Economics theory has a formula called The Equation of Exchange. Somebody came up with qualifiers that come together to correlate worth. It’s MV=PQ (Money amount * Velocity traded = Price of items * Quantity available). So, what AGS should be doing is checking how much money exists (per player; per area visited, though trading post deliveries should be local only; per company; and per faction), how much players are enjoying trading, and how much they’re crafting (this is important because everybody should be crafting; if that’s not reasonable because nobody needs new equipment, they need to replace permanent items with transient; plausibly full-loot PvP, and durability that requires various levels of replacement cost).
The economy (defined by what to do) defines how relevant each player is, so looting PvP and replacing items defines community.
I think darkfall rise of agon is relaunching soon on steam. Full loot PvP, much better economy, and its 2 person dev team gets more work done than AGS.
So, i think there’s like one full loot pvp game left that still has anything resembling a playerbase. And i don’t think it’s this one >.>.
Many games went and continue on for years, and did far better economically with having zero bind on pickup/equip, tradeable armor even (Looking at you ffxi) and many, many games have stuck with repairable durability bind on equip system that we are all familiar with. And those do great.
The current real issue we have right now, is that not enough players are coming IN, and we cannot have alts. Making the game full loot pvp with destructable armor is just going to make even more people go OUT, which would not help at all T_T
Yeah I just saw that they are actually in closed beta right now but it says its open to anyone with premium time- So if I spend $10 I can be playing darkfall again? Seriously, what timeline is this?
This is the most excited new world has made me in a while now
Probably the biggest 3d sieges ever held. Some raids with 1000 players or so would give the game trouble.
It was achieved by using click-to-move like Lost Ark and tab targeting so projectiles don’t have to do much collision thinking (you can shoot targets behind other targets for instance).
But it’s cool to see so many people in combat at once, it’s what MMOs should have become IMHO, here’s hoping Throne and Liberty achieves similar feats.
That’s a pretty good point, every time I’m wondering why MMOs are getting smaller and smaller I think it’s the movement and projectiles, but Planetside 2 does seem to indicate those are surmountable hurdles.
Must be a design decision maybe starting in WoW for smaller scale content. Raids used to just drop static loot and the incentive to bring less people was that it was fewer people to split the loot up with. You were always free to zerg things down but there was no loot for the zerglings. I think WoW started the trend of limiting how many people can attend a raid and distrubting loot per person instead of having officers dole it out to the peasants.
Regarding NW economy since your thread has drifted off topic: I often wonder why certain items in the economy seem to fluctuate very little over wild spans of time even back when dupes were happening, etc.
For instance, I bought some smelters gear on the day it came out for around 20k. AFAIK, smelters gear is still around 20k per piece give or take. It’s weird to me that even though people would have presumably opened may crates and everyone only needs 1 set at most, the price hasn’t really dropped much. It makes me wonder if NW loot tables are referencing either the number of goods in circulation or the price of those goods somehow. IDK, it just seems very strange. Most games encounter extreme inflation in various random places, and some NW commodities do not seem to encounter this even when they’re commodities each player should only need 1 of (trophies, for instance). They have come down over time, but it’s been extremely slow.