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No its not a sandbox game, it's still guides you through narratives from sector to sector. It's really a Fallout theme park themed MMO at this point in time, it can be turned in to a more sandbox game, the foundation is there, just not really used. |
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DB: Player driven economy is not when you can sell ATV and dune buggies on auction house, when all of its material is either bought from a vendor or gathered by yourself (and on the top of it, you need to finish the pretty long 4 mission chains from sector 1 to learn the schematics -- because they can't be bought anywhere else -- which supports the fact the game is mission driven). Every game out there including lotro, aoc which you surely wouldn't describe as player driven economies has certain items that are sold on auction house and that can only be crafted. That's surely not an argument. Player driven economy is when the whole process of creation is dependant on material gathered or crafted by other players and you need to interact with them through either trade channel or auction hall. 99% of all mats in FE you can buy from vendors -- very cheaply, .. so cheaply, that the actual vendor prices are below the current auction hall prices (incredible isn't it?). REALITY CHECK |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by Thillian
1 - I didn't craft any of my ATV's without buying mats from the AH. Fail. 2 - ATV is the only recipe you need to do a quest for. Info skewed. 3 - Yes, Lotro has a player driven economy as well. Surprised? It does not mean, that everything is accessible ONLY from the AH, but nearly everyone buys potions, tokens, weapons, armor, some craft items, reputation tokens etc etc. I'm not sure you're clear on what "economy" means, but as far as looking at your very weird ideas on "sandbox", I can't say I'm surprised. "Player driven economy is when the whole process of creation is dependant on material gathered or crafted by other players and you need to interact with them through either trade channel or auction hall. 99" Precisely what I have been doing in Lotro and doing now in FE. Thanks for confirming it. :D "99% of all mats in FE you can buy from vendors" - the question here is accessibility. You can (I did) sell mats in the AH for a much higher price than the vendor price, as the vendor selling it was very problematic to access from distant parts of the map. I am not sure how much time you spent observing the AH, but it seems not much at all. People DO sell and buy raw matsin the AH, many times at a higher price than the vendor price. By doing this, they can craft sitting in one town, maybe because they don't have the info about the cheap mat vendor, but most importantly and likely because of the complexity of the items. I could never manufacture a motorbike from vendor raw mats, as the variety and spread of given vendors does not make that possible- and not to mention, no vendor sells scrap glass in S1 :) Not only is FE economy player driven, but it is already showing signs of basic economical laws: effects of factors like availabilty on price. Very interesting to see how it will develop! DB
Edit: I'm quite convinced, that there are already folks in the game who have discovered the gaps: like buying scrap wood for 4 chips apiece from the vendor on Embry, and sell them for 5/6/7 per piece. If you see a stack of 100 scrap wood for 6 blue chips, you might just buy it out. Easy, convenient, saves time! Denial makes one look a lot dumber than he/she actually is. |
Originally posted by DonnieBrasco This explains it a lot. You have the same useless definition for what player driven economy is or what is optional and what isnt. Based on your logic again, everything everywhere is optional, and everything everywhere is player driven economy. Again, that's a flawed attitude. I precisely know what "economy" means. If it's player driven, then all prices are set by players in the game. It's that easy. In FE, 99% of all items are sold by vendors (yes including scrap glass in S1) Their price is set by developers. The economy is not player driven, but is already set.
REALITY CHECK |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
So once again let me clarify one thing. EVERY MMO that has an AH, does have player-based economy. It is simple as that. If you can buy and sell between players, the prices will be driven be the same factors: supply - demand - availabilty (etc.). This, sooner or later prices will balance, and fluctuate based on the future trends in the game. The question is: what percentage of ingame items are in this circulation? In an average MMO it is usually consumables and some top gear. In FE, the percentage is certainly higher. As per Thillian's utopia of a "100% pure player-made everything": sorry, it will never happen. Why? Because there is just simply a need for infinite, easy to access source for items. (Vendors). Imagine if there were no vendors.... Just to give an example, say, all the scrap steel that is used ingame would be only accessible by scavenging or manufactured from coal+scrap iron. I can see the situation, like this: Thousands of people are yelling, screaming and bashing Icarus, how can they be that stupid to NOT put enough coal nodes /iron nodes/junk cars in the game, since there is absolutely no scrap steel on the market..... not only costs scrap steel 10 blue chips a piece, but everyone and their mother is node wrestling everywhere to fulfill the needs of all those who want to craft...... Hope you got the point? Also, they made vendor access randomized (a little), and scattered. A very vivid example: you cannot buy scrap plastic in S1. Furthermore, only very few nodes yielded them. Result: playerbase was whining, so they changed mob drop of hermit crabs and node drop of mutant chicken nests to yield plastic. I hope you got the point now. What you are looking for will never be created, as it would just NOT work. Similar to true communism, actually :D DB Denial makes one look a lot dumber than he/she actually is. |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by Thillian This explains it a lot. You have the same useless definition for what player driven economy is or what is optional and what isnt. Based on your logic again, everything everywhere is optional, and everything everywhere is player driven economy. Again, that's a flawed attitude. I precisely know what "economy" means. If it's player driven, then all prices are set by players in the game. It's that easy. In FE, 99% of all items are sold by vendors (yes including scrap glass in S1) Their price is set by developers. The economy is not player driven, but is already set.
