News: QELServ based combat mini-game (Lands Of War) 0.0.2 in testing NOW!
 
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76  General Discussion / General Topics / Re: Boo on: 2009-10-12 19:20 (Mon)
nice stuff gray, and wb.

i'll have to get the file off you.
77  General Discussion / General Topics / Re: Boo on: 2009-10-05 15:50 (Mon)
some peoples tell me they can't view your video krayon :<

give me the original recording i fix Tongue
78  General Discussion / Suggestions / Re: R44 in Midland will alcohol effect zithromax on: 2009-07-29 15:39 (Wed)
The links this spammer(s) provides actually goes to user profiles on various forums that runs new invisionboard software, that allows you to have "My content" as the first thing displayed when you view the profile... using that space for their boilerplate pharmaceutical advertisements.

Scumbags using people's forums as a place to sneakily hide spam ad's.

I'm going to let the admin's of all the forums they're abusing know about it.

I hope these spammers diaf.
79  General Discussion / Suggestions / Re: R44 in Midland will alcohol effect zithromax on: 2009-07-29 15:31 (Wed)
username, ip and email address banned for 8000 days :>
80  General Discussion / Suggestions / Re: Some ideas and thoughts about QEL (Go, go QEL!!!) on: 2009-04-18 15:41 (Sat)
Hi People, here I have some ideas about QEL:

A.- I think it should be a multi-class game. I believe that what makes the game very appealing is that I can be whatever I want to be.

If I get bored in one skill I can always start developing “as a newbie” others skill in the game. If we fix classes or make some “no way back” fix on nexus in a manner that if you put “X” PPs on some nexus so then you can't put more than “Y” in other nexus it will eventually create a fixed class system that will end with the freedom of working on all skills (I love to be an all or semi-all rounder).
Do you think having multiple characters is acceptable?
Like one that's a harvester/mixer and one that's a combatant of some kind?
...or you think it's much preferred to have it all on one char?

Of course, anyway you still have to be smart with your PPs because there is a natural cap because the most you level the most hard is to get a PP, so if you want to be an all rounder you have naturally to work well your PPs and work harder than only fighters.
This actually isn't the case with QEL's current design.
At the min a non-combat oriented char has just as many pickpoints for attributes as a combat oriented one. Nexus points are separate from attribute points.

2.- Monster just walk from one place to the other. They have no idea of what is happening around them until they walk besides a player (near enough to fell player's breath) and decide to attack the player. I think monsters AI should be improved a little. Monsters should be able to detect a player from distance and follow him if the player has lower levels than the monster, or the monster should run away a bit if the player has higher levels than the monster... Also some monsters should move faster than others and may be some monsters may run away from players (panic) even faster if the player has much higher level than the monsters.
Sounds good and interesting, i know Krayon's already got some stuff in mind:
Creature's AI will probably take into account slight social tendencies such as packs and anti-social behavior (creatures that's anti-social will be driven to find areas without any creatures around, whereas social ones will tend to be found in groups together).

Worth noting, some creatures are designed for multi-combat and will not be good to fight alone.  Some are also designed more for mage character building.
He'd be better to elaborate further.

3.- Break rates: Items break just randomly, I support the the degrade rate I've seen here (http://qelserv.quadronyx.org/forums/index.php?topic=76.msg417#msg417), and I think it's an excellent idea. If you sell or buy something you can check the usage rate and price will vary according and be negotiate between players according the degrade rate the item have... NPCs might even buy/sell with prices according with that degrade rate.
Yes that is an excellent idea, i'll make sure Krayon is aware of it.

4.- CoL just sucks (well not CoL, but the way they are used): CoL gives you the advantage to have a lot of extra HP, but uses the slot of the helmet, so you use a CoL or a Helmet but not both, making most of the helmets useless because they make you choose between having 150 more HP or a helmet that gives you a may be meaningless (compared with +150 HP) +3 or +4 of defense. What will you prefer the helmet or the CoL? In EL the answer will mostly be the CoL, except you have one of those ubber super expensive hard to find helmets that gives you HP too. The CoL will always win, making most helmets useless (a fighter correct me if I'm wrong, this is just theoretical for me Tongue ).
We're not having the "Crown of Life", or anything with an effect like it. The crown model and image will be used for somthing else.

