economic worlds - post your common problems/pitfalls

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economic worlds - post your common problems/pitfalls

Post by hedgehog »

while working on rb4 i came across an idea for a "classic econ" world i rather liked, but first i wanted to check in and get some feedback with the regulars, since i don't play econ stuff that much anymore.
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types of replies i'm looking for:

* families tend to get together and corner a market and then no one can compete

* rich kids tend to buy up all the weapons and no one else can leave their homes

* island owners never set their fuel consumption high enough - owning a fuel shop always seems pointless.

* i always forget to check the invest on a building and then have too much stock i can't sell anywhere

* boy, i wish more islands had good racetracks

* etc
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things i don't give two denari about:

* specific players ripping you off - no one cares :)

* specific islands having some dumb setting that one time

* islands being reset complaints

* islands not being reset complaints

* complaints about tom
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that said, post all the stuff you think makes getting ahead in econ games hard, or dull, or whatever. feel free to also include what works. also, it doesn't have to be limited to places like zion/zoric/rb/eville -- if you think supercars has the best econ ever, speak up (if you're sayin' something nice, go ahead and mention the server name)
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Post by Mattizme »

I think it works if you limit people to what they can do straight away - going back to my reminiscing of Mur, you had enouh money to rent a house and get some food and jobs, and maybe rent a business. This means you actually have to work for your money :]
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Post by hedgehog »

is it fair to say that renting houses is still popular, but renting businesses has gone down in common practice? if so do you think there's a reason for that?

what about the opposite end of that complaint -- that some think it's too tough to break through if they don't have enough resources in the get-go. is that generally just hype from whiny players? or is it a difficult balance that should be really paid particular attention to when designing the world?
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Post by Mattizme »

Generally renting both homes and businesses has gone down since. I think the main reason is prices having fallen and staring money risen - people don't have the need to rent any more.

One of the main differences fromt he tractor today of that 3 years ago is vehicles - it was going to come eventually, but it really came as a surprise to how it changed the world. Originally the game was played at a much slower pace - because it had to be. Witht he intorduction of vehicles, worlds quickly become tedious, as people own everything a lot faster. Vehicles usually cost less than the starting price on the island - that makes it easy for them to be bought without too much effect on other items you cxan buy. MAybe if vehicles cost a lot more (multiply prices by 10-20 times) it would discourage people from buying them straight away - maybe make just the tractor cheap or something.

However, that's just me. I'm more of the type of economy where it's hard to achieve things, low inflation, etc - people may prefer something where you haven;t got the insecurity of now owning your own house, or not having a nice car or something.
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Post by hedgehog »

it does seem to be very polarized. one of the first things i get in rb are new players going "where do i get a vehicle? who's got a house for sale?"

one thing i noted very quick, and mit's done decent with it on zion as well, is if there's not that second vehicle ready and waiting, players ditch in seconds.

iirc the past three zoric's had a starting tractor or one you could get quick enuf like in zion, but i think then you had to work for vehicles like normal, yeh? no idea how that went over in the long run tho.

rb3 they didn't complain much since they started with a boat and a balloon, so maybe the answer is to either get them one thing quick or just give 'em a few equally slow things to start off with and make 'em feel like they got somethin, i dunno.

the more default crap they start with, however useless, the more content the instant gratification kids seem to be. it's weird cause i get the feeling more and more like some of them want the instant zazz of an fps, but as an economy. maybe it's more of a mistake to cater to the first complaint like that, as we've pretty much all been doin the past year.
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Post by zaroba »

main problem i've always noticed is longivity without boredom. i don't think any zorics have lasted more then 4 months, and usually by then thier economies are utter trash and people can get anything for near cost.



