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« on: May 29, 2013, 06:02:51 pm »
I'm only posting this here because I talked with Alex about it and he encouraged me to post on the forums. Let me just start by saying that I'm not an economist but I have studied economics relevant to game design so I feel pretty comfortable with this subject. I'm also at work and preoccupied and operating on like 3 hours sleep since Monday so if I seem rambly or incoherant then I'm sorry.
I just want to bring up a couple things about the game economy, along with some suggestions.
First of all, let me just say that the decision to get rid of jobs is unequivocally a good one. Having some kind of income (some generation of money inside the economy) is absolutely necessary, but that was not necessarily a good way to do it because of the rate that earnings escalated.
I think that a central shop is the best way to keep the economy stimulated. A place where players can sell their unwanted commodities (cobble, dirt, wood, sugarcane, wheat, gravel, etc) and get money to buy things they DO want. Two reasons.
First, it's easy for you to control how much money goes into the economy this way, and it may even be easier for you to keep track of it. This is important for reasons we'll discuss a bit later.
And secondly, because most players want to get rid of that **** at some point. It clogs up our chests, our inventories, etc, and eventually we're throwing whole stacks of dirt into the incinerator. Most games allow you to vendor most anything. If a game has 'worthless' items, then a game has superficial items. If the items aren't worth the player's effort in any context, then why do they exist in the first place?
So - We need to be able to sell things to the 'server' (so to speak) for income, or else people are just going to hold on to their money and it'll circulate lazily and eventually stagnate, which is precisely what's happening with the economy right now.
In either case (whether jobs or vendoring stuff) if you just keep pumping fresh-printed money into an economy it'll inflate like wow, so it becomes necessary for the game to ALSO remove money from the game. This is the entire reason why most modern MMOs have repair mechanics that only NPCs can perform and exhorbitant costs for things like NPC only crafting mats or mounts. You have to pull money out of the economy at nearly the rate that the game world creates it, or else it'll inflate. So that means that you guys have to do a bit of math - you need to figure out how much money the game is creating on average, and you need to start charging for various services. What might you charge for? Protections and the like - things players can't do. One thing that I would love to see is property moves. Like moving somebody's build from one place to another. Charge by the brick. You might even consider adopting plugins that allow you to provide services that aren't currently possible. And you need to not be afraid to charge stiff prices for these things. It's up to you to figure out what that amount is.
Now as for the big question in everyone's mind (and there's a reason I saved this for last), "Should we do a money wipe?"
Unfortunately, (and people are going to hate me for this) the answer is 'probably.' It sounds like a lot of the money that's in the economy is the result of exploitation. And even if that's NOT the case (as I'm sure some of you will argue), the jobs mod was just plain ill-conceived. It's important that we do this to repair the damage that was done by all of this inflation, and unfortunately the cleanest way to do this is to delete money. Probably all balances exceeding $500,000, but again - it's up to you to determine what's fair.