Our New Market Economy!

Started by Dakkon Black, May 21, 2008, 01:18:59 PM

Inflation isn't really an issue in 1.arm, is it?

Prices on a vast majority of things are set within specific ranges by the staff.

Most "stuff" comes into the game from the merchant houses. Most objects have suggest retail values (or whatever) which can be tweaked by specific merchants.

NPC shops don't pay more or less for items based on the value of the obsidian coin.

Can any appreciable inflation occur in something so structured and closed?

The recent changes will most likely bring about a reduction in the global money supply.  If prices weren't static, this would actually lead to deflation over inflation.

Wait...How can it bring a reduction of money?

Before we had npc merchants that basicly only got money by reboots once a week more or less, PCs and noble stipend.

Now you have all of the above PLUS Vnpcs buying stuff so the NPCs get even more money. And at the same time by sometimes buying things  that are already at the 5 limit allowing PCs to sell more.

Looks like an INCREASE of overall money IG to me.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

I have my own theory that this is going to help the already rich players get richer and the poor ones and starting characters be poorer.

Before, we did not have -one- reboot once a week or so, we had maybe three to five if we were lucky, which enabled any Amos with a crafting subguild to go and dump everything in the shops until the next reboot a few days later..

Now you might think that the fact that vNPCs are going to help Amos sell more often, but that is wrong, now that the mud is not going to be crashing weekly, and that we could go up to two weeks if not more without a reboot, those shops that have 100+ items where all the newbies go to make their money MIGHT have an item being bought once in a while, but for that to happen, you need for the vNPC to actually buy something, and for that vNPC to actually pick the x5 item that are always most commonly sold by the majority of the players.

Instead of the game crashing every three days and you being able to go and sell your x5 items once more, now you'll actually MAYBE get to sell an extra item from your x5 ones once every few days or so, depending on how many items are already on sale in that shop.

So no more newly created hunters making a fortune by selling goudra hides every two-three days x5, you see what I mean? Instead, they'll be lucky if they get to sell an extra pelt every 3-5 days in a shop that already has over a hundred items on sale.
"When I was a fighting man, the kettle-drums they beat;
The people scattered gold-dust before my horse's feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back."

First, if staff thinks they need to, I'm sure they can tweak the timing.

But as it stands, if a NPC sells 1 item every 60 min out of the pool of items that DON'T load on a boot that is 24 items per day.

After 72 hours now MOST npc merchants don't have 24 items that were not boot load items.

Also, you are assuming the game will never crash or boot, Put that to rest man, unless they never add anything at all new to the game and lock all players in 1 room with only the say command, there will be crashes and reboots.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

Quote from: X-D on May 22, 2008, 12:04:22 PM
First, if staff thinks they need to, I'm sure they can tweak the timing.

But as it stands, if a NPC sells 1 item every 60 min out of the pool of items that DON'T load on a boot that is 24 items per day.

After 72 hours now MOST npc merchants don't have 24 items that were not boot load items.

Also, you are assuming the game will never crash or boot, Put that to rest man, unless they never add anything at all new to the game and lock all players in 1 room with only the say command, there will be crashes and reboots.

I have a feeling the resultant chaos of 'say's would crash everything.  Due to the IMM's being completely frustrated with the chaos and annoyance of the whole thing and smash ginka with a morningstar +5 of digital violence.
At your table, the badass dun-clad female says in tribal-accented sirihish, putting on a piping voice, incongruous not the least because it doesn't get rid of her rasp:
     "'Oh, I killed me a forest cat!' That's nice; I wiped me bum after taking a shit.

Quote from: X-D on May 22, 2008, 12:04:22 PM
First, if staff thinks they need to, I'm sure they can tweak the timing.

But as it stands, if a NPC sells 1 item every 60 min out of the pool of items that DON'T load on a boot that is 24 items per day.

After 72 hours now MOST npc merchants don't have 24 items that were not boot load items.

Also, you are assuming the game will never crash or boot, Put that to rest man, unless they never add anything at all new to the game and lock all players in 1 room with only the say command, there will be crashes and reboots.

The game hadn't crashed in almost two weeks until they decided to reboot it yesterday to put in that new economy system, after they fixed that memory leak.

Also, there's a difference between you saying that a NPC will sell 1 item every 60 minutes and Morgenes saying that there's a CHANCE that a NPC will buy an item every 60 minutes.

We don't know what that chance is, it might be 50%, or it might be 5%.

From what I'm seeing, the chance that a NPC will come and buy something isn't that high so far.
"When I was a fighting man, the kettle-drums they beat;
The people scattered gold-dust before my horse's feet;
But now I am a great king, the people hound my track
With poison in my wine-cup, and daggers at my back."

This is new code.  It has been tested, adjusted, tested, adjusted some more, tested, adjusted some more.  Repeat that last part a few more times. 
It hasn't been live much more than 24 hours yet.  However, if there are any unforeseen problems, it is easily tweakable, from what I have seen.