(now begions a lengthly post about money, vehicles, buildings, and players. describing the pro's and con's of many different methods of doing stuff)

vehicles could be made more expensive, but then you get to the problem of making them worthwhile. most of the time i've had vehicles rangining from a few hundred to a thousand or little over 1k to produce. even that though can be considered very cheap. unless money is somewhat easier to make to keep players from getting very bored, it woulden't make much sense to make vehicles really expensive (upto 10x more as matt put it) unless you can make all the supplied vehicles different enough to make it worth while. don't mean to sound rude or anything, matt, but have you play'd an economy island recently? if you have 5 to 10 vehicles on an island, and make them somewhat realistically speeded (so nothing goes over 150 maybe), realistic fuel usages, somewhat realistic capacity, it isen't worth buying a car for 5k when you can get one that is a bit worse for way less money. take the hover transport and stunt tractor on zion. one costs 25s to make, other over 100s to make. the hover transport goes approximatly 50, and it holds a bit more. stunt tractor, costing 100s more, holds less but goes over 70mph. stunt tractor is worth more and is faster, but rarly anybody uses it due to the cost, and the hover transport is nearly as good. when it comes down to cost vs usefulness, if you have them set up realistically, you have the fact that your mainly paying for a car that looks different but only is slightly different in stats and nearly 99% of the people could easily live with saving a few k and taking a few secs longer to do stuff.
on the other hand, you could make the differences great and have vehicles going over 500 or 1000 mph to help balence out a high cost. but then you get to the problem of island size. in the end its really the same situation. fast cars go places fast. on a slow island those places are close together and although the fastest car might go 2k mph, a vehicle that only goes 1k mph and costs much less would get you thier in nearly the same time. difference being less then a second.

then, on the other side of the scale, you have cheap vehicles and the whole issue of buying soon and fast. you could make the start money very low to prevent this, along with slow income. but then you have nearly a dead slow economy like zion has. although this is liked by some people for lack of need to be active, alot of the players who are really active find it incredibly boring due to lack of stuff to do. making start money some what realistic (who moves out to live on thier own with only $500 anyway? :P ) you can have cheap vehicles (you can easily buy a used piece of junk for a few hundred) and just make the cheap cars crappy. however, this leads to the first long paragraph, the vehicles probably wont be worth it in the end if nearly they all are similer or close to similer. of course, thiers no saying that a player HAS to buy each vehicle or go threw all vehicles, but then you might have a suffering vehicle market and only other industries are fuel, food and (possibly) weapons.

this brings up vehicle decay. haven't used it yet on zoric (duh, it just came out :P ) it will be in zoric 8 and vehicle decay will probably be set so that after 10-20 years you need a new vehicle. however, i'm thinking that this will bring up issues of poorness and lack of younger/poorer players being able to do much when it comes to vehicles. its obvious that the first into the vehicle market on an economy island will get a huge head start because when nobody has made vehicles on the whole island yet, people will pay WAY over cost to buy one. few 50s vehicle 2's for 200s profit later and the people are making faster vehicles, cutting the costs of the crappy ones, and now selling the new faster vehicles for way over cost, and after setting up the new place, still having lots of profits left over from the vehicle 2's. thus, the rich guys will end up barly suffering from the vehicle decay, as they can easily buy a new one, and go back to their established-from-the-start-of-the-island buildings for more money.

in the end you still have the rich staying rich and the poor staying poor. easy way to solve this would be taxes. high taxes on the rich, really high on the very rich. only trouble then is tax dodgeing, its easy to get around taxes, wont say it here though but i figure you know how. same goes for job retirement. its easy for a rich person to stay rich (with the side effect of not being on top wealth) and easy for those rich people to keep the poor ones poor. by having alot of long running businesses from the start of the island, most rich people can easily keep the poor people out of the business by having many set trade routes with other rich people and in the end selling for cheap to the poor people, preventing them from posing as good compitition.

so now you have the issue of building ownership. zion has the nice idea of a low building limit. but combined with the slow time and low start money makes a very slow island and bored players. make too many buildings allowed and it will be incredibly easy for a family to dominate an island. especially if thiers not many buildings in the first place. hopeing to have a good solution to this on zoric. max 10 buildings, 3 types, 5 of one type. so you have a house and 2 money making types, upto 9 of them. however, zoric also has 64 buildings, 16 of which make up several production lines which only the super rich could get into and make products that cost enough so that only the rich could afford, which gives the rich and super rich players something to spend money on and something to use as a goal. the other 48 buildings include 4 houses, town, and a school. this leaves 42 buildings to use in production of items.