No dude, the situation is, that you have absolutely no clue about neither economy, nor MMO's: check my previous comment, you might get some understanding. And no, you cannot buy scrap glass in S1. And yes, all the prices in game are determined by players. This is what AH does. Check again :) DB Denial makes one look a lot dumber than he/she actually is. |
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There really isn't a question as to whether FE is a sandbox or not. It is not a sandbox at all in any way.
* Linear progression * Lack of player driven content * The economy is vendor-based * The skill system is limited and does not actually encourage very unique builds. In other words, there is generally the BEST way to do things.
If someone were to call this game a hybrid, they would also have to call every other MMO on the market a hybrid. Which would make the word "Hybrid" useless to use in the first place. This is a theme park. |
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Originally posted by DonnieBrasco
No dude, the situation is, that you have absolutely no clue about neither economy, nor MMO's: check my previous comment, you might get some understanding. And no, you cannot buy scrap glass in S1. And yes, all the prices in game are determined by players. This is what AH does. Check again :) DB Somewhat agree but there is to much vendor availability and it is to cheap to buy from them. I rarely need the AH unless I am just to lazy to ride to the the town where I know a vendor has something. |
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Originally posted by DonnieBrasco
You obviously haven't leave S1, nor checked the near-pvp zones in S1. You can gather 50 scrap steel within 10 minutes if you know where to look. I'm sure I'm not the only one - scrap steel gatherers would compete with each other on AH and sell it for a reasonable price. Now? It's impossible, because everyone can buy scrap steel for 33 chips almost everywhere. (not player driven economy -> demand has nothing to do with supply here, because SUPPLY IS INFINITE - Vendors supply scrap steel in infinite amount and for extremlye cheap 33 chips) You surely didn't see S2 yet. All faction towns have vendors that sell everything to be found in S1 and S2 (in S3, vendors sell everything to be found in S3, S2) And they sell it for less than AH.
REALITY CHECK |
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nickelpat
Hard Core Member
Joined: 11/07/08
"War isn''t about dieing for your country; It''s about making your enemy die for theirs." - G.Patton |
I would like to interject on the player driven economy. Thillian, if you want a game where 100% of everything has always and will always be player made it will never happen. The closest thing is EVE, and even in it they had vendors that sold ammo and other select items. To this day they have vendors that sell skill books. FE does have a player driven economy (I'm sure my definition is far different from your own), by this I mean that the best gear is crafted. Sure you can loot stuff, but by far, when you go and buy gear, you will buy the bulk of it from a player, and they may have bought their mats from another players. After you buy that gear you may buy a repair kit from a player. Or ammo. Either way, even with vendors, most of what you buy (94% of items in-game you can craft) will have been created by players funding a supply chain that goes back to the guy harvesting. Unless the same guy who crafts it does all of the harvesting... them you just fund him. I actually think, like EVE, these vendors MAY go away after a while. ____________________________ "I know not with what weapons World War III will be fought, but I know World War IV will be fought with sticks and stones." - Albert Einstein |
Originally posted by DonnieBrasco
You buried your whole argumentation here. Yes economy is driven by demand and supply obviously. Player driven economy would mean -> there's player demand and player supply. In FE -> supply is represented by vendors with fixed and very cheap prices. No matter what demand is, there're still vendors that will sell cheaply and have an infinite supply. In S2 and S3 faction towns, the question of looking for that sort of vendor that only sells it, disappears. Vendors in faction towns sell everything to be found in that sector. There's not a single town with an auction hall and not vendors for everything. Clearly, that's not a player driven economy.
