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What is your concern about effecting economy directly? Would you be OK with fringe effects, such as unlocking or providing a temporary side effect?
Have you considered having attack functions (such as cast magic or espionage) that do not steal from the defender, but provides resources for the attacker?
And if you're telling me in GI it was possible to attack and win, yet not gain resources...
There could be any number of explanations. A temporary tax hike to make up for the losses. Discovered bury treasure. Good fortune. Protection from the Gods. Etc.
My main question is... will attackers feel satisfied taking another person's money knowing that person stands a chance to get a good portion of it back? And will the defender be ok with losing a much smaller portion? Perhaps I just need to try it...
One question... How do your users know that they even actually "stole" money from their competitor. If you just generate the resource (but don't deduct it from the loser)... are they actually privy to how many resources their competitor has?
You don't play many games, do you?
A spearate page that holds "battle reports" from the last XX hours. Then you set a flag that the defending player was "robbed recently" and the notification pop up when the defender logins.Some games use private massages and put these in "alerts box" instead.
Basically, there's a way to have a lossless system without creating player confusion / outcry. It's all about the way you convey information to players.
One question... How do your users know that they even actually "stole" money from their competitor. If you just generate the resource (but don't deduct it from the loser)... are they actually privy to how many resources their competitor has?It's all about communication I think. For example, you have 2 players: RTard and Uber1337. Both players have $150 in their banks. Your system is setup so that attackers receive 33% of the defender's resources but the source of this resource is generated, not a deduction from the defender's resources (I know, unbalanced but examples don't need to be balanced).
I dislike all kinds of "fooling" the player.
Relative display of resources so players get a certain feeling... Come on, players are not that stupid.
When the players come online, they each play some kind of mini-game to determine whether they see success or failure. The raider is playing to try to win resources, the caravan is trying not to lose time - but no matter the outcome, the caravan continues to carry its goods.
Chris Jenkinson spotted the problem with the idea: it directly causes inflation by creating new goods. I think it's probably not a fatal problem, just one that needs to be watched closely.
Fleeting Fantasy but I don't like the idea of players getting preyed on. So I suggested recording that a raid happened while the player was (or even bother players were) offline.
DV8, nice that you posted here on your own will. It's usually just me talking to myself on the game design subboard + some people I blackmailed to reply
I'm more and more inclined toward non material/abstract combat gains. Like influence, reputation, contracts, priority. You can shape these any way you desire and player will accept it easily. Plus it does not mess with the economy part of the game.
There's no real inflation... This is one of the rather stupid concepts that I think WoW introduced (and it's proven NOT true even in WoW!): economy. Everyone's like, "Whoa! A cap on the total amount of gold! Cool! That means static prices!" No, no it doesn't. The value of your resources is, and always has been, completely up to the individual players. A new expansion hit WoW and did the prices of the low-level goods stay the same? No, they went up. Why? More players were playing low-level characters again, which means an increased demand and a low supply. And prices for high-level stuff are just INSANE because higher level characters are just saturated with gold. So why should they sell you 5 pieces of ore for a reasonable price? If you need it, you'll buy it eventually at 100g per ore.
Inflation is when the purchasing power of gold decreases. You are attacking a straw man, in a way, as I did not state that a cap on gold is the silver bullet to deal with inflation. I said that inserting extra resources into the game economy will cause their value to decrease, if there is a market-based economy in the game. You post is a bit confusing as you say you are arguing against inflation existing (which it will do at the macroeconomic level) but you are instead talking about microeconomic fluctuations in prices.