42 buildings with only 10 max buildings not includeing a house leaves plenty of room for players to get into businesses. however, if bottem level stuff costs more then 1d to make, it'll be incredibly easy for players to not profit off it by setting prices really low. mit got around this on zion by having ore and oil less then 1d in fully employed buildings. have done the same on zoric, but to a grater scale. all the normal production buildings produce at 10per 1d. so even when others are buying product for only 1d the seller can make 1d profit per item, and make 10d profit off 1d investment. 1d profit is nothing new, by year 25 on most islands 1d profit is standard as people compete and lower end product prices and the manafactures lower product buy prices to compensate the lower sale price.

houses are something else that has fallen in desire. unless you make houses make something, they will all be exactly the same in usefullness. even if a 50s TP is ugly, 90% of people will buy it over a 150s house as thier first home. only way to solve this really is to make them all the same price, but have different houses to choose from. example would be zoric 8. 3 houses are the same house with a different texture, and thiers an expensive mansion for the rich to get.

jobs are another issue i've often seen. thiers always either not enough jobs for the people, or too many open jobs. personally, i'd rather see open jobs instead of unemployeed players. could make 1 job per building, but this often leads to not enough demand of each job skill, or easily lost jobs. zion once again has another good idea. having multiple jobs per a building. i had also attempted this in zoric 3 but with terrible results. turned out that the bonus's to employeeing more then 1 person diden't cover the cost of employing them, especially in an economy with many people competing for business. although employees effecting production cost works out fine on zion where thiers a small player base and only a few industries can provide for them, on an island with many players activly trying to make money, it doesen't work well due to compitition and profit reduction. hence the reason employees haven't effected product cost in zoric 6, 7, or current 8.

but, this brings up another issue. the playerbase itself.
doing each of the things above will have completly different outcomes on an island with a few players then it will on an island with many, many players. this is the hard part, and the unpredictable part too. you can work your butt off to make a good island, but if players don't play it, it will bomb out. an example is zoric 5. it was a pretty mountany, snowy island. thier was only a small amount of players though (they were all playing Eville :P ) so the economy never got populated and the island looked new and slow the whole time it ran. on the other hand, you could make a simple economy like the one zion has, if 20 different people logged into zion for several hours a day every day and competed in the economy trying to make money, i don't think it would work out well at all. first because thiers only 3 industries, and for the most part, thier small. vehicles, fuel, and weapons. none need many things, only bottem level stuff is ore, carbon-fibre, and oil. and from those 3 things comes all the vehicles, weapons, and fuel. although you can only own 5 buildings, its easy for the current facs to supply alot of people with vehicles etc. so if alot were to play it at once, and constantly, they'd probably have dead industries.
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Post by puggy »

One thing i did note on all the econ planets i've seen is that there isn't much diversity. Most of them are basically set up for players to sell goods each other need like construction stuff, food and vehicles. One thing you could have is some chains that in the end sell goods to a goverment building for money. Small building limits would be a good idea, but you need to have bigger buildings which players can upgrade to. Same thing applies to vehciles, have the cheap ones slow with very small carrying capacity, whicle the 50k ones go really fast and can hold tonns of stuff.

Basically a system where the rich upgrade to better building which make them more money, but have plenty of stuff from which they can spend there money on which is useful, like better crows etc etc
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Post by puggy »

oh, one more idea which you could use. Split the island up into several smaller islands, all of which are disconnected from each other. Then set 1 town in each and have an economy team style game. This would certainly cut down on competition as the players are split into smaller camps.
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Post by Fooli »

