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Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 12:46 am
by iphdrunk
grimjim wrote:It would be nice if you could sell a crafted item for even a touch more than the 100% sale price of the mats that make it up.
it's realistic, but then the whole system needs to be re-balanced. If the price of the crafted item was higher than the price of the mats, crafters would be even richer than they are now. By crafting and selling the item rather than selling the raw mats, we in fact trade money for experince (get a loss, but learn to craft). A possible suggestion would be a trade-off: either I get xp but the crafted item is junk and worth nada _or_ I could get a better price and get no xp. This could be explained as if when I try to learn something, my "prototype" is probably worth not selling yet, but when I go into production to sell my goods, I learn nothing, I apply my knowledge and no time for "testing new things"

Also, as Noin says and discussed in some of these threads, this could be adjusted by making NPC demand realistic (he shouldn't buy 2000 earrings?) and then, make every item crafted more worth crafting..as long as the crafters can supply players demands. For example, crafting each item more time consuming, and require less items per level. Rather than 10 earrings giving 1k, 1 earring giving 10k xp although then we have snowball effect, loot tables decreased, less mats per pull, etc.

Easier said than done tho :rolleyes:

Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 9:36 am
by overide1
you know what... i had a big post written out and then changed my mind. screw the economy. this game is fun. making money is not what drives me to work hard and have fun.

the payoff is knowing i did a job well done, being able to make a very nice weapon/armor/jewel and being able to womp that stupid named mob that has killed me so many times while i was foraging. i am looking at you Fijoo! you are so on my list and one of these days i am going to get you.

Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 11:37 am
by tylarth
could do profitable npc resale items for excellent+, break even at choice, and grind loss for fine/basic. So crafters curning out 'decent' grinds make a profit (with sufficient fame too).

NPC grind mats, having q150,200+250 is a big dapper drain and would create a massive demand for dappers.

Also perhaps a mechanic that converts unsold/direct sale mats on npc to generic mats could be interesting eg after 7 days your basic gingo fangs unsold, get converted by the state to generics. Thus all materials transacted have a value..eventually (and why the npc will buy all)

Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 1:35 pm
by marct
iphdrunk wrote:If the price of the crafted item was higher than the price of the mats, crafters would be even richer than they are now.
I think you are missing 1 piece in this equation. Digger. A digger - crafter is the rich person, not just a crafter. It should be just as much work to be a solo crafter as it is to be a digger. It currently is not So MOST digggers do the little click fest to become a crafter too. Raise the stakes on what it takes to be a crafters, and less digger/crafters exist. (and only the remaining crazies are rich, and they should be.
iphdrunk wrote: By crafting and selling the item rather than selling the raw mats, we in fact trade money for experince (get a loss, but learn to craft). A possible suggestion would be a trade-off: either I get xp but the crafted item is junk and worth nada _or_ I could get a better price and get no xp. This could be explained as if when I try to learn something, my "prototype" is probably worth not selling yet, but when I go into production to sell my goods, I learn nothing, I apply my knowledge and no time for "testing new things"

Easier said than done tho :rolleyes:
The point that you make but don't actually say here. is that making 5000 of the same exact piece of crap axe, or whatever is not crafting. It is mass production. The crafting XP system, and the demand system need to be changed to make crafters out of todays mass producers.

As you stated having a demand system would be helpful, having a demand system that was looking for certain stats on an item would be even better. Changing the XP so that it relies more on the quality of the product, and your past craftings of that item would be interesting. So as you craft the same exact item over and over, your XP goes down. If you did not craft that for some time I would expect a reverse decay system where when you make one like that months in the future your XP has returned to the base or beyond.

Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 1:50 pm
by iphdrunk
marct wrote:I think you are missing 1 piece in this equation. Digger. A digger - crafter is the rich person, not just a crafter. It should be just as much work to be a solo crafter as it is to be a digger.
Believe me :) I don't miss it, but you are right, I should have been more precise. I was referring to the state of things currently, since I really don't know a dedicated crafter that doesn't dig -- although I do know a lot that dig despite not liking it -- pretty much stating a "crafter" in ryzom means a digger too. Being a crafter only is like soloing daggers, in theory possible, in pratice I yet have to see one ( a competitive one, I know a couple of crafters that don't dig, but the quality of their items is low) and yes, there are also digger-only players, but I would say not the majority.

That said.... my point I think stands: imagine there are genmats, or enough mats to be bought. Then the solo crafter enters in a snowball effect: I just need a starting investment and then I craft. I sell, and make a profit, thus being able to buy more mats. No need to dig at all, and no reason to stop. This of course assumes a constant flow of mats, or genmats, inexistant now but who knows with more players?

It seems pretty clear that the main source of dappers is harvesting. As long as there are no money sinks for harvesters they have no reason to sell mats for dappers, and we have two weird situations: crafters that dig despite not wanting to and diggers that may even start crafting to use the mats they dig, even if crafting was not their primary choice.

Re: Relaunching an Old debate: economy

Posted: Sun Jul 23, 2006 3:13 pm
by talismar
marct wrote:I think you are missing 1 piece in this equation. Digger. A digger - crafter is the rich person, not just a crafter.
This is an interesting idea ... however I do not belive that it is an accurate representation of all digger-crafters.

In my guild I know several who, who after a month or so of play, would be under 100k (if it wasn't for gifts from the guild) and at least 1 that was able to buy a full stable (3 packers, mount) and their appartment .

