Welcome to the Browser-Base Game Zone forums!
Quoteif you reduce price by 50% of average price of other players you get 3 times more customersIs that an example or is that the one and only pricing rule? If the latter, why not just charge 1billion gp for everything? In either case, what would you say guides the players in their pricing decisions?
if you reduce price by 50% of average price of other players you get 3 times more customers
But I'm not clear how the market will determine the price.
Couldn't you control the price by making a lot of dummy accounts to bring the average up or down?
1. As I said, players will not have unlimited production capability. A single player can't monopolize the entire market because they just won't have enough products.
A single player selling their good cheaply will increase the price of other goods the NPCs need.
3. The chance to make a profit in the player-player market still exists. That megastore will still need materials to produce its products.
QuoteQuoteif you reduce price by 50% of average price of other players you get 3 times more customersIs that an example or is that the one and only pricing rule? If the latter, why not just charge 1billion gp for everything? In either case, what would you say guides the players in their pricing decisions? No, I meant to show the overall curve shape, it would be a function. Like x^2 or something.QuoteBut I'm not clear how the market will determine the price. Everyone set a price they wish. All of prices * quantity offered are summed up and average is brought up (also some arbitrary number (like 5 times last iteration price) to act as max price, everything above is not counted to avoid heavy price manipulation). QuoteCouldn't you control the price by making a lot of dummy accounts to bring the average up or down? Welcome to the nasty realm of muliplayer games Yep, they could affect it. But not control. Also the price affect everyone so such manipulation is not so bad.
Quote1. As I said, players will not have unlimited production capability. A single player can't monopolize the entire market because they just won't have enough products. That's communism economic model. With capitalism model you assume unlimited production and shortage of money. I strongly recommend capitalism model.
QuoteA single player selling their good cheaply will increase the price of other goods the NPCs need.Why? I don't get it.
Quote3. The chance to make a profit in the player-player market still exists. That megastore will still need materials to produce its products. Oh, I see. You mean full economy game, not addition of shops to RPG game. Why not discarding NPC customers and allow only player to player with players having internal needs for their population?
What exactly is it you don't think I understand about these games?
is restricting production really that different from restricting market share per player?
if you could find a way to generate fair prices that don't cause excessive inflation or deflation.
I'm not sure what insight about dynamic multiplayer economies there is to be gained from there.
I haven't played any of these. How about single player? There should be one game we both played, I hope
QuoteWhat exactly is it you don't think I understand about these games? Everything. It feels to me as if we speak about completely different genres. For example where have you seen goods basket mechanic (If guns are being sold cheaply, the NPCs have more money left to buy butter)? I can't recall playing anything like that even once...
Quoteis restricting production really that different from restricting market share per player? Restriction is always by money (investments). I never, ever seen any game that restricted output and earnings by something else (althrough it is doable, just never saw it so I wonder where you got that idea from).
Quoteif you could find a way to generate fair prices that don't cause excessive inflation or deflation. I don't understand this. Prices are decided by demand and supply. And that's it, there are no "other options" really... There is no place for inflation or deflation. These terms are irrelevant.
QuoteI'm not sure what insight about dynamic multiplayer economies there is to be gained from there. Capitalism I & II can be directly copied to multiplayer...
Where did you see the complicated relationship between land/farmers/food in this thread?
My intent is not to replicate another game, it's to create a system that fulfills a purpose.
How about the Harvest Moon games? Production is limited by finite time and energy per day and the size of the farm.
How about warcraft style RTSs? Production is limited by available resource nodes.
Crafting in 3d mmos? One player can only click the button so many times in a period of time.
QuoteQuoteif you could find a way to generate fair prices that don't cause excessive inflation or deflation. I don't understand this. Prices are decided by demand and supply. And that's it, there are no "other options" really... There is no place for inflation or deflation. These terms are irrelevant. If I understand your system correctly, demand is constant and the price does not react to supply. It seems to me that price is instead controlled by the psychology of the playerbase. It's in the interest of the group to charge a high price and in the interest of the individual to charge below the group. Depending on the choices they make, there could be a high price in time of plentiful supply or a low price in time of scarcity.What do you mean "no place for inflation or deflation"? They're legitimate concerns in any game with a player economy. Injecting money or items too quickly causes problems. It's something that 3d mmorpgs have frequently failed at in the past.Since you brought it up, where did you see this system?
QuoteMy intent is not to replicate another game, it's to create a system that fulfills a purpose. What if currently existing games fullfill the purpose better than your newly invented system?
OK, I get it now, we were indeed talking about different genres. What I meant was a game where you are a CEO of a company. Build factories, sell goods. In short games where you use money to make more money. You meant RPG games with some economy feature, right?
QuoteQuoteQuoteif you could find a way to generate fair prices that don't cause excessive inflation or deflation. I don't understand this. Prices are decided by demand and supply. And that's it, there are no "other options" really... There is no place for inflation or deflation. These terms are irrelevant. If I understand your system correctly, demand is constant and the price does not react to supply. It seems to me that price is instead controlled by the psychology of the playerbase. It's in the interest of the group to charge a high price and in the interest of the individual to charge below the group. Depending on the choices they make, there could be a high price in time of plentiful supply or a low price in time of scarcity.What do you mean "no place for inflation or deflation"? They're legitimate concerns in any game with a player economy. Injecting money or items too quickly causes problems. It's something that 3d mmorpgs have frequently failed at in the past.Since you brought it up, where did you see this system?Well, I saw it in business simulation games. Inflation exists only in poorly designed RPGs (And I can not understand why they never fixed it, it is so simple, just make a progressive geomethrical cost for +1 to selected stat purchase option...) there is no place for this in properly designed (by which I mean average design not any genious invention) economy games.
I think you should try "real" business simulation games, even if you don't plan to make one. This will make you understand how the system works in real world and how to simulate it on computer. Capitalism or Industry Tycoon seem the best for this. Or you could grab the old Oil Barons (http://www.squakenet.com/computer_games/1780/Oil-Barons/download.html). Checking Detroit or Motor City (AKA Old Timer) would be good too since they made a lot of shortcuts and cheating while still preserving the overall realistic feel of the system. Pizza Tycoon is best for understanding arbitrary creation of customers groups.
Shouldn't a game always has a small bit of inflation?Later in the game players expect to have more money than when they started.
I don't know, I wasn't really thinking in terms of "genre". I was just thinking of a game where players can exchange items and money. Call it an RPG if you want, or a strategy game, or a simulation. In any case, I see no reason to let oneself be restricted from useful design choices because of conventions.
Single player or multiplayer business games? Where did you see a game where the community collectively names its sale price?
I still don't understand how there could not be a "place" for this in any game that involves exchanges between players.
Alright, I'll try to look into those sometime. But you haven't really told me what I don't understand, just that my method is different.
QuoteI don't know, I wasn't really thinking in terms of "genre". I was just thinking of a game where players can exchange items and money. Call it an RPG if you want, or a strategy game, or a simulation. In any case, I see no reason to let oneself be restricted from useful design choices because of conventions. For me it's like trying to merge Tetris with Quake, sorry, my mind is unable to comprehend such "sophisticitivness", I won't be able to help you on this one
QuoteSingle player or multiplayer business games? Where did you see a game where the community collectively names its sale price? Single player. As where I saw it? Well, it was called "real life", that's how market forces in capitalism economy works