Economy on zoric island
a way...
...If Zoric needs new players to keep things going then just give the players life spans. 47 - 60 years, closer to 60 if you keep a high average health. 10% of bank money and cash can be sent to the next life up to X amount along with One building chosen before death/retirement. All other buildings owned would be removed, not sold.
Golan
Note... I wrote this after only reading page One.
Golan
Note... I wrote this after only reading page One.
Re: a way...
I don't like this idea. The game just wouldn't be fun to me if I knew at one point I would lose everything. Also, everyone in the game would be like "oh I had this back in my old life". Pretty much, the game just wouldn't be as fun for me.Golan wrote:...If Zoric needs new players to keep things going then just give the players life spans. 47 - 60 years, closer to 60 if you keep a high average health. 10% of bank money and cash can be sent to the next life up to X amount along with One building chosen before death/retirement. .
Re: a way...
Right now what happens is that the world has to be reset every few months. The econ. stagnates from lack of growth. No one wants the other solution of slowing things down too much to make it last. By giving players 2.5 to 3 months (real time) before a personal reset you keep the whole world fresh with out the pain of of the slow econ start caused by a total world reset. It takes weeks to get it going from scratch. By having players reset at different times you can keep the world going on forever... The race for top 10 wealth and net worth will be more fun as you know the top people will be gone sooner or later. The world would be dynamic and fresh old buildings would go away new ones built. Towns will change over time, power would change hands more often.
There would need to be a way to stop people from selling buildings at the last min at a low price to their friends. The easiest way would be to make death random or based on adverage health in a minimum 2 week (real time) window. Maybe spend some of that wealth on life extending potion that cost more each time you use it. Could be a skill.
There would need to be a way to stop people from selling buildings at the last min at a low price to their friends. The easiest way would be to make death random or based on adverage health in a minimum 2 week (real time) window. Maybe spend some of that wealth on life extending potion that cost more each time you use it. Could be a skill.
MetalSolo wrote:I don't like this idea. The game just wouldn't be fun to me if I knew at one point I would lose everything. Also, everyone in the game would be like "oh I had this back in my old life". Pretty much, the game just wouldn't be as fun for me.Golan wrote:...If Zoric needs new players to keep things going then just give the players life spans. 47 - 60 years, closer to 60 if you keep a high average health. 10% of bank money and cash can be sent to the next life up to X amount along with One building chosen before death/retirement. .
Few suggestions to economic.
Actually here's something I first noticed in the game that seems odd...
1. Odd mines.
It seems like you can construct a mine any where, any time and it will produce stuff. A suggestion would be to randomly select several spots to be ore rich. That way it automatically limits the number of mines in the area. And to keep the economic going, each ore location can only generate a certain amount of ore (let's say from 10,000 to 1,000,000). Once it runs out, a similarly sized ore deposit will again be randomly generated on a spot on the map. This also can make some poor chapp rich if the spot generated manage to be right below his/her house.
2. Tightly packed farms?
Realistically (I assume realism is also an issue here), farm cannot possibly be packed this tightly. A suggestion would be to implement a property tax (maybe 1s per month per block of land?). Since farm land should be big, it should take up more space as to reduce the large clutter of farm that shows up on the Zoric island.
3. Natural disasters
This is designed to encourage more people to just be a hard-working chapp (get a house, maybe a small shop, and work). Natural disaster can be generated on a yearly basis that damage all structures in an area. In this way a poor chapp has less to lose, while the rich chapp, most likely having many buildings, will have the most to lose.
1. Odd mines.
It seems like you can construct a mine any where, any time and it will produce stuff. A suggestion would be to randomly select several spots to be ore rich. That way it automatically limits the number of mines in the area. And to keep the economic going, each ore location can only generate a certain amount of ore (let's say from 10,000 to 1,000,000). Once it runs out, a similarly sized ore deposit will again be randomly generated on a spot on the map. This also can make some poor chapp rich if the spot generated manage to be right below his/her house.
2. Tightly packed farms?
Realistically (I assume realism is also an issue here), farm cannot possibly be packed this tightly. A suggestion would be to implement a property tax (maybe 1s per month per block of land?). Since farm land should be big, it should take up more space as to reduce the large clutter of farm that shows up on the Zoric island.
3. Natural disasters
This is designed to encourage more people to just be a hard-working chapp (get a house, maybe a small shop, and work). Natural disaster can be generated on a yearly basis that damage all structures in an area. In this way a poor chapp has less to lose, while the rich chapp, most likely having many buildings, will have the most to lose.
none of that is programmed.
but...2. farms to be realistically sized would mean not nearly enough would fit on the island, or they would need to make craploads of stuff, which would make a few poeple rich and the map would fill fast. if the farms were to be realistically sized, small ones would need to be the size of a town, and big ones the size of 9 towns. also can't change the building spacing limits of a per type basis.
3. 'natural' disasters have happened in the past on islands where the island owner would rain bombs down on an island to simulate a disaster, unfortunatly, these actions have been disasterous among the player base of the island they were done on. people start complaining about unfairness and stuff
but...2. farms to be realistically sized would mean not nearly enough would fit on the island, or they would need to make craploads of stuff, which would make a few poeple rich and the map would fill fast. if the farms were to be realistically sized, small ones would need to be the size of a town, and big ones the size of 9 towns. also can't change the building spacing limits of a per type basis.
3. 'natural' disasters have happened in the past on islands where the island owner would rain bombs down on an island to simulate a disaster, unfortunatly, these actions have been disasterous among the player base of the island they were done on. people start complaining about unfairness and stuff
The first one is actually planned for a long way off, methinks. It'll be interestign to see how it's done
2 could be done right now with the models, but as Zar mention it would be a pain in the arse map-wise. Comparing the size of the tractor in relation to the island, one farm would probably take up about a quarter of the island.
3 has been thought about a lot and I *think* they're on the list somewhere (can someone confirm that?) , but would cause lots of unnecessary disruption and if any buildings were demolished you can count on people talkin about unfairness.
2 could be done right now with the models, but as Zar mention it would be a pain in the arse map-wise. Comparing the size of the tractor in relation to the island, one farm would probably take up about a quarter of the island.
3 has been thought about a lot and I *think* they're on the list somewhere (can someone confirm that?) , but would cause lots of unnecessary disruption and if any buildings were demolished you can count on people talkin about unfairness.
The size of the island is variable, as is the number of empty tiles that must be between each building (and of course as is the size of the tractor and farm models), so its not hard to set something where building models never overlap each other... Comparing the size of the tractor in relation to the island, one farm would probably take up about a quarter of the island....
I do prefer the idea of Farms being treated differently tho - and ultimately.. ideally.. in the long distant future.. a system of marking out farmland in tiles rather than as buildings will probably be something i'll add in.
- Magicfinger
- Staff
- Posts: 1078
- Joined: Tue Sep 30, 2003 10:38 am
- Location: here,there and everywhere