Economic Velocity is the Most Important Aspect of Designing a Game

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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This is where MMOs were supposed to go.

its because they dont drop for shit.

same reason WS pants are still valuable AF even though its been farmed forever and persumably there would be more of them by now.

iv only opened 1 since they released it.

a single fucking hat.

Right, I’m basically pondering does that “not for shit” percentage have any modification going on that keeps the prices so stable or is that just the natural consequence of the static drop rate and the player demand. It seems absurdly stable to me, but I don’t know how econ works at a detailed enough level.

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When was that?

I would wonder how much it’s selling.

I would imagine few players are buying trophies, grinding goods, or crafting.

with what money?

I was only finding silver, gold, and lodestone as the best moneymaker, but I was selling some jewelry too. It’s plausibly all about crafting, so that’s an inquiry each, but insight on how to make more than maybe 20k a day is welcome.

If your argument is that price stability is achieved by having only a small group of potential buyers, I would at least argue that the willingness to sell something in the first place is an indication of a value of gold > that object.

So in that case, the price would come down until buyers were found. And this happens with lots of items, just… not all of them. It’s odd. Don’t know what to make of it. Obviously through patches various commodities go up and down, Azoth vials for instance, but some things are always in abundance for sale and not moving.

The only way it would make sense to keep listing something that doesn’t sell is if you were doing it in your own town, so maybe it’s just the pvp mafia buying anything that goes below some price they’ve determined to sell that commodity for. The only problem with that is that if the item does indeed drop at a static rate, and the market for those items is small, the mafia would end up with a a bunch of shit they can’t sell. So maybe, but, I prefer the “amazon is rigging drop rates and/or buying/selling items from the abyss to ensure fake price stability” which is totally fine, it’s a video game, I think its a cool approach. The alternative is just keep putting more and more powerful items in the game as the old ones decay to 1 gold value (the classic online game route).

actually i should specify by new players im talking sub 40~59.

people that wont be high enough to mine every single thing. let alone crafting and selling sub 590 things wont be making any money.

materials farming is fine if you have all the time in the world and you have nothing else to do.

absolute big money makers is farming gens for BIS and selling them cross servers using discords.

still RNG AF.

then there are market flippers that but needs a ton of in depth knowledge that most new players wont have.

but insight on how to make more than maybe 20k a day is welcome.

It’s pretty much a function of how much money you have “deployed” in the market with buy orders. If you can afford to buy a wide array of different things that you can refine (with bonuses), or just turn around and sell for a flip. Crafting BIS is the only way to make significant money without a ton of effort, but you need to build up a war chest before you can really try that efficiently.

I think people would sell it high because they find it valuable.

If few people are selling an item, there’s more likelihood for it to remain stable.

Arcadia is mysterious.

Theme park MMO’s operate by funneling players in with new shinies, new store purchases and new content. In a non sub model, the idea is that it’s okay for the numbers to drop inbetween. They do small updates and tinker until the bigger update drops, people come back and new players try it out for the new shinies.

In all honesty though, many of the changes they are making that we don’t like, are not even for us. It’s for people down the road that haven’t even tried the game yet.

I think new world is trying to be too many things, hardcore pvp niche, hardcore pve niche, casual pvpve, themepark storyline ect ect.

And in that way i think what’s left of us here in the population are people who like whatever this is, it’s like a new niche.

At this point i’m just rambling on with shower thoughts, but the moral of the story is that beavers don’t like toast. And i don’t like the idea of full loot pvp, not when it takes so long to get good gear in this game, or is as expensive as it is.

TLDR: Arcadia does not like losing gear

“Getting things” is called extrinsic motivation, and it’s far surpassed by “mastering things, having freedom, and social status” intrinsic motivation.

I do think they make periodic adjustments to items depending on holding, spending and total gold in the economy. They have mentioned it before.

The other thing is speculation, from dev videos to dev discord any time something is mentioned that may change people will buy/sell depending on what they learn. There are also trade hoarders that indeed buy up anything and set static prices. And we can’t see names so it’s hard to tell unless they do it all at once.

I mean what’s to stop me from buying all of something and setting it High and holding it there? Much less if it’s a group of people all in on the gag. You can basically hold a server hostage that way, (unless someone really wanted to round trip for it)

In the same way that a crafter that rolled a lot of BiS might withhold and only sell one at a time in trade, instead of dumping it on the market. That also makes a difference. There’s so much involved with markets/finance and i’m pretty stupid so i wouldn’t count on anything i said but i read things.

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A conclusion is proving that the activities of New World are theme park, static (read: non-world-building), repeated but hard to find groups for, barely contributing to an economy or community gameplay.

Absolutely, i read on this when it was mentioned earlier. And i’m too stupid to really understand it in any kind of applicable scenario’s to really argue.

I do however feel like new world has a severe identity crisis, and i think it’s trying to be good at too many things at once.

I will say that IF armor, items were Way way way way way easier to get, and craft. And made more disposeable, like you are suggesting i think. A lot more people would craft, and a lot more people would be selling them on the market, it would be cheaper, and there would be a moving economy for armor at all times, much like clothing.

But, i don’t know that this in and of itself would improve the game.

Just like i don’t know how i would feel if i had to run back to the settlement every time i got smoked out in the field. These are unknown concepts in new world. Maybe it would be better, add more fear? are we talking full on pvp no unflagging? Would i have to carry extra gear in a dungeon or run back to town how does that work?

So many questions makes Arcadia’s head hurt :c

There would need to be things to do in the world, ways to get items, such as PvE with various options amongst goods, equipment, and something to do with territory (tokens for bonuses, station upgrades), though I think territory should be aggressable in a different way, maybe, as an addition, contributing resources to a hub.

It would be easier to save and equip specific sets and have automatic buys on the TP.

I had mentioned on another forum that it would be OK if item velocity was kept in the open world.

I would call ARK an MMO because it’s possible taking items to other servers.

Playing online is fun, having bases (that technically disappear if you don’t log on after a certain period – 8-16 days) and other world-building.

Image: Everything but the ground, white grass, air, and permanent structures are harvestable.

So the point is that you can’t really have non-repetitive, non-shallow content without approximately full-loot PvP and expensive, equipment durability. There has to be something to do at max when you have your character and items.