5.- There should be much more items, and much more stuff to choose from. For example, weapons that gives you lot of damage, but low accuracy (That kind of things exists in EL if I recall correctly) and then you should be able to compensate the low accuracy with some weird ring that increases the accuracy. Or a weapon too powerful which is dammed and gives you some kind negative perk. The point is that should be difficult to choose what combination of weapons + items use, and some of they should give certain advantages and some disadvantages in a way that according to player strategies would be not so clear defining with assembly is the best. I remember a non multiplayer game (Baldurs Gate 2) in which it was REALLY hard to choose what armor weapon to use for a character cause of the small and subjective differences between two weapons or combination of weapons + armor + medallions + rings... I think in EL there is two kind of items, those that sucks and those that rocks (those useful and those useful). Which ones will you choose? Which one will cost more? (obvious).
There's accuracy VS damage sets of offensive equipment/spells/summons in every nexus tier, ensuring a maximum range of useful and used equipment.

6.- Fighters should be able to get PAYED for what they do. Like any other skill, it should be profitable, enough to at least train. May be some monsters at some level should be not so profitable (just like in mixing or harvesting or other skill) just to warrant that some gc will leave the game) but in general, a fighter should not to harvest lot's of items to fight ot PK, but also should not be able to farm gc killing some kind of monster AFK, every skill should have enough balance (yes I know it's not easy...)
Oh, worry not Wink

C.- About the economy. I think the general idea in EL's economy is not bad, it just needs some adjustment.

For example, as a harvester/mixer I am (by the moment) it has never annoyed me the need to harvest tons of resources, as long as I can harvest them let me not say AFK but ALT-Tabbed (3-5 minutes in between) while doing something else. In fact that is part of the challenging (harvesting a lot), it's not annoying. Annoying are nuts things like mini-events. But if I have to see my char harvesting while I watch the grass grow, then it's not funny. May be some people play this way and socialize a lot while harvesting, but not me. But that is the appealing of the game, it should (with reasonable boundaries) let you play the way you enjoy the most...
I tend to agree, afaik Krayon's got no plans to 'combat' afk-ish harvesting, i certainly dont.

Gold farmers... well, that can be solved with a balanced economy and with some rules (see mixing NPC pricing below)

1.- Gold farmers GET BANNED if caught. Is it hard to caught them? Yes, may be. Will all gold farmers be caught? No they won't (tough with time better strategies can be developed to caught them). But it does not matter... if you get caught you WILL BE BANNED no way back.
Why?
We're more fans of designing the game system in such a fashion that rules and bannable offences are minimal, because the system itself ensures people aren't doing anything 'harmful'.

The only gc->$$$ allowed transfer should that ones when a player pays in gc to another player that pays $$$ to the some “EL shop like”, and that should be officially done in a safe way (to avoid scam) and in a regulated way by the game stuff. I mention the $$$ and the shop cause I don't know that $$$ perspectives will QEL have, but at least some way the server has to be payed.
atm there's no plans for an "EL shop" equivalent. (we may take donations soon for server related costs though.)

Gold farming can also be controlled, may be not limiting to only 1 account from the same IP (no alts) to 2 or at most 3 accounts from the same IP logged at the same time. That way I may have 2 alts gold-farming, but no 5, or 10. And if it's really a big problem, I know people like to have alts logged at the same time, but I think it's better to allow only 1 character logged at a time than having an economy that sucks...
We do have a 'chars per human' system figured out, if needed this could be done.

2.- I think that mixing needs some adjust. Doing mixing now just relates to mix thousands of item to just sell to the NPC and then continue mixing thousand of items just to level something, and willing that some day you will have enough levels to mix the good and useful stuff (and there is not much good and useful stuff, many items are just useless, see A-5). I thing that (useful) mixable items should be spread along all the level path, in a way that it does not matter if you have level 60 or level 80, but any way you can mix something really useful that you can use and sell to other players. My idea of fun is not to polish like 60k sapphires just to be able to get to level 60 and then perhaps being able to mix with reasonable risk a MoL, or may be a CoL. I would like to be able to mix very useful things at ALL levels.
We agree Smiley
Not only will we be sure to have many more useful items, Trollson made some proposals for mixing we'll look into as well, including big exp for failing items a bit above your own levels, but not too far above (as this IS where you'd gain the most experience and capability).


