On the subject of Gold.
" Quoting myself from 6 months ago " |
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" 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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" 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
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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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" 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? If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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" 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. If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
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" Why do you assume that you can't always spend gold on something useful? |
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