On the subject of Gold.

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zeto wrote:
One thing that I believe solves some major issues with the current MMO economic system is item decay. All items should decay over time until they are simply unfixable.


Quoting myself from 6 months ago
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Fluffy wrote:
Soul binding sucks :)

Soul binding by choice reduces its effectiveness for the only thing you can use to justify it at all. It would just be another game mechanic and if it was cheap people would mostly soul bind junk for the bonus and keep uber items to trade or use on other characters. Making it expensive would make it even less effective at its intended purpose.

GGG don't have an answer to inflation apart from letting the default realm rot and encouraging players to start in new empty worlds and that sucks as well.

The only way to create a stable long term economy and stable game difficulty is to have the game world take away as much as it gives and that means items (not just including but especially the very best quality items) have to leave the world.

My suggestion is to have items wear out from use and break. Yes knowing that 150% ed uber sword you found is only going to last a couple of months will make you sad, but, but finding a 145% ed not quite so uber sword during those couple of months will make you happy and you will put it in your stash for when you need it. It would keep end game drops more relevant and interesting. You wouldn't be able to play for months without finding anything worth picking up because none of it was better than you were already using. It would stimulate trade because high level characters would need to replace equipment instead of using the same stuff till they quit the game.

It would also remove the consumable currency items from the world that were spent on the broken equipment.

Skill gems and flasks should also wear out so they and the upgrades spent on them get to leave the world.

For those who think they don't like the idea, what is worse, loosing all your items at once when you join a new league to escape the default league which is drowning in items and nothing has value or loosing all your items slowly over time in a stable league where things have value and are actively traded?
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Sickness wrote:
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zeto wrote:
So I'm going to redirect this thread a bit so Sickness has something to do...

How considerate!

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zeto wrote:
Gold has always become useless in games... Why is this? How can it be solved?


That is not even true.

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zeto wrote:

Clearly the mechanism to making gold worth something is held within NPCs giving it intrinsic value. GGG's attempt to solve this was to give currency intrinsic value without the NPCs, but it suffers from liquidity problems. How could this be solved in a gold system?

A major problem is running out of stuff to spend money on.

What constitutes a sink large enough to continue to force everyone at all stages of the game to have significant opportunity costs to every penny they own?

I'm now at the end of the game... I have 1 billion coin... everyone else that has great items also has 1 billion coin... I want to get UberItem from someone. What mechanism would allow this to happen?


If gold will always become worthless, then all orbs will always worthless. The same principles apply to both.
It's all about managing supply and demand. That is not rocket science.


I don't think you properly read what I was saying.. particularly the final paragraph example.

I've already acknowledged in previous posts that a fully liquid currency item system is not any different than a gold system with NPCs giving the same intrinsic functionality. You do not have to attempt to convince me that gold could be used to create a very similar system (given the stipulations I had in a previous post,) in lieu of answering the deeper questions.

Question still remains how to solve the issues that always appear (whether you think so or not) with game economies (which are basically always gold economies) that ultimately lead to the common currency becoming worthless (a common trend in basically every game... why is this so if it's not inherent in the currency?) I presented this question in my previous post: What constitutes a sink large enough to solve this problem? What mechanisms apply to everyone, noobs and the super elite, that can balance supply and demand?

Do the systems the current currency items provide, given to NPCs as an intrinsic function solve this sink issue if gold were to be introduced?

How do you balance the problem of gold accumulation from the bottom without items being lost out the top? Should permanent item decay/loss be introduced in games?

feel free to add your own problems associated with game (gold) economies... as there are many and you seem to like arguing these points.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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I love virtual brutality so save it for the Mobs...
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I love virtual brutality so save it for the Mobs...
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zeto wrote:

I don't think you properly read what I was saying..


I did. But you base it on the false premise that gold is worthless in every game.


Last edited by Sickness#1007 on Mar 4, 2012, 2:44:25 PM
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Last edited by Sickness#1007 on Mar 4, 2012, 2:45:26 PM
Still at it? Tell you what, start rewriting the code to restructure the whole economy because your need money and submit it to the devs. When ACT 3 and beyond comes in and the ability to gain all the orbs you need from vendors and combos the frustrations of trade will be more limited. Want to play Diablo 2 for another 15 years because you fear change and lack imagination? Go buy it. It's like $5-10 bucks on ebay. Have a good life.