3.- Related harvesting and mixing I would like to share something I've posted in the mini-events thread:

Quote
Yes seems that some people prefer easy lupines for earning gc over other resources, in fact, I've seen lot's of players and guilds make lot's of money that way. I don't know, but I really think that it's not the way it should be, I honestly prefer to do/mix/harvest other things, what's the point of farming tons of flowers to get just gc? What is the experience involved there? But that is just my humble opinion, so lupine->gc farmers please don't flame me. By the way, I've harvested tons of lupines but to make WEs and potions.

About the idea of capping the amount of resources NPC buys I think it looks like a good idea... But I think this one would be even better:

Instead of a cap, let's make the NPCs buy each harvestable a bit cheaper than the last one (1% cheaper or something like that)

For example, at the beginning (for a newbie) the NPC will buy the first 10 lupines at 10gc each (so wow, a nice way for newbies to make 100gc, good and motivating start). But the next 10 lupines, it will be bought from the NPC at 9gc, and this way over and over, until the price decays too low to be profitable (something like 0.01gc each lupine).

This can be done in a per resource/per player basis (I don't know if it's implementable, but as a SW developer I think it should not be really big deal). This way, each new resource you can harvest will give you a nice amount of gc (which would be a great incentive to harvest new stuff), but with the time, the most you sell some item to the NPC, the less the NPC will pay for that item... The price can increase with time, for example, if a player more than X months does not sell lupines, then the NPC will buy again at 10gc, and the decay process begins again.

I think this will certainly stop gold farmers, because no matter how many alts you have you can't get high amounts of gc selling harvestable to the NPC. Well in theory you can have hundreds and thousands of Alts, but come on, you should be able to ban some one with more than 15-20 chars, don't you? Also in theory you can cycle trough almost all resources in game, but the amount of gc you can make this way will have a well defined ceiling. This won't hurt newbies cause they will get reasonable amounts of gold at the beginning from harvestables which might motivate them to keep playing (Easy at beginning, hard once you are hooked).

This of course should help a lot with inflation, cause the amount of gc entering in-game from the NPCs with out something in exchange would be a good thing.

Of course, gold farmers can always sell some harvestable (like silver ore) instead of gc in exchange of $$$, but this way is still a much difficult way of getting $$$ for the gold farmer because it will be related to the demand of certain harvestables that will for sure be much more limited than the demand of gc, especially when most of the gc buyers seems to be fighters (I believe, not completely sure). I don't know, this last point have to be evaluated well to see if the strategy might be effective.

I think the decay-increase prices from the NPC should apply not only to buy/sell raw material but also to goods. This will help to control not only the gold farmers but also should motivate the mixer to risk a bit and mix higher level items (see C-2). Of course, may be the decay rate should be less drastic for the goods than for the harvestables or leveling mixing with our loosing tons of money would be impossible...
At the moment, we're thinking that no raw harvestables will be sellable to NPC's at all... only 'mixed' products.
I'm not so sure about your proposed decay rate system... would make consistent pricing elsewhere in the market a nightmare, no?

Well, that is all I can think at the moment, sorry for the long post (I've just realized I've wrote 4 OpenOffice writer pages)

Best Regards,
dmi

PS: I have some knowledge and some experience programming, senior in Java and junior in C++. I have not so much (non-AFK  Tongue ) free time, but if I can help with small well focused and well directed tasks just tell me.
Thanks for the thoughts and suggestions, they're always greatly appreciated Smiley
81  General Discussion / Suggestions / Re: Just a crazy idea.. on: 2009-04-18 06:58 (Sat)
To my understanding, there's actually quite a few more features in the EL client than are currently being utilised by the EL server, and what you're suggesting may be much easier to implement than you think... we've actually already had a lot of discussion about it.

Krayon would be better to elaborate further though... but he's sleeping atm Tongue
82  General Discussion / Suggestions / Re: Idea for a opening Story Line on: 2009-04-18 06:54 (Sat)
I'm a fan of epic story where i know the very origins to the very end... i'd want to hear more about where this box originally came from and who made it.

