into real-time mechanics of the economy. We're able to control both the taps (or faucets) and sinks in the game, however we have no real-world metrics into either, i.e. how much gold is being generated by all sources (loot, and vendors being the main generators) or how they're taken out. I think that should be one of the first systems we add before implementing any ideas otherwise we will have no real way to track whether what ideas we implement actually work. A very simple system would just be to log to a JSON lines file every transaction or gold generated. We can easily analyze that using python pandas to extract the metrics about where gold comes into and leaves the economy. { "type": "loot", "source": "a Golden Dragon", "amount": 2401, "timestamp": 1613218094 }
{ "type": "vendor", "source": "Fish Steak", "amount": 12400, "timestamp": 1613218094 }
{ "type": "vendor", "source": "Mandrake", "amount": -3000, "timestamp": 1613218100 } @schaukoski maybe could be something you can implement on your POL shard?
Yeah this is a big problem, from a player perspective it's always been who strikes first, there's not much nuance. However I wouldn't want it to turn into WoW PVP where it can sometimes reach a stalemate were no one can kill each other. Not sure quite how to approach balancing the PVP but prots seem to be the main culprit of turning people into unkillable machines. Personally I don't think there should ever be greater prots than 50%, let alone prots making a damage type heal you (unless its a skill with a long cooldown or something)
I think these are two ideas combined together that will work well, there should be some kind of 'estate tax' where if you have over X million gold you start to get taxed at say a 10% rate. This stops people hoarding it as it's better for them to be spending gold rather than letting it evaporate.
While probably not going to change the economy too much this is pretty fun, or even heists where security guards send a convoy from Minoc Bank to Vesper Bank and you can high-noon them.
I like this, or implementing a Rust style upkeep system where you need to place raw materials into a bank box to keep the house from decaying. example: a large castle needs 200x wood, 50 iron ingots an hour. This would make players have to leave their houses to gather resources or purchase them from a crafter, giving crafters another way to make money.
This was already in the last ZHA's check |
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My 2 cents regarding your post @sigmantium
On a side-note:
Changing Absorption, Reflection and Free action to charge based items would be advisable as well. Perhaps you can recharge them with rituals. Regarding cooldowns:
More ideas & suggestions.
Karma fame system:
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@ptschile contribution from discord:
Control hyper-inflation of items:
I think items should expire. Maybe disable the feature of repairing items, and all the items should be decreased in durability. Dont know how to, but i think in the same proportion items are generated or found in loots, items should be broken in the same rate or almost same rate. And i mean every item, protections, GM items, weps, armor, etc.
Hyper-inflation of Gold:
I think we need to control the amount of gold generated by players macro.
i think every resource that can be get by macroing like (mining,lumber,begging) should not be able to sell to NPCs.
So we can avoid people having like 5 chars in the night mining to sell ores, etc.
We need to find a way to control TIME versus GOLD making. Hunting should be a primary source of gold, since the player needs to be online to get it.
So, my idea its to re-implement the player market, kinda like Albion online.
Change the playervendor NPC, so the npc lists all items of all players, an open market that can adjust the price of stuff itself. when you say buy u should see like 10 options of iron prices, each one of each player, and you just pick the cheapest.
for example, If there is too much iron for selling in the player market the prices becoming to drop, and vice versa. So maybe you should invest in produce another resource that to sell in the market that is more valuable itm
if you really want money right now, u could post to sell items cheaper etc.
of course if the player wants tons of iron he could do it, to try to sell in the player market, but the price he gets will be adjusted itsfelf by the market. (if the item its easy to get, its automatically evaluated by the market)
Class dependence and economic impacts of each class:
In my opinion i like the dependence of the classes, like, we kinda need a crafter to make your weps and armor if you are a warrior.
You have to need a bard to collect reagents if you are mage
you need a mage to produce potions if you want to go hunt etc.
ranger should be responsible to refill the mount in the npcs or in the player market, so if there is no ranger taming mounts, the prices will go UP, and you will not have a mount for just Buying in NPC for 320gp that worth nothing.
So every class should have their contribution to economics of the shard somehow.
Invincible players in PVP:
I really dont like the idea of invencible players. I mean, right if your are 1vs1 and you are more equiped than the other, its ok that you have advantages on PVP and kill more easily.
But i dont like the fact that one guy invencible, could kill an entire newbie guild in dungeon, like 1vs4, an this happens.
So i think a possible way to prevent this, its to put some cooldowns for protections.
Example, you can have a FreeAction item, but when someone casts a paralyze in you, this item protects you for the first time, and starts its cooldown to be activated again.
Just like protections, you could have a great item 150% prot agains fire, the first cast of a player will actually heal you, and this is great, but with cooldowns you will not be INVENCIBLE.
U can have freeaction and lot of stuffs, but 3 lvl3 players should be able to kill some very well equipped since they can 'break' its items on cooldown.
PVP more durable:
Another stuff that i think its kinda boring in ZH is that PVP dont last long. lvl5 war against lvl5 mage, its kinda 2 hit pvp, who hits first wins. its toomuch damage.
Need to rebalance that so, ok a lvl5 char should be insta kill and lvl2, but the diference betwenn lvl5 and lvl4 should be closer, and so on.
i have a lot more of ideas, about PVP but i think this is too long to type here and needs a lot of real testing and PVPing.
I was trying different kinds of shards Outlands, and another mmo games like Albion, EVE online, Shroud of the Avatar, etc to get some INFO etc
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