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Robotech MMO

To give people information on the Robotech MMO

Author: BrioCyrain

A Player Driven Economy

Posted by BrioCyrain Friday November 14 2008 at 11:58PM
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After burrowing through more of the Robotech MMO Forum topics I saw a discussion on a possible "Player Driven Economy".

NOTE: This topic was only discussed

A Possible Scenario: You're a human pilot, your Mecha Fighter is badly damaged from your last rebel attack on the Invid, you fly into a broken-down city that has obviously had the Invid's havoc wreaked upon it. You settle down and are in need of repairs, and thus in the midst of the city you find a fellow Rebel Engineer who has the right player class to fix your mecha, and you find out you have depleted your supply of protoculture and he depleted his supply of raw materials, and so you exchange the supplies needed. Thus, the economy begins!

Quote from one of the devs on this topic

Mech pilots need protoculture for their mechs... parts weapons etc etc
Engineers need raw materials to fix mechs, make items etc etc..

the very nature of supply and demand will create a player driven economy in-game

Pyrostasis writes:

Well... that is a nice start, but thats mainly just trading. For a game to have a "Real" functional economy, most if not all items in game need to be player crafted and they need to leave the market at some point, either through breaking or being looted or destroyed by the enemy.

Lets look at wow. Crafting there is more or less an after thought. Yes its needed at max level, but lightly. Lets use an example.. backpacks. You buy them once, and then never lose them, so you never have to buy them again. This leads to massive supply weak demand, and thus your prices drop till eventually they are selling at or less than the cost to produce.

Lets look at EvE online. Your ship is player crafted, someone actually built it. Your weapons, upgrades, ammo, etc are all player crafted. You undock and get blown up. You now have to buy a completely new ship, new mods, new weapons, new ammo. This leads to a high demand giving you healthy prices.

One market stagnates one market fluctuates.

So... while trading is good and needing crafters to an extent is definitely a positive, its not quite fully a Player driven economy.

Sat Nov 15 2008 1:48AM Report
Neosai writes:

Actually, you can never have a real economy in a MMORPG.  Because in a real economy, people have responsibilities, but in MMORPG, players are mostly irresponsible.   The best you can do is a pseudo-economy that is driven by the players, but modified and monitored by the game.

This means fluctuations will not always be in player's control, thus group of players cannot abuse the system for long enough to matter.  The game itself will add fluctuations to the market from time to time to simulate real life fluctuations.  After all, if it is left all up to the players, the economy will be either very out of wack or too stable to even be interesting, and this is not taking in account of gold farmers.

Sat Nov 15 2008 4:58AM Report
craynlon writes:

 another thing most mmo economy/trading system dont take into account are:

- some items should have a due date. you cant conserve ghoul liver (or fusion x23 oil) forever. some goods should go bad after a while putting pressure on the sellers to sell/use them.

- some parts of the world should come with maintainence cost as money sink. you would have to pay rent for mecha garage, pay a fee to use com channels and taxes

- there should be consequences if you run out of money

Sat Nov 15 2008 6:19AM Report
Styij writes:

I like the idea of a player driven economy but as stated by others good luck with that. Based on the OP scenerio it should be interesting if not BS to see how one gets high tech parts made of advanced materials for an Alpha/Beta/Cyclone in a blasted obliderated wreck of a city that the Invid sifted through for every scrap of Protoculture they could find.

Sat Nov 15 2008 9:37AM Report
BrioCyrain writes:

Well, some people who didn't read "between the lines" of my OP.

Protoculture in Robotech doesn't stay around "forever", it's a depletable "fossil fuel" like arrows and bullets in WoW. People keep having to supply it, and people having to need it to power their ships and mecha or their ships or mecha won't  run. Thus you either have to trade for it with another player or "loot" it from an Invid Hive and thus "Somehow, Someway" people need to obtain it, thus either exchaging materials or looting materials. I think in a sense that is indeed an economy.

Sat Nov 15 2008 5:47PM Report
zymurgeist writes:

That's not player driven. That's loot driven.

Sun Nov 16 2008 7:28AM Report
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Mon Mar 02 2009 1:35AM Report writes:
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