TBH though, we've had someone working on mythology and backstory for sometime now; EndorVaeros.

Hopefully she'll see this and perhaps you can coordinate some efforts with her Smiley
83  General Discussion / Suggestions / Re: My take on QEL (and fantasy MMORPGs in general) on: 2009-04-18 06:47 (Sat)
Things that EL does (at least partly) wrong:

- not really multi-racial: misses race-specific attributes and skills that would add depth to the game
I disagree, i would hate to be in some way limited simply due to my char's appearance.

- magic system underdeveloped: few spells, very limited (especially ranged spells), confusion with fighting system (so that pr0 fighters are almost automatically pr0 mages)
I agree, we're going to work on this. One big issue atm is that we're limited to the current effects in the EL client... but we'll  address that one way or another. We have a much bigger magic system planned than EL's.

- every skill has some specific problem, more or less bad: for mixing skills many items are high level, but progression is hard; training in fighting is expensive, and there are holes in the "monster progression"; pk system is very complex, expensive (except for KF) and ... dead? Smiley
I agree. One note; Competitive PK is still very expensive, even in KF.
Against opponents around my levels i'll usually sink at least ~2kgc worth of stuff per single fight. It can be a lot more.

- build system a little complex (attributes, cross-attributes, skill levels, nexuses)
I disagee with you here. I very much enjoy that EL's char building system is more complex than 'traditional' RPG styles.

- lacks depth: no story affecting characters, almost no RPG aspect, no RPG-like explanation of invasions (with some effects on the state of the world), etc.
- lacks a unifying principle: something that explains why the world is as it is, and would allow to expand it in a coeherent way
- many unrealistic features (harving ores with swords? wtf???)
- all new features are either ridiculously expensive or serve a different purpose than what should be the inspiring principle (making the game more fun): horses, running, ranging should be more accessible
- economy has ... problems: can't really enter in detail here because I'm no expert (who said that the accountant is someone that solves problems you didn't know to have in ways that you don't understand? well I agree Smiley
I agree with you on all this.

- harvest events took away one of the most interesting features (afk harvesting) trying to solve the gold-farmer problem
This issue is complex, and i'm probably not qualified to determine long-term effects of AFK harvesting... but in general, i'm not against 'afk harvesting'.

- character community is somewhat disconnected with the game developers
Game developers who actually play the game with a normal account would be pr0 eh? Wink

- some features thought to make the game "not too easy" are annoying
Yes :\
Things need to present a challenge, not just take ages.

- some items really don't belong to the skills needed to produce them
Yeah we'd hope to keep items 'making sense'

In spite of its problems, EL mostly works and has gathered quite a vibrant community of players.
A solid community perhaps, but the population size has been stagnant for years.

To do something better is a difficult task and one that could be accomplished only in small steps.
Yep, we're aware this will be no short nor easy task... and we'll need much help Wink

I also assume that the goal is to create a similar game, not a "fighting only" variant.
Certainly not a "fighting only" variant.
The combat system is being worked on first for a few reasons (such as determining how combat will operate, to see what kind of accompanying items would be needed)... but much of the reason is simply that Krayon and myself dont already have a big, detailed plan in our heads for most of the non-combat stuff (that's not to say we haven't been throwing around all kinds of ideas)... where as i do already have a combat system design in mind.

To improve on EL means basically trying to keep what's good and do well what doesn't work.
Well, yes, but even when we consider something in EL 'good', we'll still always first investigate whether it could still be 'better' before just implementing it 'the EL way'.

- unifying principle: what kind of world do we want? a medieval+fantasy-like world is fine by me, and for most players, but how "does it work"? Think about the necessity to use fes to produce bars and efes to produce most kinds of metal-based armors: this could be translated as follows "XXXXX is a world with medieval settings where alchemy has advanced far more than metallurgy, so that armors and weapons are produced using alchemical essences instead of traditional blacksmith furnaces". Define a set of principles like that, follow them when creating stuff (and introducing new stuff) and your world will automatically be homogenous, credible and enjoyable. Do the opposite and you'll end up with land mines and remote controlled booby traps (aren't they more suitable for rinascimental settings, or a Vietnam wargame?), spears that are so complicated that might as well be laser guns and hats that cost an arm and a leg to produce.
I tend to agree, if we're gonna have non-medieval stuff, i'd hope we at least can come up with good justification for it... and ya stuff needs to make as much sense as possible.