Play time certainly could be a factor (always is in any game economy) as well as what they are crafting. (heavy armor & 2 handed weapons bring more dappers from the npc)

Re: Relaunching an Old debate: economy

Posted: Mon Jul 24, 2006 4:27 am
by marct
I don't think this generic think would work. A crafter must take a loss to find good recipes *experimenting and getting lesser results and having to sell for less) Once they get better at making good stuff, they should be able to pich theright stuff to buy. This in turn makes better quality goods, and brings a higher price.

I still say more demand for goods (larger player base) solves some of this. Fixing (or actually not fixing) demand from the merchants would be a good thing too. Seems like making these all mission based(quest) would work.
"I am looking for 6 daggers with 25 speed ang a +2 parry. I will pay you handsomely for these (in XP or dapper???)"

Re: Relaunching an Old debate: economy

Posted: Thu Jul 27, 2006 12:43 am
by tannack
iphdrunk wrote: * Now that are more players, thus more mats available on the merchants, that the herbivores drop has been increased, does this mean that the mat merchant will be a satisfactory money sink? I used to say that dappers were pretty much useless but lately I am finding myself spending more and more dappers -- although my craft habits are wide, the usual suspects as resin, clothes, seeds and amber supplies are well below crafter needs and I have reduced my harvesting a lot--
I posted the following a week or two ago in a thread on another game's forums, that dealt with the exact same issue: the economy.
Are we sitting comfortably?

MMO Economics 101.

Every MMO I've ever heard of has what's sometimes called a "faucet / drain" economy. The faucet is whatever sources of gold (*) exist, and the drain is whatever money-sinks the devs are able to write in.

(*) I'll use the term gold as a generic for whatever the game currency actually is. Gil, Plat, ISK, Gold, Dapper, you name it, they all behave the same.

At this point it is important to note that this is completely different from any functioning real world economy, because in the real world, we don't have that limitless supply of gold. In game, there is ALWAYS some way to raise cash from a limitless supply. Farm mobs and sell the loot. Get NPC bounties for killing things. It doesn't matter. The point is that there is no limit to the amount of cash that can flow into the game.

This is an unfortunate necessity, because much as it has a very destructive effect of the economy, if there wasn't that endless sorce of gold, people would up and leave in a mighty big hurry. One of the major driving forces in a game like this is to watch the bank balance grow. It's not the only one, but it's still a big one. If that balance stays at a couple of hundred copper all the way up to level 50, can you honestly tell me they'll have good player retention? Nah, I didn't think so either.

It is also important to note at this point that as far as an individual player is concerned, transfer of gold to another player is pretty much the same as transfer of gold to an NPC - in both cases your bank balance goes down. However, from the point of view of the game designer trying to make a working economy, these are very different operations. In the first one (player to player) the money does NOT leave the economy, and hence nothing changes. In the second one, the money DOES leave the economy, and as I'll explain in a minute, this is a "Good Thing." (tm)

So you have some money sinks, e.g. buying new gear and the like from NPC's. As has been noted elsewhere, it's suicide for an MMO company to take this too far. Who here remembers the comments made in other threads about ongoing rent on housing in DaoC (I think it was DaoC) and the fact that people left because they didn't want to play a game that had the same responsibilities as real life.

And there you have the problem. People MUST always see that bank balance on the grow, and as a direct result of this, the economy must enter a state of inflation.

FWIW, The game company that cracks this one, incidentally, will make a killing, but they probably should not be allowed to run a real world economy, because as noted above the only similarity between the real world and an MMO is that they both use money as a means to barter for items. The similarity ends there.

Bottome line. It's a **** of a gnarly problem, that arguably can't be solved because the moment you do solve it, your game will cease to be fun to play.
First of all, this is a fairly accurate synopsis of MMO economies. This issue has been hashed out a couple of times at the GDC, and the results are usually the same. Something to the effect that "we admire the problem, but don't have a solution."

Secondly, the paragraph I highlighted explains why buying something from another player is NOT a money sink. Not as far as the economy as a whole is concerned. It may appear that way to you, but as noted the money doesn't leave the economy, therefore nothing changes. All it does is change hands.

That said, yes, the economy is broken. It's in a state of inflation that makes the Reichmark at the end of WW2 look wonderful. If they fix it, the game will probably lose a good chunk of it's subscriber base in a month or two, whch is about the last thing Nevrax wants right now.

-- Edit --
iphdrunk wrote: That said.... my point I think stands: imagine there are genmats, or enough mats to be bought. Then the solo crafter enters in a snowball effect: I just need a starting investment and then I craft. I sell, and make a profit, thus being able to buy more mats. No need to dig at all, and no reason to stop. This of course assumes a constant flow of mats, or genmats, inexistant now but who knows with more players?
Just found this. In this second quote, the genmats would be a money sink, if they were NPC mats, which is what I think you're proposing.

However, I think that the only net effect this would have is to reduce the amount of digging people do.

* Dig & craft is a money maker. We both agree on this.
* Craft reduces the worth of the goods: you get more dapper selling the raw mats than you do selling the finished product. This MUST remain true at least for NPC mats, otherwise crafting becomes an insta-cash machine.

So, I suspect that NPC gen mats as a money sink would cause cafters to dig, craft, sell, and then take whatever percentage of the profits they were comfortable with and use them to buy gen mats. This equates to a reduction in digging, but not an elimination. To eliminate digging, craft would have to be break even. Crafting can't be profitable (see point 2 above). Crafting can't be a loss, otherwise digging is necessary to make up the shortfall.

Unfortunately, even break even isn't accepable, because it still permits anyone to level any craft skill to 250 simply by standing at the raw mats vendor. Cost of tools notwithstanding.

However, they WOULD eliminate dapper from the economy. I just can't tell you if they'd eliminate enough to bring the inflation under control. I somehow suspect that they won't.