(I request people do not respond to this topic until all parts are finished. Ill make a final post to that effect when complete)
EDIT: Note: Not too many people are setting out now to create new PWs (although we can see there is one that was recently under discussion), so why am i writing this? Partially to help me organize my own thoughts about the PW where i develop and what I can do to improve things there, and perhaps others will also find it useful when considering their own economy, maybe find fault with my reasoning and make their own suggestions, or whatever. It may even just be interesting reading, if you like the ramblings of a madman ![]()
Part 1: Introduction
I've been having lots of thoughts and discussions recently on the topic of PW economics. Every PW that i know of has problems with its economies in one form or another. Some work fairly well, others basically have practically no economy. Usually not for want of trying, just because they didn't consider specific scenarios.
To give a specific example, our server (Sigil: City of Doors) was set up with the idea of encouraging player trading and enchanting. This meant merchants mainly had flavour or low level items only. The value of many of those items were not really considered, resulting in flavour items with prices in excess of half a million, simply due to how the game engine calculates base item values.
The problem with the system is that when there are very few players around (a problem we have been facing for months now) is that there is nobody selling items and enchanters are almost impossible to find. The few who exist rarely bother advertising because there is nobody to enchant for anyway.
This leads to the situation of a dead economy, and also the problem that on a server where it is expected you can find an enchanter to boost your gear for a price, instead you are reduced to grinding areas until you find items good enough to allow you to progress to the next harder areas, making the levelling process longer and more boring that it was designed to be. Not so much a problem on a server with slow levelling, where you may spend weeks grinding the same areas, but our server is relatively quick levelling, so this works against the server design.
Some people have said "With a very low server population there can be no economy anyway". I disagree. Single player modules can have a kind of economy, and so can PWs, even with just one person playing. All it takes is supply and demand for an economy, and NPCs can provide the other side of the equation.
Of course, if you want players to interact and trade, then you will need to ensure that players can provide services cheaper than NPCs.
So this leads me neatly into the next section.... (more later)





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