- history and RPG settings: there's a section on the EL forum full of interesting stuff that nobody reads, why is that? because Draia's past and current situation have no influence whatsoever on the gameplay, so you can just mix and hack in blissfull ignorance. Think instead how much it would benefit from some depth in this sense:

- the gods' wars could lead not only to meaningless invasions but to changes in the way people play like getting a (small) bonus XP when fighting invasion creatures that belong to gods enemies of those you follow and viceversa, having maps controlled by certain gods when they win an invasion (and so new spawns of creatures tied to that gods), having gods forced to retire from those maps after players actions, etc.
- races could also play a bigger role: imagine that after some old war between differente races some YYY NPCs won't sell to XXX characters, or that ZZZ race exist also as creatures that are pacific except towards the evil TTT characters because of racial antipathy, etc.
- quests are another part of game where more depth would definitely help, would also be nice to have mini-quests for newbies alongside with more complicated and interesting quests for advanced players (folks, quests can be almost text only: this is 80s tech for those who played Bard's tale and the like Smiley Current quests in EL are more like mini-quests to me than real quests.
I agree, i want the bigger storyline to have much more impact on the game world, and ya that may be an ok way to have racial choice mean something.

- attributes: these are a crucial part of the game mechanism, I see that QEL moves stuff here and there but I can't always understand to what purpose, f.i. why is Toughness a cross-attribute of Coordination? or: how is Will related to Dexterity? or Rationality to Instinct?
For the moment we're limited by the names in the EL client (as that's currently what we're using, un-patched).
I agree some of the ways the attributes are linked doesn't quite make RL/RPG sense, and they would be name different if we could... but that said, the attribute system is designed very much for making balanced and varied char builds across all 4 combatant orientations.

For now it's really only well reflected in the Melee and Ranged orientations, but additional effects of cross-attributes will be added in future for the Summoning and Mage orientations... i already have some ideas and development done in regards to this

What I'd do: let's consider well our starting point (EL) and see how well it works. Do we have keep all of them? Exactly as they are? I'd start by dividing PHYSICAL attributes from MENTAL ones, also keeping the cross-attributes separate: what's got mana to do with vitality? or perception with reasoning? I would take some time to think hard about this basic stuff.
I see you're a fan of a more traditional RPG attribute system Wink ...We'll have to just agree to disagree, as i find the '1attrib effects 3cross-attribs' system very appealing, and much more rewarding of considered and thought our attribute build plans/strategies, and offering more variety for 'build types'. I'd even hope to have non-combatants ending up being able to make different, balanced and useful 'build types'.

- nexuses: the way QEL uses them is to "determine" play styles, I find it very much limiting and somewhat artificial (inorganic nexus for rangers?). I also think that we could just get rid of nexuses altogether, and use cross-attributes for the same purpose (armor could depend on might, summoning on "charm", etc.), or other mechanisms (magic means no armor in lots of fantasy games), but that's an entirely different subject.
In regard to the seemingly non-sensical names (like inorganic for rangers), once again that's just because we're limited to the EL client, for the time being.

Introducing cross-attributes to play the role nexuses currently do doesn't really work with how i've planned out the attribs from the minute go. I'm certainly willing to review whether the current nexus system is the best way to go a little while after it's implementation (after some feedback), and i will go over it again with Krayon somewhere in the next few days to ensure we're happy with the limitations it includes.

- combat experience: here I really disagree, linking XP to the amount of damage (degree of success for spells) is plainly wrong IMHO; again, let's look at EL, the XP progressing system works well, with only a notable exception (ranging, again IMHO): why change it? What about different weapons dealing different damages? and is it fair that someone gets more XP simply because he has more might? Note that this system would make summoning more hard to level than it already is.
Well if a fighter wants max attack exp and to make a powerful offensive build, using Might and/or Dexterity will be the way to go (dex is an option because can then use higher damage, lower accuracy weapon to the same effect), although there's a lot more to it, the person needs to consider if they'll last long enough for their big offensive power to do the job, etc.
I dont see anything wrong with this, we just need to ensure that there's equal benefits for other types of builds.

