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Profile: CactusmanX
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UsernameCactusmanX
Rank: 95/100Rank: 95/100Rank: 95/100Rank: 95/100Rank: 95/100
Real NameDagon 
RankElite Member
JoinedMay 5, 2004
GenderMale
Age20
LocationHendersonville, NC, United States
Last VisitMay 12, 2008
Post Count975
Biography 
Quote

Don''t mock me my friend. It''s a condition of mental divergence.

 

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    • 3 Junior High Students Suspended For Not Standing During Pledge
    • Originally posted by gnomexxx

       

      Then explain to me what would be a "full" gesture of patriotism.

      And if you say it's not putting yourself behind any country, then explain to me how you plan to survive.

       


      Well I don't care for patriotism at all,

      I don't love nor care about America, I just happen to be born here and it is a pretty rich nation, when/if America goes south I will move to whatever nation is prospering at the time if I can, hopefully it won't be too repressive.

      So no I don't support any nation, I will however use them to my own ends.

    • Posted: 5/11/08 1:33 PM
      General Discussion
    • A new concept: Experience and Time progression.
    • That wouldn't be bad at all, originally I thought this would drive away people who like to power level, but...

      Since you gain levels after the time requirement and XP requirements are met, you could potentially do a lot of work on one day and gain so much XP that you don't have to play the next day but gain levels anyway, or keep powerleveling and take a vacation to gain your last few levels, correct?

      But I guess the linchpin of the system is how many days it would take to fully level up, but overall this system does not seem bad at all for a level based game, it would make leveling much less of a race to the top I think.

    • Posted: 5/11/08 11:22 AM
      Developers Corner
    • Achieving Player Dependence Without Time Investments?
    • Originally posted by SpeechMan

      One more point, a game with good, flowing and fluctuating economy will have some players, who decide to gather as much money as possible and use it to make more money. Just like in real life, if the game has finite amount of money available, these people are actually a cancer to the society and the economy. So the game company must have some monitoring software in the server, that compares the overall amount of money in the game with the amount of money used for trade. If the amout of money that has been used becomes small, that means that someone is hoarding up money and the game company must add the amount of money in the game.


      Not nessacery if there are plenty of things players have to spend money on.  To make money you have to spend money, so factoring all the supplies needed to do whatever you are doing and the cost of repair for all your stuff, not just gear but house and business and equipement used there,  plus upkeep of your character, potions, food, whatever, the cost of travel or to maintain mount/ship etc., and taxes, then there is plently of money that requires spending, not counting all the stuff you want to buy.

      Hoarding isn't a viable way of gaining money, you have to spend it to gain it and there are always costs, whether you spend money or not.  So if someone wanted to make money they have to spend it, and if they don't they will run out of money quickly.

    • Posted: 5/08/08 1:59 PM
      Developers Corner
    • Achieving Player Dependence Without Time Investments?
    • Well as long as we are talking about money,

      When the government makes money and destroys the old, they are still controlling the money supply to a finite ammount, they may expand it or contract it at times but in a game however the money supply constantly grows the more you farm mobs and quests it has no set ammount and can be grown indeffinatly.

      The problem most MMOs have isn't just inflation which is increasing price without increasing the real wage it is also stagnation, the accumulation of money with little incentive to spend it.  So when you increase the money supply continuously prices will increase as well, yet the rewards for quests do not, it is impractical to continously increase quest rewards to curb inflation, so if we control the money supply we can do the same thing.

      If the money supply were exogenous, meaning not set by players so finite, and there were plenty of reasons to spend money then you have a situation where money changes hands often.  This increases players marginal propensity to expend, meaning desire and need to spend money, this makes it so that there is much less hording, as we are controlling prices and also making players spend more money.

      Combine this with the concept of player shops and resources and player's ability to make all goods and community objectives for pay  and the concept that NPCs spend their income too and you make players dependant on each other for income, since now you can't kill monsters to get it.  The devision of labour and the velocity of money make it where the difference in income is decreased, to make more money requires lots of land and business ownership or being a good fighter etc. which also requires lots of other players to do work and lots of goods to be made to up keep it.

      This also makes it so that if there is an injection of income such as a community building project or PvP objective then it creates a multiplier effect, where the ioncome recieved by the players is spent at shops and such and then the income recieved by those players and NPCs is spent and so on.  This helps decrease the difference in income.

      In games now the marginal propensity to expend is practically zero, as players accumulate tons of money and all the best things are obtained in world spawns, PvP or instances.  So the demand for labour is low making crafting and such not very profitable while the money supply keeps increasing making what is sold very expensive.

      And if we combine the exogenous money supply with the concept of savings and investment spending then expanding or contracting the money supply can effect the interest rate and where there is a shift from saving to borrowing money to gain capital, which inturn makes more profittable jobs for other players.

    • Posted: 5/08/08 8:23 AM
      Developers Corner

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