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Free Market In An MMO Game

GarretKadeDupre
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12/12/2013 7:16:14 PM
Posted: 2 years ago
1. No NPC vendors
2. No money faucets
3. No money sinks
4. Allow any item to be used as currency (just means that any item can be traded between players for any other item)
5. Same universe for all players (like Eve Online)

Here's where things get difficult: Resource gathering and innovation.

I was thinking that a certain resource, maybe gold could be mined, like Bitcoin. Now I'm off to eat supper and I'll be back with more ideas of how to spawn some type of innovation and how to design resource gathering of other types.
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GarretKadeDupre
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12/12/2013 8:01:49 PM
Posted: 2 years ago
6. Interface to allow for bank creation.
7. Interface to allow for contracts (but allow for the breaching of contracts, players can form their own police organizations).
8. Destruction of others' real estate is permitted.
9. Most natural resources do not respawn.
10. Trees can be planted.
11. When a crafted item is destroyed, it's finite building blocks respawn somewhere in the universe. Say an axe that cost 5 iron to create gets broken, then 5 iron gets respawned inside the earth.
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GarretKadeDupre
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12/12/2013 8:05:52 PM
Posted: 2 years ago
12. Food & water are resources that are required to be consumed regularly; otherwise, the player dies.
13. The penalty for dying is the following:

The player gets teleported to limbo for a fixed amount of time, say, 10 minutes. So as not to be too boring, he may fight other players who are also in limbo, and keep track of score e.g. how many kills he has in limbo. I think this is a pretty original idea I've come up with here and am pretty proud of it, tell me what you think :D

While the player is dead, all items he carried on his person can be robbed.
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GarretKadeDupre
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12/12/2013 8:20:55 PM
Posted: 2 years ago
14. NPCs may drop loot, but the loot may never be something that cannot be crafted.
15. The ability to innovate ways to gather resources. Skills can be "innovated," meaning, different ways to do a task such as gather water can be done in different ways. Hard to explain, so let me describe:

Skill that can be innovated: Gathering water.

Attributes of skill that have the potential to be changed:
Water carrying capacity ?/100
Quickness of transportation: ?/100
Chance of breaking down and spilling water over time: ?/100

The sum of these attributes total may never exceed 100. This is so that it's harder to achieve a monopoly.

I may craft a small bucket out of iron with the attributes:
Capacity: 50/100
Speed: 0/100
Chance of spilling: 10/100

Then I could place my bucket of water into the back of a truck to make up for the speed, else I'd be walking around with my bucket of water at a snail's space.

Using different amounts of different resources such as plastic or wood would alter different attributes of the bucket.

Apply this (very raw) concept to every craftable item. I think this works as innovation as players can to a certain extend innovate ways to gather the resource of water.
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donald.keller
Posts: 3,709
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1/4/2014 1:53:42 AM
Posted: 2 years ago
Yohoho Puzzle Pirates.

http://www.puzzlepirates.com...

My ocean is the Meridian, pirates name is Abrum.
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donald.keller
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1/11/2014 7:51:53 PM
Posted: 2 years ago
At 1/6/2014 8:30:37 PM, GarretKadeDupre wrote:
Care to elaborate on how its economy works?

Everything is Player ran. All the shops, and production. My tailor on Carmine Island requires cloth from the Weaveries. I find that buying cloth from the Weaveries on Jubilee Island to be cheaper. The cloth is cheap, and the voyage is short, so it allows my clothes to be cheaper than the other tailors. The islands are owned by players. Taxes on islands depend on the ruler.

The crew is the base group. Put them together and you have flags. The Flags can unite an alliances, or go to war. There are super alliances, and some players with so much gold, that they fund entire wars.

The only thing AI ran in the WHOLE game is the spawning of basic resources. The game's Doubloons, used to deliver in-game items, are used as a stock exchange. You can predict things that can effect Doubloon prices. Large war will lower cost, but the respawn of Gold Boxes can boost costs.
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GarretKadeDupre
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1/11/2014 7:53:03 PM
Posted: 2 years ago
At 1/11/2014 7:51:53 PM, donald.keller wrote:
At 1/6/2014 8:30:37 PM, GarretKadeDupre wrote:
Care to elaborate on how its economy works?

Everything is Player ran. All the shops, and production. My tailor on Carmine Island requires cloth from the Weaveries. I find that buying cloth from the Weaveries on Jubilee Island to be cheaper. The cloth is cheap, and the voyage is short, so it allows my clothes to be cheaper than the other tailors. The islands are owned by players. Taxes on islands depend on the ruler.

The crew is the base group. Put them together and you have flags. The Flags can unite an alliances, or go to war. There are super alliances, and some players with so much gold, that they fund entire wars.

The only thing AI ran in the WHOLE game is the spawning of basic resources. The game's Doubloons, used to deliver in-game items, are used as a stock exchange. You can predict things that can effect Doubloon prices. Large war will lower cost, but the respawn of Gold Boxes can boost costs.

Interesting. I may look into this
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donald.keller
Posts: 3,709
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1/11/2014 8:00:54 PM
Posted: 2 years ago
At 1/6/2014 8:30:37 PM, GarretKadeDupre wrote:
Care to elaborate on how its economy works?

(The currency is POE) It does have money sinks, but that's because Poe spawns on Monster Hunts, pillages, and other places. Even with the Poe sinks, the value of Poe has greatly decreased. Sloops could be bought for 2500 Poe once, now it takes 8000.

THe value goes up and down all the time. It's very how prices can move... I had an Iron Monger on Dragon's Nest, but the number of ships moving through to reach Tigerleaf Mountain caused a massive increase in IM shops. The competition pushed prices down, and the demand for the islands resources cause costs to rise. The islands economy went down, and I had trouble paying taxes. I closed down and moved my assets elsewhere. The economy is only slightly growing again.

Many issues cause depressions through out the game. People actually blame the wealthy in the game for the devaluing of poe and lack of money... And they are right. The wealthy grew so powerful, and poker became a source of that wealth... Now when doing blockades, flag super-pacs can afford to price war, and they start paying thousands of Poe for working on their ships. This vast increase in pay actually devalued the in-game currency by making it too common and easy to get.
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donald.keller
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12/26/2014 11:00:35 PM
Posted: 1 year ago
At 12/12/2013 7:16:14 PM, GarretKadeDupre wrote:

You play Puzzle Pirates yet?
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