Why Player driven Economies don't work

I think the players economy is working great, at least on my server. Sounds like you’re not getting the prices you think you deserve and are salty about it.

Can you give some examples of what makes the economy on your server work? Seriously asking here.

Don’t even get me started on blatant scams that feed on hopes and dreams of naive people with spare money.

What do you want to know? Companies aren’t driving down mat prices like OP claims, specialist crafters aren’t leaving in droves (not to mention many ppl craft on their own), prices are healthy and it’s relatively easy to make money. My buddy went from 3k balance to 12k yesterday from a little bit of farming and selling back into the player run economy and he’s not in a company (lvl 53). OP made some broad assumptions that aren’t true. This economy has a resource burn, there’s always going to be demand that won’t be a race to the bottom like OP claim.

I read it, Have you seen Eve Online? Even with huge companies that can and do at time manipulate the market anyone can still get started building wealth in that game. It takes far more commitment then New World but the same could happen. For starter we can’t link the trading posts, that leads to WoWanization of the game and many other feature must and will follow.

I would say that NW itself has already proven that the topic of this thread is false. It works.

everyone being able to do everything creates a healthier economy actually. Most people complaining about a healthy economy don’t want a healthy economy, they want an economy that benefits their particular playstyle.

having items that players cannot generate creates imbalances in supply and demand that players cannot solve, and makes the economy less able to balance supply and demand, and less reflective of the value of items.

lets say a server has only 50 lumberers, now the price of every item is dependent on their ability to supply items, other items are bottlenecked and build up surplus items, dropping their value. Or, they form the Lumber Group, who decide to fix prices on lumber.

these economic solutions many people propose are economic problems economies try to avoid

No it creates a boring economy that is not healthy or player driven. What we have here in NW is a very short term economy based on low server capacity and easily acquired gear until very end game based on watermark system.

Supply and demand is what makes an economy, with the way this game is set up the demand will reach an end relatively shortly for many items.

Lets just take bags for instance, right now there is a market, in a couple of months it will be nearly gone. Just like town board quests are dwindling. A good player driven economy would not have the abundance of dropped loot we have now. So you can play the market on resources until they become nearly unneeded.

By the way I hate crafting but I think it should be a bigger part of the game so no I am not arguing for anything that just benefits my playstyle at all.

the problems you mention have nothing to do with players being able to craft anything though.

How are you announcing the economy is boring if its not content you participate in? By what standard are you making this pronouncement? From what I see marketeers are having a field day with this economy.

and you vastly underestimate the supply and demand of high end items. You have any idea how long it takes to create a top teir item versus how many people want said item? Did you consider that updates will change demand constantly? How do you think void gauntlet will effect the economy, what about the resilience fix, making voidbent into a mid teir gear set?

TLDR; Check Sandbox MMOs like Albion online.
It works.
Hope your economic degree can be refunded.

Morning to you both @PhysOmega and @Rokurgepta. (stupid fat fingered the send button before in the opening line).

I really do get the frustration with imbalanced supply/demand. I might have gone off about it once or twice on these forums (per day) recently. :slight_smile:

I can see truth in both sides of this, but on balance I find that it’s the oversupply from bots that are driving the aggregate issue right now, and not that too many players are able to do too many things.

There’s an easy thought experiment to demonstrate that is likely so. What is it?

Almost all of us sense/observe less density on the servers. Whether they have actually quit/uninstalled is an unknowable I’m not personally interested in. If player driven over-supply was driving the problem from unconstrained choices, then deflationary aspects from over gathering/refining/crafting from players should be abating.

And it’s really not.

The bots, who have a marginal cost of production of 0, continue to supply. They’re much more likely the problem. They’re correlated with server population because it makes no sense to sell to a dead server. But unless or until the bot supply is dealt with, I really struggle to see how constraining crafting choice as a means of lowering supply is a meaningfully binding constraint to deal with supply/demand issues. (Even if the bots are dealt with, there’s an aggregate demand problem with crafting because of how easy readily available loot drop substitutions are).

I hope that make sense. On a side note, if you think the 1000+ posts on potentially ending player-merchants through globally linked economies was something, imagine the tsunami that would come from enforcing gated crafting choices. I’d personally bet it would be 3-5x what we’ve seen on the other issue.

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AGS has stated large numbers of income is incoming but very little going out. Players are holding their wealth, and AGS has stated that if this does not change they will be forced to make changes!

Players creating new characters on different server regions. I thought about just creating a character, leveling to 20 or soo and giving the gold earned from questing( around 5k) to any random player then deleting that toon. Too many servers and not enough players!!

why player driven economies don’t work

Because players are idiots.

Hey there, @SifuDizzy40, thanks for contributing.

I think what you’re saying is also a part of it. I am (periodically) playing a dex character on a very low pop server as a means to just enjoy myself and get away from the ‘git-gud’-ers. When we all have to band together (even at times) to survive, it’s amazing how fast the maturity levels increase. Sorry, beside the point.

Let’s examine a case in which there were only 5 mega servers, in each zone, and so many players it’s hard to walk around. In such a scenario, the governors of outlying towns likely can pay their bills, which is good.

But we’ll still have an issue of a finite supply of goods (coming from globally static nodes on reinstancing timers) being perhaps consumed by a greater number of player consumers. Sounds great.

But it’s a perfect environment for the botters to swarm those servers, and the devs have made it pretty easy for them to do so via design choices of putting almost all of the key resources for crafting in starter zones, locked them in static positions for scripting, and placed Buy Orders on auction houses for them to instantly liquidate mats for fiat coin. Your suggestion won’t fix the problem, but it’s directionally appropriate, and I could be for it.

Now clearly, I can’t prove this, but I’d even call the population issue in the top 5. #1 are the bots and economic design, because it’s structural no matter the population count. The lack of demand for crafting because of prevalence of loot drop substitutions is #2 in my mind. Beyond that…I dunno which. We could all make claims, but that’s all they’d be.

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I noticed on 2 different servers Global chat talks about jumping servers to test the global waters. This server better than that server kinda thing. I do believe folks are looking for that 1 perfect server that has like minded mmo players. This hurts the players that have never played an mmo. I do understand the volume to capacity issue with latency and lag issues but separating the player base is doing more damage than good.

There is so much wrong in the OPs post I wouldn’t know where to begin.

I know i’m holding onto my coin, worked myself up to almost 30k ever so slowly. I just don’t see any long term method of farming more than 500 coin/hr so doing my best to assist with deflation!

When the OP makes a blanket statement like that - unga bunga indeed.

“Why I hate Capitalism” is a better title. Just an opinion though.

You should write for The Hill or … MSNBC. You’d fit right in for sure.

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