I think it makes perfect sense to give more attack exp when you deal more damage, more magic exp when your spell has greater effect. Consider that perhaps "attack" doesn't only encompass your ability to hit, but can be a reflection of your ability to dispatch opponents. The damage done is a key part of what the attack skill is used for.

All that aside, one of the key reasons offensive combat exp, across the 4 skills, is gained this way is to keep training 'epic' (as kav would say Wink )... training is this boring, mundane thing in EL... i cripple my character when i train, fighting a creature that cant hit me well at all and i do minimum damage when i hit him... i like the strategy one can use in EL to get the most out of EL's system, but really i think most people would prefer if training had more of a thrill to it. With exp based on damage/effect, when training for exp in those offensive skills you go out with your best sword, or strongest spells, or meanest summoned beasts and obliterate your opponents with all the power you've amassed in the development of your character.

It just sounds so much more fun to me than the dry task that is training in EL.

Also consider that allowing people to easily level offensive power, but making it harder to level defensive power, makes for really intense PK... less long, drawn out fights, more fast paced slaughter. Wink

I'd like to see the following things, sorely missing in EL:

- racial bonus/malus on starting attributes (better start from a little more than the EL standard 4)
- racial abilities
Again i dont really like the idea that just because i prefer to look a certain way, i get disadvantages in some skills i may want to pursue.

Who says i cant be a hat making Orchan, or a magic Dwarf Tongue

- fighting skills: assuming that you a) get rid of nexuses b) gain >= xp than in EL, you could spend those PPs in fighting skills like Sword, Shield, etc., all combining in improving your def/att abilities
Well, those nexuses already do dictate equipment and item usage for the orientations... as i said earlier, the Nexus system is something i would be willing to re-visit, and as far as i'm concerned it's never too late to go back and change things... i'd hope to get the design right first time, but i've got no problem with going back and re-doing work if it turns out we need to.

- greatly improved magic system, also including scrolls and runes (ready to use spells for non magic users, like summoning stones are for non summoners)
Perhaps... atm though i'm leaning towards disagreeing.
I never really liked that summoning became something everyone could do... kinda cheats the summoners in my mind... same would apply to magic.

- make fight training a little more self sustaining
Combatants will never have to do anything other than combat if they don't want to (same applies in reverse for non-combat oriented people). I said earlier that this game will not be a "combat version" of EL, but that doesn't mean we're not going to be making PvP/PK'ing a much easier thing for people to do, with less 'effort' needed to gain the resources to compete. Still to this day no one has ever been able to give me actual good reason why gc shouldn't be simply thrown at combatants. Considering QEL wont have stuff like pickpoint buying, most of these combatants will burn that gc on resources for PvE or PvP, hopefully keeping the artisan/producers product throughput very high.

- "charm" (or charisma) if implemented could be used not only for summoning but also for secondary, non fighting skills like haggling with NPCs
If we can make it work we will Smiley

--------------------------

Thanks for all your input and ideas Reh, you've got me thinking about some changes that may be needed to balance the Mage too ^^

I can see you're a fan of many of the aspects from traditional RPG's... i am too with a lot of things, but not with some others ;p ...we'll no doubt re-visit many of the points/suggestions you've made in the future, in more detail.
84  General Discussion / Questions / Re: A couple of economic questions... on: 2009-04-18 01:48 (Sat)
The main points raised in the previous post i'd like to look at are related to:

4. Finite resources (depletable harvesting locations)
Does anyone have detailed ideas for a workable system?
Is it as simple as having common areas for X harvestable and having them 'spawn' on a timer... or is there a better system?
Is it a good idea?

5. Finite NPC buying power
How can this be made fair?
i.e. How can the "truck" (experienced high carry capacity player) be stopped from selling the NPC all it's willing to buy (for the day(?))
Is it a good idea?

6. (Dynamically) changing NPC buy/sell prices
Is it a good idea?