zaroba wrote:main problem i've always noticed is longivity without boredom. i don't think any zorics have lasted more then 4 months, and usually by then thier economies are utter trash and people can get anything for near cost..
That's a world design problem IMO Zar. Not to direct criticism at you, cos you're prolly the most active in in-depth world-design at the moment. But if ppl are getting bored then the challenge is to tweak the world so it don't happen - or resign yourself to changing the world every 4 months. Either of which is a viable option IMO :)
zaroba wrote:vehicles could be made more expensive, but then you get to the problem of making them worthwhile. most of the time i've had vehicles rangining from a few hundred to a thousand or little over 1k to produce. even that though can be considered very cheap. unless money is somewhat easier to make to keep players from getting very bored, it woulden't make much sense to make vehicles really expensive (upto 10x more as matt put it)
Similarly here: if your focus is long(ish) term econ play then maybe vehicle differences just aren't or shouldn't be part of your game plan; conversely, mebbe they should be but then u have to find a way to design a world that means different vehicles actually mean something in game terms. For instance, making it necessary to have a fast, turny vehicle for certain trade routes, or making it essential to own a plane in order to trade with a factory on an island somewhere, or making a vehicle with resistance to lava or something that makes it possible to reach the factory on instadeath mountain, or something. There seems to be a tendency for ppl to just want vehicles that look cool, and that's fine if there's a premium for those vehicles and ppl are prepared to build up the cash to purchase them for pure coolnes value, but really those "uber vehicles" should be part of the world game plan or shouldn't be important, by design.
zaroba wrote:then, on the other side of the scale, you have cheap vehicles and the whole issue of buying soon and fast. you could make the start money very low to prevent this, along with slow income. but then you have nearly a dead slow economy like zion has. although this is liked by some people for lack of need to be active, alot of the players who are really active find it incredibly boring due to lack of stuff to do. making start money some what realistic (who moves out to live on thier own with only $500 anyway? :P ) you can have cheap vehicles (you can easily buy a used piece of junk for a few hundred) and just make the cheap cars crappy. however, this leads to the first long paragraph, the vehicles probably wont be worth it in the end if nearly they all are similer or close to similer. of course, thiers no saying that a player HAS to buy each vehicle or go threw all vehicles, but then you might have a suffering vehicle market and only other industries are fuel, food and (possibly) weapons.
Again, I'd suggest either finding a way to make the vehicles part of the gameplay (this may of course involve more suggestions for mit's to-do list) or ignoring vehicle types in the interests of ur economic depth, etc.
zaroba wrote:this brings up vehicle decay. haven't used it yet on zoric (duh, it just came out :P ) it will be in zoric 8 and vehicle decay will probably be set so that after 10-20 years you need a new vehicle. however, i'm thinking that this will bring up issues of poorness and lack of younger/poorer players being able to do much when it comes to vehicles. its obvious that the first into the vehicle market on an economy island will get a huge head start because when nobody has made vehicles on the whole island yet, people will pay WAY over cost to buy one.
That's contradictory: why will ppl buy a vehicle at way over cost when there's little point to owning one? They must be doing it for a reason :)

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Post by zaroba »

or resign yourself to changing the world every 4 months
hence the reason i have never used the same bdat twice on a zoric island :P
each one is a freshly made economy.

Similarly here: if your focus is long(ish) term econ play then maybe vehicle differences just aren't or shouldn't be part of your game plan; conversely, mebbe they should be but then u have to find a way to design a world that means different vehicles actually mean something in game terms. For instance, making it necessary to have a fast, turny vehicle for certain trade routes, or making it essential to own a plane in order to trade with a factory on an island somewhere, or making a vehicle with resistance to lava or something that makes it possible to reach the factory on instadeath mountain, or something. There seems to be a tendency for ppl to just want vehicles that look cool, and that's fine if there's a premium for those vehicles and ppl are prepared to build up the cash to purchase them for pure coolnes value, but really those "uber vehicles" should be part of the world game plan or shouldn't be important, by design.
the only problem with this idea is that unless you Force people to goto this factory and make it so what it makes is available no where else for logical cost, the people wont goto it. that could be done somewhat easily by just putting its cost far beyond grasp, but then you'd also be cutting down on a production line and lowering the buildings people could be getting into thus pushing them into other production lines and filling them up faster. i.e. force people to goto one place for wood. your getting rid of a lumber mill, a tree farm, and possibly cutting down on the fertilizer and chemical businesses. i was origionally thinking of making several islands for zoric 8, would start on a main one and players needed to make boats ot get off it and spread to other islands if they wanted to build stuff after the main was full, the draw back to this is the same as having a lot of towns and a slow vehicle: if product is close and of acceptable cost, thier is little desire to travel elsewhere for it. unless you force people to build in certain spots, thier wont be a way to have that turny trade route :P

