Economic Velocity is the Most Important Aspect of Designing a Game

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.

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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

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This seems OK, but I don’t like the melee combat.

They could port it to UE in one month.

Rust and ARK are some of the most played games on Steam.

Your premise is mysterious. What exactly is there to do in a theme park MMO? Content is the most listed reason for quitting.

No shit? Darkfalls coming back and I have a PC that can actually play it?!

WHAT TIMELINE IS THIS, LATER NW :laughing:

Hahaha ya, well DF left then 2 companies bought the rights and relaunched. Rise of agon and someother one with Euro servers.

I guess Rise of Agon is about to relaunch on steam.

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They actually cant port to UE. They wrote their own engine from scratch.

UE would lag in 200 vs 200 player sieges. Which happen all the time in rise of agon.

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

It’s possible: Character collision could be handled by distance; and networking is location, direction, and action.

Point to a single UE game that can support 200+ vs 200+ sieges.

And these are non instanced. 100% open world

shit I didnt know it was already open. Maybe Ill see you in there :smiley:

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Lineage 2 was made in UE2 :slight_smile:

I never really played. Did L2 have big open world sieges?>

its also not an persistent mmorpg

id throw in tarkov as well as a general full loot wiping multi player game.

and that wiping aspect is a really important part of it (actually i never played ark but id assume there is ether wipes or private servers)

RTS have been doing collision (and projectiles) amongst hundreds of units since 1999.

RTS != massively multiplayer open world game

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.

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bloody hell that hurts my eyes as much as the og MAGIC war spam to DC people for easy wins.

What’s your qualifier? Also rendering large landscapes?

They could be handled as a form of hitscan, but Planetside 2 has projectiles.

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.

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