Would it be better to actually move away from any kind of free market and have NPC's consistently enforce product prices?
85  General Discussion / Questions / Re: A couple of economic questions... on: 2009-04-18 01:39 (Sat)
I'd like to recap here parts of some of Trollson's posts and some discussion between he and EndorVaeros.

I'm not going to start posting on Trollson's thread as i'll eventually want to discuss and go into detail on all of his points/suggestions, and i think it'll be better to keep track if they are separated at the time of discussion commencement.

The thread i'm about to quote from is here:
http://qelserv.quadronyx.org/forums/index.php?topic=48.0

You can skip to the next post if you just want to see my actual questions, the below is 'further reading' i suppose (but worth reading Tongue )

7.2  Economy Matters

EL has never got to grips with the problem of the economic system in an MMORPG; although on his blog Entropy feels confident enough to write articles on the subject.

Value is determined by supply and demand:
(i) Harvestables are available in unlimited quantities, so in general have zero value.
(ii) Animal parts are limited by spawn rates, so could hold some value.
(iii)  Exotics (stones, enhanced, modables) are extremely rare, and so have a strong value.

Since EL is a grind-for-experience game, characters are rewarded for actions, harvesting and creating items.  This reward deducts from the value of items -- in effect, harvestables and basic goods (no exotics or animal parts) have negative value in the economy.

Get rid of grind-for-experience throughout the game, and have all resources in limited supply, and there may be an economy.

*  Experience on fail (discussed in (3)) should reduce items produced through grind, if not the grind itself.
*  Separate learning tasks (producing experience) and creation tasks (producing items) would do the same; but I don't like this unless the same rules could be applied to all tasks (training fighting vs bloody combat, etc).
*  Giving experience for achieving goals, not for tasks, would be my preference, but requires a lot of work elsewhere to provide characters with measurable goals.


7.3  Cash Flow

Closely related to the economic problem is that of cash flow.  It seems that every innovation in the game has as a strong driver the desire to add another "gold sink".

This is another sign of a failed economic model.

Most of the "gold sinks" are aimed at high-value/high-level tasks.  This affects a small portion of the character population, and can be ignored if you don't want to participate.

In addition, with free unlimited resources and a handy NPC with limitless funds, any gold sink can be countered by the lilac bush.

A more effective gold sink would be a very small but pervasive one, such as charging a few coins for each boat trip.  Count up how many boat trips are made each hour in the game, and multiply that by 1-2gc!

But gold sinks are band-aids for the problem; which is that gold is another unlimited resource in the game, via NPCs and their unlimited pockets and unlimited demand.

So if you want a stable currency, limit those NPCs.  Model NPCs more after the trader bots or "Merchant NPCs", who have finite resources and demands.

But, it must be kept fair for all players; a high level "truck" shouldn't arrive early and soak up all the NPC's gold for the day, leaving the NPC unresponsive when newbies arrive with their first bag of harvestables.

(i)  NPCs obay the rules of supply and demand, and have finite resources (though can go into debt).
(ii) NPCs trade with a "out-of-game" entity, at some background rate.
(iii)  The price offered to characters depends on their level and quantity being traded.
(iv)  Track how much characters have made from NPCs during the day and factor that in somehow.

Making a stable supply-and-demand economy were prices vary accordingly is not difficult.  Making one which is fair to all players is.
curtailed due to time

update 2009-01-06
7.4  Anachronisms
  • Rectangular hay bails - where are the combine harvesters which produce these?


Quote from: trollson
Closely related to the economic problem is that of cash flow.  It seems that every innovation in the game has as a strong driver the desire to add another "gold sink".

My husband and I have talked at some length about this. Gold sinks do not do wonders to fix a broken economy. They usually encourage more gold to come into the game to pay for these items. A much smaller percentage of gold already in the game (compared to the sources coming in to pay for this item) actually goes out.