That's contradictory: why will ppl buy a vehicle at way over cost when there's little point to owning one? They must be doing it for a reason :)
perhaps i could have worded that better :P
i'm talking about thier first vehicle. instead of having to wonder around in the 10/18mph druid vehicle 1 that barly holds anything. if thier are no vehicles and somebody makes a vehicle 2, people will buy it since thier stuck in a slow v1. same could be said for a new player stuck in a v1. in new zorics i have seen the statement "vehicle 2 is fine, i don't need to waste the money" often when people made that first, faster, vehicle 3 etc. thus brining in the little point to upgrading them if thier set realistically, the slightly faster vehicle isen't worth the extra cost when the slower vehicle does everything nearly as fine anyway. kinda like in real life, you could buy a porsche for over 50k, or a dodge for 20k, they look different and perform diferently, but the performance difference wont matter since you still have to obay the street laws and can't drive fast when thiers a car in front of you going the speed limit, thus, the porsche woulden't be worth getting when you could save 30k and get the dodge and get to work just as fast.

it would be perfectly fine and logical also to make each vehicle nearly the same cost, thier facs etc nearly the same cost, and then the setitng could be nearly the same and realistic, that way like the houses on Z8, people could choose thier vehicle to use with little worry of a ripoff. but then you lack the whole vehicle upgrade sense and take a that could take a bit away from the vehicle industry. its nice to have to work upto that porsche in costs etc instead of being able to buy it from a lineup of numerous cars.
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Post by hedgehog »

longevity without boredom, or quasi-excitement without being through the island in a week is definitely a big chunk of the problem. it's fine for racing, ctf, ffa, and the other short-term stuff, but most of the current playerbase seems to favor econ, and they're too sissy to ever fire a gun on one another to balance out the power a bit :P

i'm not entirely sure we can overcome that without having some crazy thing where players start combining items to make new ones, then claiming their health tonic or their weapon script is the best or something. most of the current economic variables in the econ are fairly static since the owner sets it all. or maybe it's NPCs. or weather effects and earthquakes.

( alternatively; crows, racing, fighting (now that the weapon scripts can set improved proximities) all have really random variables that are brought about by player action. i'm always kinda surprized economies based on stuff like that don't sprout up more often. )

far as cars go i'm not terribly bothered. there's three vehicle types, out of the 14 vehicle modes there's at least 3 that are unique, there's a capacity factor, fuel consumption, armour factor if there's guns on the isle, speed factor, jetpack or jump factor along with vehicle type...even if you just had high med and low values for each (so that the speed boost was enough to be worth it), you could have:

slow speed car with high consumption and low capacity
slow speed car with high consumption and med capacity
slow speed car with high consumption and high capacity
slow speed car with med consumption and low capacity
slow speed car with med consumption and med capacity
slow speed car with med consumption and high capacity
slow speed car with low consumption and low capacity
slow speed car with low consumption and med capacity
slow speed car with low consumption and high capacity

high speed car with high consumption and low capacity
high speed car with high consumption and med capacity
high speed car with high consumption and high capacity
high speed car with med consumption and low capacity
high speed car with med consumption and med capacity
high speed car with med consumption and high capacity
high speed car with low consumption and low capacity
high speed car with low consumption and med capacity
high speed car with low consumption and high capacity

that's 18 different combinations right there.. though some of those might be redundant, that's maybe half the variables (didn't bother with boats, planes, armour, jetpack allowed, grav settings, etc)

the thing that i notice more than that is that everyone basicly wants the "v5" type vehicle (if i remember right zoric2 and tunbridge both had v5 as the porche, which was pretty much the fastest thing next to the zoric2 speedboat (which incidently i could hop the whole island in ;))

you're prolly painfully familiar with how most of 'em just buy up the high speed car with low consumption and high capacity straight away, ignoring the rest, unless there's some restriction (like leveling up their driving skill or having to own the previous vehicle first and "trade up" or not making all the vehicles available in the car making shops right away, and injecting them in the econ over time)

well there's all that and then...wel feck; setting up 21 different vehicles is a superior pain in the ass. i dunno how the heck you do it every time :)


yeh, taxes would be cool, tho don't particularly like the current high wealth tax system being year based -- i kinda just wished we taxed anyone with more than x dollars :P
the first time i set that up i thought "mwahahah! i'm gettin all you rich jerks!" ...yeah that lasted half an hour. *cough*

other than undercutting prices because rich guys got greedy, there's also the good point of ...well once an industry is built, if it's being traded actively, there's not much point in having two buildings unless to benefit the production cycle. i like the idea of multiple employees affecting the building storage, since i s'pose that's a variable -- but still the rich guys or kids with more friends will strongarm that.