REALITY CHECK |
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Originally posted by nickelpat
No, the difference is that the items that are crafted, are crafted using vendor sold components. So every item made essentially has a minimum price set by the Devs and not the players. Also, when mats are sold on the auction house, it would only be logical that their price go down to the vendor price or below eventually.
The Devs have set the price and this system is truly not player-driven at all. When every item is made up of components you can buy from a vendor, it is price fixing. The market is not natural. It is fixed. |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by Thillian
You buried your whole argumentation here. Yes economy is driven by demand and supply obviously. Player driven economy would mean -> there's player demand and player supply. In FE -> supply is represented by vendors with fixed and very cheap prices. No matter what demand is, there're still vendors that will sell cheaply and have an infinite supply. In S2 and S3 faction towns, the question of looking for that sort of vendor that only sells it, disappears. Vendors in faction towns sell everything to be found in that sector. There's not a single town with an auction hall and not vendors for everything. Clearly, that's not a player driven economy.
We might be getting somewhere there. Yes, in FE there is still probably too much vendor supply. This is why I said, that there is no real player based economy yet (check back, i did start with this!) - BUT, there is already influence. You can sell some mats in the AH at a higher price than the vendor price, because of hard accessibility of given material/vendor. That is clearly players influencing the economy. Might not be dominant now, but it will definitely get stronger. Also, as I described, there is clearly a reason for having vendors when a game launches - otherwise it would just be bottleneck that is too risky when the game is just launching. So, in conclusion: player influence on economy is there in FE already, albeit not strong yet, I agree. This is why I also said: we shall see how this develops in the future. Higher tear rawmats should either not be accessible, or be LESS accessible, or be very expensive from vendors. Hopefully devs will agree and act. Balancing is no child's play, and influence on economy is a tricky thing, ingame or IRL (heard about a world economy crisis recently? :) precisely the same reasons: lack of or too much direct influence on assets and curreny/loans..)
Denial makes one look a lot dumber than he/she actually is. |
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vladww
Hard Core Member
Joined: 10/05/04
There are 3 kinds of people - those who can count, and those who can''t. |
Thillian and Colddog are absolutly right imo. For those who never played a player driven economy, check some mmo's like Ryzom.
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Originally posted by DonnieBrasco
We might be getting somewhere there. Yes, in FE there is still probably too much vendor supply. This is why I said, that there is no real player based economy yet (check back, i did start with this!) - BUT, there is already influence. You can sell some mats in the AH at a higher price than the vendor price, because of hard accessibility of given material/vendor. That is clearly players influencing the economy. Might not be dominant now, but it will definitely get stronger. Also, as I described, there is clearly a reason for having vendors when a game launches - otherwise it would just be bottleneck that is too risky when the game is just launching. So, in conclusion: player influence on economy is there in FE already, albeit not strong yet, I agree. This is why I also said: we shall see how this develops in the future. Higher tear rawmats should either not be accessible, or be LESS accessible, or be very expensive from vendors. Hopefully devs will agree and act. Balancing is no child's play, and influence on economy is a tricky thing, ingame or IRL (heard about a world economy crisis recently? :) precisely the same reasons: lack of or too much direct influence on assets and curreny/loans..)
You're right. If they want a player driven economy, they need to remove mats from the vendors. However, right now the prices of all items are heavily influenced by Dev pricing and the players really have no control at all over the pricing. As time goes on, items will fall more and more towards the Dev price and there really won't be much player choice or profit.
The bottom line is that this economy is not player driven at all. The WoW economy is far more player driven than this one is. |
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nickelpat
Hard Core Member
Joined: 11/07/08
"War isn''t about dieing for your country; It''s about making your enemy die for theirs." - G.Patton |
Originally posted by colddog
No, the difference is that the items that are crafted, are crafted using vendor sold components. So every item made essentially has a minimum price set by the Devs and not the players. Also, when mats are sold on the auction house, it would only be logical that their price go down to the vendor price or below eventually.
