On the Economy and other musings of a new player
Posted: Wed Jan 25, 2006 8:49 pm
This is day 5 of my free trial. I have 62 in forage, 23 in melee, and 15 in mage. I have 500K dappers in my wallet with nothing to spend it on and frankly, Im not sure what dappers are even used for.
A little introduction is in need. I am a fourth economics student at Bard College specializing in urban, land and public sector economics. One of the great things about principles is they can be applied to anything, everywhere, with the same results. Ive been following this game for a long time, since I was in closed beta, and recently decided to give it a go.
I have played and Beta tested many games, from being an officer in an EQ guild, ATITD, Eve online, and others. Ryzom is a game that is truly thinking outside the box and recognizes the one thing that is near and dear to my little economist heart and that is choice.
However, this post is not about all the great things Nevrex has done (and there are many). I would like to talk about the failings in the marketplace of Ryzom. The economy, is of course, a critical element to most MMOs and especially so to games which are less loot / mob drop oriented and more craft based (like Eve, for example). Ryzom fits more into the later then the former, and thus, having a fix for the economy is critical.
Ive read nearly every post I could find regarding the economy all the way back to March. Most posters identify what they perceive the problem to be. This is a short list of what I have found what others have noticed (rightly or wrongly).
1.) There is nothing for sale in the market
2.) Nothing is for sale because we are afraid the enemy will purchase said goods
3.) The population is too low to sustain an economy
4.) The user interface is bulky when it comes to trade
5.) Dappers have no value
6.) The game only allows for buying and not ordering. Or the trade mechanism is only one way and not both ways.
7.) People give away high value items to newbies and they never learn the true value of items.
8.) People give away high value items in general, thus negating the need for trade.
Firstly, trade will occur in an economy as few as two people so long as the transaction costs are sufficiently small. The second half of that sentence is the critical part of that message.
Secondly, currency has no intrinsic value. It is merely a medium of exchange. What it represents is value and this is also what it represents in the online world. What you value in an online world, however, is slightly different but the principle remains the same. Currency is to facilitate trade and make it easier.
Barter, is also a form of trade. Much of the trade taking place in the world of Ryzom is barter. The trouble with bartering is there needs to be a coincidence of wants and with currency; presumably, this eliminates one of those elements because everyone is in demand for currency. Thus, when currency looses so much of its value where it becomes valueless consumers will no longer demand this good. Consumers will instead turn to barter. This can be seen in the real world as much as it can be seen in the online world, take world war II Germany or Mexico pre-peso revaluation for example.
So, why is there so much currency floating around in the world? The answer usually given is that there are not enough money sinks. This is not the case at all. There are plenty of money sinks. There are potentially 1,250 different pha amber out there. Multiply that number by 5 again and that is how many terrain pha amber there are.
The key problem is the game is subsidizing itself, heavily. Therefore, the market can never find any sort of equilibrium. What do I mean by this? If I have 100 of those Pha ambers and I decide to sell them, I can choose to sell them to an NPC or on the public at some mark up. No matter if a consumer is demanding pha amber or not, I can always get a minimum of whatever price the NPC is giving me for the pha amber. There can never be a competitive market place because there will never be any competition.
This problem exacerbates itself because of present value. I will always prefer some good now rather then same good in the future.
This is the first part of a two part solution. The market needs to work competitively. Once off the newbie island, no goods should be provided by NPCs and no goods should be bought by NPCs, at all.
Most of the second part has already been proposed by the poster Marct elsewhere. Consumers need to be able to bid as well as ask. In other words, they need to be able to place outstanding orders to fill certain criteria as well as sell goods on the open market. These should be as general or as specific as the user wishes. For example might wish to buy pha amber at q50 another might wish to buy pha amber at q50 q60 another might wish to buy pha amber at q50, jungle, choice.
As I mentioned in the beginning, trade will only occur if the transaction costs are sufficiently small. Part of the problem is addressed in marcts answer. However, I would like to add to his answer.
Users need to be able search an entire area easily. Or at least be aware of what units are in a specific area. Using some user interface, the user should be able to search all merchants in a given area. That doesnt mean all the units are universally located, players would still need to walk to that individual merchant to get their item.
Lastly, the UI for merchants needs to be easier to use. It is extremely bulky and difficult to organize. The filters are helpful and they should certainly stay. The improvement should be that items should be columnized: Item, quality, level, seller, terrain, price. The objective is to make the UI provide as much info as possible in a short amount of space. This will allow consumers and providers the ability to make better choices.