I wouldn't put the cart before the horse; it would be best to wait and see how things turn out. 
If you notice any problems, please bug them or send in a staff request if the bug tool does not quite cover the length of your explanation.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

This is great!  ;D

I was beginning to get worried about no reboots for two weeks... I thought my character was going to die! But with the new system, I can make money AND not be a reboot-camping twink.
Quote from: Gimfalisette
(10:00:49 PM) Gimf: Yes, you sentence? I sentence often.

I think this was a great idea as well! It's my modest hope that sometime in the future shopkeepers' scripts could be changed a little as well to make the game seem a bit more diverse and alive.

I just mean to say, it seems a little odd to me that in a city, you have one or two shops designated as the "we buy components" shop, and no other shop will. I wish that ... for example ... fletchery shops bought arrow making components so they could use them to make more arrows ... or that weapon shops would buy weapon making compoents ... ect ect.

Anyway that is a small derail, sorry. I love the new code addition.
Quote from: Marauder Moe
Oh my god he's still rocking the sandwich.

Quote from: musashi on May 22, 2008, 10:19:58 PM
I think this was a great idea as well! It's my modest hope that sometime in the future shopkeepers' scripts could be changed a little as well to make the game seem a bit more diverse and alive.

I just mean to say, it seems a little odd to me that in a city, you have one or two shops designated as the "we buy components" shop, and no other shop will. I wish that ... for example ... fletchery shops bought arrow making components so they could use them to make more arrows ... or that weapon shops would buy weapon making compoents ... ect ect.

Anyway that is a small derail, sorry. I love the new code addition.

I think the main issue with something like this is that you will have every type of shop's inventory list cluttered up with components.  Though if you could sell them and they wouldn't be listed because they were being used for new items... that would be hot.

Brandon
Quote from: Ghost on December 16, 2009, 06:15:17 PMbrandon....

you did the biggest mistake of your life

Quote from: musashi on May 22, 2008, 10:19:58 PM
I just mean to say, it seems a little odd to me that in a city, you have one or two shops designated as the "we buy components" shop, and no other shop will. I wish that ... for example ... fletchery shops bought arrow making components so they could use them to make more arrows ... or that weapon shops would buy weapon making compoents ... ect ect.

Most shops that you speak of are part of larger organizations that already have supply lines virtually/PC established.  What you are concerned about is happening, just mostly virtually within the Houses.
The points we both make become moot when it is considered that this has been discussed for Armageddon Reborn already, though, which will have a different economy system.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

Quote from: Nyr on May 23, 2008, 08:25:35 AM
Quote from: musashi on May 22, 2008, 10:19:58 PM
I just mean to say, it seems a little odd to me that in a city, you have one or two shops designated as the "we buy components" shop, and no other shop will. I wish that ... for example ... fletchery shops bought arrow making components so they could use them to make more arrows ... or that weapon shops would buy weapon making compoents ... ect ect.

Most shops that you speak of are part of larger organizations that already have supply lines virtually/PC established.  What you are concerned about is happening, just mostly virtually within the Houses.
The points we both make become moot when it is considered that this has been discussed for Armageddon Reborn already, though, which will have a different economy system.

Sounds good to me then  ;D
Quote from: Marauder Moe
Oh my god he's still rocking the sandwich.

Quote from: Malken on May 22, 2008, 11:57:31 AM
I have my own theory that this is going to help the already rich players get richer and the poor ones and starting characters be poorer.

I think that is awesome. If I was a rich merchant, I'd be able to hire the bynn, bribe the Militia PCs into beating up the elven bitches, bribe the elvish tribes to smuggle me in goods, make more money from that, then pay more for rare goods form PCs that want to travle, but don't want to hunt all day. Win-win-win-win-win.

It would suck, and doesn't really change anything if a 'sid pinching player, that is rich, gets even more rich. They aren't going to do anything differently, so why think about them? The potential for fun and 'sid lies in the first merchant.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

Wow...  I was hoping that Arm would setup something like this at some point.  This would give more viable options for PC markets too.

Now I'm curious about this though...  is the pull entirely random or is it based at all on how much the item is actually worth?  The reason I ask this is because a shop that sells a bunch 1000 sid items would randomly sell those items at the same rate say the shop with a bunch of 50 sid items.  As Zalanthas has pretty much only NPC shops it doesn't matter as much, but what if this was the case for a PC shop?  For one it would seem they would gain much more profit selling just a few high priced items rather than a lot of a lower price.

With another mud I know they use a tag system which determines how much a vNPC buys from a shopkeeper per day.

Just curious, but still extremely happy to see merchandise moving amongst the game so that merchants any many others can now sell product to NPCs if they are not able to sell it to a PC.  Economy is a hard thing to work with in any game that is created on the Massive Multiplayer level.  It's a lot of trial and error.

I'd eventually like to see shops that belong to Great Houses to be stocked with things that the crafters in those Houses make and set in specified bins, to create a rather dynamic, realistic economy based on resources. Of course, this code would have to be heavily-set with rules and safeguards from abuse and negligence.
"Never was anything great achieved without danger."
     -Niccolo Machiavelli