ALL CAPS! 4 PARAGRAPHS OF NONSENSE! NEED VALUE TO BE DETERMINED FOR ME OR HAVE UNIVERSAL SYSTEM! THINKING BAD! KILLS GAMES! MUST JUSTIFY LAZINESS!

As far as decay goes people will immediate ask for an orb to recharge it, lest you lose your uber sword or armor which could be disastrous in HC or the drop rate improves resulting in no real change. It could keep the economy more compact but doesn't the stash limit do that too? Are we talking a "no repair" sort a of decay? Slow decay with repair and incremental loss of durability? I'd be interested to hear what that looks like in your eyes and I hope it's something innovative because I do love surprises. :)
Death by lag in HC = the most widely told tale to hide the shame of a miscalculated/overzealous death by game :)
Last edited by akajinroh#7713 on Mar 4, 2012, 3:03:41 PM
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Sickness wrote:
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zeto wrote:

I don't think you properly read what I was saying..


I did. But you base it on the false premise that gold is worthless in every game.




I urge you to reread what I've said, but I'll rephrase it here in a more compact form:

Gold economies start out fine, however as a mathematical function of the economy, due to approaching metagame limits, gold becomes worthless due to various factors. Many of these factors have been presented and I'm curious how those limits can be either eliminated or improved.

The simplest example is as such:

I'm now at the end of the game... I have 1 billion coin... everyone else that has great items also has 1 billion coin... I want to get UberItem from someone. What mechanism would allow this to happen?

In a traditional game, the reason why all metagame limit players have accumulated so much gold is because there wasn't a continuous sink to spend it on.

What mechanisms can fix this issue?
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akajinroh wrote:


As far as decay goes people will immediate ask for an orb to recharge it, lest you lose your uber sword or armor which could be disastrous in HC or the drop rate improves resulting in no real change. It could keep the economy more compact but doesn't the stash limit do that too? Are we talking a "no repair" sort a of decay? Slow decay with repair and incremental loss of durability? I'd be interested to hear what that looks like in your eyes and I hope it's something innovative because I do love surprises. :)


Decay will not exist in POE.. however:

When I envision a working economy and giving continuous incentive to get more stuff, I always come back to the fact that for a fixed population N that needs Y items dropping at rate x/t. The total economy will halt at time Y/(x/t).

In order to fix this you must add players indefinitely increasing N (not possible,) or progressively decrease x/t (undesirable), or modulate Y (the only real choice.)

There are two ways to modulate Y that I can think of atm: Create a new tier of Y creating meta-game inflation (sometimes desirable,) or create a flow of Y by decaying items.

In such a system, you can give an option to repair it for a cost, but this should simply temporarily extend the life of the item and should not allow the item to become permanent. Example:

new max durability = max durability * (max durability - current durability) * degradationFactor%

If I have item with 100 durability and it's at 30 when I repair it that is 100-30=70. if degradationFactor is 10% then the new max durability is then 93. At some point the item cannot be repaired and it will be destroyed.

I already presented this previously and the biggest criticism was that of items breaking in the middle of fighting. To fix this issue you can simply only destroy items back in town... while you are in an instance your 0 durability items will still be functional.
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zeto wrote:

I urge you to reread what I've said, but I'll rephrase it here in a more compact form:

Gold economies start out fine, however as a mathematical function of the economy, due to approaching metagame limits, gold becomes worthless due to various factors. Many of these factors have been presented and I'm curious how those limits can be either eliminated or improved.

The simplest example is as such:

I'm now at the end of the game... I have 1 billion coin... everyone else that has great items also has 1 billion coin... I want to get UberItem from someone. What mechanism would allow this to happen?

In a traditional game, the reason why all metagame limit players have accumulated so much gold is because there wasn't a continuous sink to spend it on.

What mechanisms can fix this issue?


Why do you assume that you can't always spend gold on something useful?

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