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Re: Economic model

Posted: Sun Oct 06, 2013 7:51 am
by Meirerion
Dynamic economy ftw!

Big +1.

What happens ingame after quests (if dynamic environnement is added) may influence the economy too (if Feygard attacks Vilegarde for x reasons there will be a higher demand for weaponry and healing items).

Re: Economic model

Posted: Sun Oct 06, 2013 2:17 pm
by sorrow
War would be good for my pocket in at got tons of health potions

Re: Economic model

Posted: Sun Oct 06, 2013 4:53 pm
by Meirerion
Then you might want to choose the possibilities in quests which will lead to war.

Re: Economic model

Posted: Sun Oct 06, 2013 6:11 pm
by sorrow
Or I be like the sons of anarchy and sell weapons to both faygard and vilegard. Lol sorrow wins out in both fronts haha

Re: Economic model

Posted: Mon Oct 07, 2013 1:13 am
by Pyrizzle
Meirerion wrote:Dynamic economy ftw!

Big +1.

What happens ingame after quests (if dynamic environnement is added) may influence the economy too (if Feygard attacks Vilegarde for x reasons there will be a higher demand for weaponry and healing items).
Making it influenced by the choices you make (By either helping or hindering someone) would be a great addition as well. Maybe some of the cities that you help will start to prosper while others that you have hindered might be a little short on luck.

+1

Re: Economic model

Posted: Mon Oct 07, 2013 2:39 pm
by Meirerion
Pyrizzle wrote:
Meirerion wrote:Dynamic economy ftw!

Big +1.

What happens ingame after quests (if dynamic environnement is added) may influence the economy too (if Feygard attacks Vilegarde for x reasons there will be a higher demand for weaponry and healing items).
Making it influenced by the choices you make (By either helping or hindering someone) would be a great addition as well. Maybe some of the cities that you help will start to prosper while others that you have hindered might be a little short on luck.

+1
That's the spirit ;).
It'll enhance the player's experience and render travelling a more useful thing.

One more reason to introduce dynamic environnement... Oskar? ;p

Re: Economic model

Posted: Mon Oct 07, 2013 3:52 pm
by sorrow
Now that's some input I'd like tho here from oskar

Re: Economic model

Posted: Mon Oct 07, 2013 11:56 pm
by Pyrizzle
We'd have to be very careful about the fluctuations in prices and take into consideration the distance/difficulty in-between each vendor/city.

An interesting question: Would each item need to have a Minimum Sell Price and Maximum Sale price?
So when a player has collected 2,000 minor potions while grinding for the ROLS they wouldn't have to travel from city to city to sell them because the selling price keeps hitting 1 or even 0 Gold because you are flooding their market.

Or lets say: You are stranded in a city with a vendor who sells potions but because you need to buy such a large quantity to get out the price of the potions stays sky high because the demand for said item is higher than normal. A maximum price would make sure that the prices don't become too ridiculously high.

Re: Economic model

Posted: Tue Oct 08, 2013 1:05 am
by sorrow
Yes Pyro the min amount we the player can get from selling alot of an item should be 0 as for Max price that should depend on the item it self also to make it more difficult if you sell 199 potions in one place because you put 199 potions in the market in one town we shouldn't be able to go to another city and sell more potions to get more gold.

Re: Economic model

Posted: Tue Oct 08, 2013 4:01 am
by Pyrizzle
sorrow wrote:Yes Pyro the min amount we the player can get from selling alot of an item should be 0 as for Max price that should depend on the item it self also to make it more difficult if you sell 199 potions in one place because you put 199 potions in the market in one town we shouldn't be able to go to another city and sell more potions to get more gold.
I disagree wholeheartedly. I feel that the minimum price should be somewhere near the current selling price (Maybe up to -25% less but no more), I feel like it should fluctuate but never hit 0.

The whole concept of this model would be that you could deflate one area's prices by adding a bunch of [item name] into their area, but another area might not have that increase so you could sell more in another city for the higher price (Until it's flooded and the prices drop again)

As far as i understood that was the concept... you could buy something for less in one city (because their market is full of them) and then sell them for more in another (because their demand is high due to the rarity or lack of trade like in BWMS)

Maybe I am not getting what you are getting at. Please clarify if that is the case.
Happy hunting