then again we're not building utopia here, i prolly shouldn't start walking around trying to figure out how to make people have less friends. friend tax?
:shock:

the 1d profit bit...ugh yeh, i got hammered on stuff like this back in tunbridge, where knights like wild would just set their brewery (located right next to mine) to sell for nothing, or at a huge loss, or set their buy prices 10s over value, just to drive me out of business from lack of stock.

the "number of players" thing is always a factor, yeh. we're prolly needing a lot more regulars before we really have a good feeling on the whole thing concretely. :?
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Post by hedgehog »

puggy wrote:oh, one more idea which you could use. Split the island up into several smaller islands, all of which are disconnected from each other. Then set 1 town in each and have an economy team style game. This would certainly cut down on competition as the players are split into smaller camps.
heh, oddly this is a lot of what i've been drawing up the past few days, minus the teams :P
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Post by Magicfinger »

i know this subject has been discussed many times over.... but i think one of the biigest issues with most long-term eco worlds is that the players dont die of natural causes :). lets be realistic about this if a player died when they reached the age of 100 (minus any adverse effects from eating the worng kind of food/ drinking the wrong kind of drink) sure they would loose all of there possesions but it would regenerate a huge chunk of the market they occuppy (assuming they have been playing well for there virtaul life.)

What i would like to see is a system where upon death all money/net worth the person has is transferred to Gal Credits and they are restarted as a new player. Buildings should be destroyed and goods that they on should be destroyed....

what prevents the person just selling there buildings on year 99 i hear you ask. Well this situation happens in real life too... Magic goes into r/l work mode for a min... in the UK we have a system where if people try to sell property in order to avaiod taxation/ nursing care fees before they have to pay for them the govmnt. can still reclaim the money... there is no reason why this couldnt work in game. if the player sells a building within the last 15yrs of there virtual life the treasury should take a huge % of the cost of this.

The obvious benefits of this would be a regeuvination of the econ structure on a timed basis... allowing new players to enter different markets... and stop the overall control of markets by individual players.... a way of bringing more money into the treasury (trying to tie into the long term goal of getting the treasuries able to balance there books)... providing a more realistic way of game play... i.e nobody lives forever :)

in order to make this a worthwhile aim for the player it could be that this would be the only way of getting gal credits on a particualr world... so they would have to play the game for there virtual life in order to progress further within the larger game... of course how long a virtual life would last for would be set by the world owner by speeding up/slowing down time.

thas all. :)
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Post by zaroba »

Magicfinger wrote:i know this subject has been discussed many times over.... but i think one of the biigest issues with most long-term eco worlds is that the players dont die of natural causes :). lets be realistic about this if a player died when they reached the age of 100 (minus any adverse effects from eating the worng kind of food/ drinking the wrong kind of drink) sure they would loose all of there possesions but it would regenerate a huge chunk of the market they occuppy (assuming they have been playing well for there virtaul life.)
the first Tunbridge was set up so you would die after 120 or so years. setting the max health decay standard is what controls life span by reducing irrecoverable health. most zorics its been set really low, have it set so you can only live about 100 years this time around, but the islands usually don't last that long anyway :P

What i would like to see is a system where upon death all money/net worth the person has is transferred to Gal Credits and they are restarted as a new player. Buildings should be destroyed and goods that they on should be destroyed....
hehe, combined with destroying the starport, this would probably be pretty nice. force people to play threw the whole island in order to get gal credits. alternative for current islands could be having to buy an airplane to get to the starport, which would make people work a bit.


Building decay is something that could use a bit of work on in the islands. most of the time, a building takes a long time to decay. but what about making them decay in a short period? trying this on zoric this time around. instead of having an inactivity timer, the buildings are set to decay in about 12 game years, so if yu don't log in, instead of selling your stuff, it will completly disseapear. a fast decay time should help keep an economy going nicely as thier will always be a demand for materials and buildings as they collapse

would be nice if thier was a building max decay rate as thier in on health, that way you could set irrecoverable damage so that after maybe 70 years or so you could have the building collapse from old age and natural decay over time.
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Post by hedgehog »

zaroba wrote:would be nice if thier was a building max decay rate as thier in on health, that way you could set irrecoverable damage so that after maybe 70 years or so you could have the building collapse from old age and natural decay over time.
a dang good idea there.
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Post by zaroba »

*me nominates this topic for the logest topic per page




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it just figures that this post would start a new page :P
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VDZ
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Post by VDZ »

I skipped alot because i don't like long posts, so i might repeat some things here;

1. Disable hunger/thirst.
Why?
What do people do on Zoric after finishing their work? Go back to their homes. Boring.
What do people do on Zion after finishing their work? They fight eachother, go fish or play UltraKricket.
Hunger/thirst discourages people to go outside. That's why it's boring.