As far as not wanting to sell to your enemy, that is understandable and there have been many good suggestions made on these boards so I will not go into that area.
I look forward to your comments.
A little introduction is in need. I am a fourth economics student at Bard College specializing in urban, land and public sector economics. One of the great things about principles is they can be applied to anything, everywhere, with the same results. Ive been following this game for a long time, since I was in closed beta, and recently decided to give it a go.
I have played and Beta tested many games, from being an officer in an EQ guild, ATITD, Eve online, and others. Ryzom is a game that is truly thinking outside the box and recognizes the one thing that is near and dear to my little economist heart and that is choice.
However, this post is not about all the great things Nevrex has done (and there are many). I would like to talk about the failings in the marketplace of Ryzom. The economy, is of course, a critical element to most MMOs and especially so to games which are less loot / mob drop oriented and more craft based (like Eve, for example). Ryzom fits more into the later then the former, and thus, having a fix for the economy is critical.
Ive read nearly every post I could find regarding the economy all the way back to March. Most posters identify what they perceive the problem to be. This is a short list of what I have found what others have noticed (rightly or wrongly).
1.) There is nothing for sale in the market
2.) Nothing is for sale because we are afraid the enemy will purchase said goods
3.) The population is too low to sustain an economy
4.) The user interface is bulky when it comes to trade
5.) Dappers have no value
6.) The game only allows for buying and not ordering. Or the trade mechanism is only one way and not both ways.
7.) People give away high value items to newbies and they never learn the true value of items.
8.) People give away high value items in general, thus negating the need for trade.
Firstly, trade will occur in an economy as few as two people so long as the transaction costs are sufficiently small. The second half of that sentence is the critical part of that message.
Secondly, currency has no intrinsic value. It is merely a medium of exchange. What it represents is value and this is also what it represents in the online world. What you value in an online world, however, is slightly different but the principle remains the same. Currency is to facilitate trade and make it easier.
Barter, is also a form of trade. Much of the trade taking place in the world of Ryzom is barter. The trouble with bartering is there needs to be a coincidence of wants and with currency; presumably, this eliminates one of those elements because everyone is in demand for currency. Thus, when currency looses so much of its value where it becomes valueless consumers will no longer demand this good. Consumers will instead turn to barter. This can be seen in the real world as much as it can be seen in the online world, take world war II Germany or Mexico pre-peso revaluation for example.
So, why is there so much currency floating around in the world? The answer usually given is that there are not enough money sinks. This is not the case at all. There are plenty of money sinks. There are potentially 1,250 different pha amber out there. Multiply that number by 5 again and that is how many terrain pha amber there are.
The key problem is the game is subsidizing itself, heavily. Therefore, the market can never find any sort of equilibrium. What do I mean by this? If I have 100 of those Pha ambers and I decide to sell them, I can choose to sell them to an NPC or on the public at some mark up. No matter if a consumer is demanding pha amber or not, I can always get a minimum of whatever price the NPC is giving me for the pha amber. There can never be a competitive market place because there will never be any competition.
This problem exacerbates itself because of present value. I will always prefer some good now rather then same good in the future.
This is the first part of a two part solution. The market needs to work competitively. Once off the newbie island, no goods should be provided by NPCs and no goods should be bought by NPCs, at all.
Most of the second part has already been proposed by the poster Marct elsewhere. Consumers need to be able to bid as well as ask. In other words, they need to be able to place outstanding orders to fill certain criteria as well as sell goods on the open market. These should be as general or as specific as the user wishes. For example might wish to buy pha amber at q50 another might wish to buy pha amber at q50 q60 another might wish to buy pha amber at q50, jungle, choice.
As I mentioned in the beginning, trade will only occur if the transaction costs are sufficiently small. Part of the problem is addressed in marcts answer. However, I would like to add to his answer.
Users need to be able search an entire area easily. Or at least be aware of what units are in a specific area. Using some user interface, the user should be able to search all merchants in a given area. That doesnt mean all the units are universally located, players would still need to walk to that individual merchant to get their item.
Lastly, the UI for merchants needs to be easier to use. It is extremely bulky and difficult to organize. The filters are helpful and they should certainly stay. The improvement should be that items should be columnized: Item, quality, level, seller, terrain, price. The objective is to make the UI provide as much info as possible in a short amount of space. This will allow consumers and providers the ability to make better choices.
As far as not wanting to sell to your enemy, that is understandable and there have been many good suggestions made on these boards so I will not go into that area.
I look forward to your comments.