The Devs have set the price and this system is truly not player-driven at all. When every item is made up of components you can buy from a vendor, it is price fixing. The market is not natural. It is fixed. I know, I think it's more player driven (or, I guess I say could be) because of the extent of crafting. At the same time, the devs will need to remove the vendor mats to see the market really pan out. ____________________________ "I know not with what weapons World War III will be fought, but I know World War IV will be fought with sticks and stones." - Albert Einstein |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by colddog
No, the difference is that the items that are crafted, are crafted using vendor sold components. So every item made essentially has a minimum price set by the Devs and not the players. NOT true. I can sell an item that only has components purely gathered by myself, at a lower price than the one it would cost from vendor-sourced mats. Also, when mats are sold on the auction house, it would only be logical that their price go down to the vendor price or below eventually. But it's not true! Read my earlier comments! AH prices extend vendor prices already in many cases. Economy is a lot more complicated than price only.
The Devs have set the price and this system is truly not player-driven at all. Again, already not true, and will change in the future even further. When every item is made up of components you can buy from a vendor, it is price fixing. The market is not natural. It is fixed. Completey wrong. Price is determined by demand and accessibility. If what you're saying would be true, cars would cost less than a quarter what they cost now (IRL). You really need to understand what economy is, and only then post things :D DB Denial makes one look a lot dumber than he/she actually is. |
Originally posted by DonnieBrasco You really need to understand what economy is, and only then post things :D DB
You really need to understand what economy is, and only then post things :D
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Anyway, it's getting off topic.
It's not a sandbox. It's not a player driven economy. It has linear progression. It has a lack of player driven content.
It's a skill based theme park MMO that some people enjoy. |
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Originally posted by colddog
You really need to understand what economy is, and only then post things :D
It's not player driven. The prices are capped by vendor prices but yoiu can make chips by undercutting the vendors and it's easy to do especially with things higher up the crafting chain or in sector one. There's also money to be made transporting some raw materials to sector three. If you're selling things above the vendor prices it's because the people buying them are being silly. Since there's nothing to spend chips on except materials or crafted items amassing them is largely pointless. It's an economy. It's not player driven. It does work well with the current state of the game. That's about all that can be said for it. "Any sufficiently advanced incompetence is indistinguishable from malice." ~Greys Law |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by colddog
As earlier, i partially agree on the first one, and fully on the last one, but I'm still not sure what you mean by "linear progression". The game is not a sandbox, but it has freeform elements already... atleast a lot more than most other games, sadly .( DB Denial makes one look a lot dumber than he/she actually is. |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by zymurgeist
It's not player driven. The prices are capped by vendor prices but yoiu can make chips by undercutting the vendors and it's easy to do especially with things higher up the crafting chain or in sector one. There's also money to be made transporting some raw materials to sector three. If you're selling things above the vendor prices it's because the people buying them are being silly. Since there's nothing to spend chips on except materials or crafted items amassing them is largely pointless. It's an economy. It's not player driven. It does work well with the current state of the game. That's about all that can be said for it.
I never said else. All I said that it *could* be player driven in the future, but before vendor items disappear or get exponentially more expensive, there needs to be some heavy balancing (e.g. of nodes), and much time (to see where the game is going). Also, there are already signs and trends influencing player supply and demand - of course it's too early tell. All MMO's need 4-8 months at least to have an even remotely balanced player economy. Of course, if changes are implemented with vendors in the future, it will kick the bucket over again. BUT - with no vendor items - the game would simply not work today. Tough stuff, but at least devs something to work on :) DB Denial makes one look a lot dumber than he/she actually is. |
Originally posted by DonnieBrasco
As earlier, i partially agree on the first one, and fully on the last one, but I'm still not sure what you mean by "linear progression". The game is not a sandbox, but it has freeform elements already... atleast a lot more than most other games, sadly .( DB
What other game? |
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DonnieBrasco
Elite Member
Joined: 7/25/06
Achiever 80.00% |
Originally posted by colddog
What other game?
WOW, Lotro, AION, EQ2, Vanguard, AOC, GW.... I haven't played too many more, but these are all much more rail-bound games than FE. Fixed class systems, for being most obvious. DB Denial makes one look a lot dumber than he/she actually is. |
Originally posted by DonnieBrasco
What other game?
WOW, Lotro, AION, EQ2, Vanguard, AOC, GW.... I haven't played too many more, but these are all much more rail-bound games than FE. Fixed class systems, for being most obvious. DB
The skill system might be the only thing that you can point to in this game that is different than those others. Name one other thing that is more freeform. |
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