2. Be able to sell things to government buildings.
This makes the game more dependant on skill, since otherwise you'd have to depend on your luck and hope someone buys your stuff.
This makes hard work profitable.

3. Be able to stock with own stuff.
In combination with #2, you can really WORK for your money.
Else, you have to depend on other players to transfer your stuff.
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Rueges
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Post by Rueges »

I agree with the stocking own buildings part. but hunger and thirst yes that is somewhat true. BUT. u take hunger and thirst away u take a big chunk out of the economy. alotta businesses will not be there anymore and will just make every other thing that much more populated. and if we could sell things to the gov. building we wouldnt even need to try to find someplace to sell to, therefore wed go directly there im sure and the economy would hurt from the lack of players selling things to other players.
toodles :)

Rueges
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Mattizme
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Post by Mattizme »

It's nice to see this topic getting some good responses, it's making an interesting supplement to my Economics lessons :]

As Rueges pointed out, removing hunger and thirst removes a large part of the economy. Whenever I play an island I will usually go into the food business because even though you can't guarantee a lot of money, you can guarantee the business will always be there. If you give people the option of playing Kricket or racing or some other such thing, then it's their choice - maybe they should be given money for winning to encourage this kind of activity.

People should be able to sell to government buildings, but at a loss or at cost of producing the goods - allowing them to still sell to somewhere as a last resort, but it should also discourage them from doing it.

I like Hedge's idea of making stuff available as the island progresses. Maybe have a system of goals for an island, have research centres which produce blueprints, and then have a government building which buys them cheap or trades them for commodities and when the building reaches X amount of blueprints, it unlocks item Y. - Maybe also make blueprints needed in the construction of stuff, so they have a general use too. Combined with the Hedgie's ideas about vehicles, this could make for an interesting econ - low efficiency vehicles first, etc. This mirrors the real world in lots of ways - You don't have everything available technical-wise straight away.

Some interesting ideas there - I'll have to steal a copy of the bdat creator at some point :]
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zaroba
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Post by zaroba »

1. Disable hunger/thirst.
Why?
What do people do on Zoric after finishing their work? Go back to their homes. Boring.
What do people do on Zion after finishing their work? They fight eachother, go fish or play UltraKricket.
Hunger/thirst discourages people to go outside. That's why it's boring.
i thought that after finishing work on zion, people just left because thiers never anybody else on due to the fact that you can only fish, crow, or fight :P. you said not to long ago that zion is always empty. can't really crow or fight without anybody else on it. crowing can be done on any island, just go home and crow from thier. fishing can be done on nearly every isalnd too. but i rarly ever see people doing either.
2. Be able to sell things to government buildings.
This makes the game more dependant on skill, since otherwise you'd have to depend on your luck and hope someone buys your stuff.
This makes hard work profitable.
if people could sell to gov buildings, why woulden't they just sell to it instead of waiting around for somebody to buy thier stuff? wheres the skill in that? thier isen't even an economy to that. build an oil drill, sell the oil to gov. might as well just give the money away for free. thats not exactly hard work either. this is pretty much describing BiplaneWorld. you trade for stuff and sell it to the governemnt. 10 mins later your done the island. not exactly logical for a long term economy island..
3. Be able to stock with own stuff.
In combination with #2, you can really WORK for your money.
Else, you have to depend on other players to transfer your stuff.
how is it hard work to build stuff and transfer it to your other stuff? how can you make much money if many others could do the same? if this were to be put in place, thier woulden't even be any need for people to trade thier money, or even any need for half the buildings. might as well just make the top level stuff made out of cash directly instead of having whole production lines. true, it would work to a certain extent (everybody can't have every building) but in the long run, thiers little player to player trading, little money flowing around, and money is hard to get. for the most part, everybody will stay poor and never get alot of credits to exchange for gal credits and eventually everybody would die off because they'd run out of money to buy food and drinks.
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