A much better solution would be to lower the price that NPCs sell for. Making NPCs sell for 10 times (sometimes more) what they bought it for does not encourage the high level people to buy the items. It encourages them to go out and get it for themselves, thus creating a larger profit margin for those people, and more money into the game. If it were possible on some items, just to break even (or possibly loose a small some) I know a lot of people that would sink their money into buying the ingredients simply because this is faster. [sarcasm] But that would increase how fast people level up, and we wouldn't want to do that, now would we? [/sarcasm]

Quote from: trollson
(i)  NPCs obay the rules of supply and demand, and have finite resources (though can go into debt).
(ii) NPCs trade with a "out-of-game" entity, at some background rate.
(iii)  The price offered to characters depends on their level and quantity being traded.
(iv)  Track how much characters have made from NPCs during the day and factor that in somehow.

(i) Though there would have been a time when I would have agreed with you that having NPCs obey the rules of supply and demand would be a great thing, this still leaves a problem. The more people you put into game, the higher you have to increase what the NPC can buy. In some ways this would make a lot of sense, but there are things that wouldn't. Yes, with more people in game, supply and demand are bound to go up, but not as much as people think they would. This is because the common gamer is driven by the urge to make more money. This means buying as little as possible. Though this is corrected slightly here by having classes and not being able to level everything up, this is only going to fix things slightly. A decent number of people will just have second accounts to supply the things for themselves. If you want a good example of this, check out the PK server.

(ii) Having the NPCs trade with an "out-of-game" entity would be good, but again, if you are trying to go with supply and demand, this "out-of-game" entity would have to follow the same rules. After all, why would someone want to buy the same item every day?

(iii) This is a great idea, for some harvestables. And it would do a wonderful job of curbing the amount of money that suppliers/Artisans can get. But what about the fighter type classes? Ya know, the people who would stab out their eye if they tried to use a pick. If we have relatively common drops, such as bones and raw meat, the higher level mobs, as well as the lower level mobs would drop these items. (How does it make sense that a rabbit drops a piece of raw meat, but a dragon has none to speak of?) How do you balance this? This is not the best idea to implement until you can find a way to make it fair across all classes, and not just single one or two out.

(iv) If you are trying to make it have some semblance of sense, this would not make sense. If an NPC needs it, they are not going to start paying you less for the items they need, while paying the person standing next to you more. This encourages the use of multiple accounts, and not a more player-to-player driven economy. Some of the things that could be done to fix it would take a lot more coding than most developers are willing to do. This is because it usually just postpones the inevitable breaking of the economy, keeps it from happening.

[Side note] It would be great if people stop trying to clog threads with posts that do nothing to further the thread. Saying that it is a good idea isn't nesicarily a bad thing as it helps encourage more people to post ideas, but saying something completely unrelated gets very old. This is usually an attempt to up post count, or because someone feels the need to make themselves sound more important. It would be great if it stopped. But that is a discussion for another thread, please do not clog up this one with responces to this side note. [/Side note]



Gold sinks ... usually encourage more gold to come into the game to pay for these items. ... A much better solution would be to lower the price that NPCs sell for...
EL's NPCs, with fixed prices and infinite pockets, should not be considered as participants in the game economy, but as limits on it; they cap the price ranges in the game economy.  When NPC prices become too realistic, the player economy is backed into a corner and can suffer.

For example:  Medallions were a major source of income for our Merchant.  To help support crafters, the NPC buy price was raised to something more "realistic" - more than we were selling for!  Therefore our prices had to rise to match, but at that price point sales dried up.

(i) ... The more people you put into game, the higher you have to increase what the NPC can buy. ...
(ii) ... if you are trying to go with supply and demand, this "out-of-game" entity would have to follow the same rules. ...
(iii) This is a great idea, for some harvestables ... But what about the fighter type classes? ...
(iv) ... this would not make sense ...
Making a dynamic, self-balancing economy from the EL game model is not an easy task.

(i) As the game grows, this is represented by the NPC's business booming.  Therefore the NPC's resources increase, and prices are adjusted.

Clarification:  I would expect the system to self-adjust, so these changes would be automatic within the system.  I don't envisage any manual mucking around with buy-sell prices etc.

(ii) Assume that the game is set within a relatively small part of a much larger world, then we have an "intra-game" economy, which we are discussing, and a much larger "extra-game" economy.  The latter is large enough not to be affected by changes in the former.  So, when I talk of an "out-of-game" entity, I am implying trade with the "rest of the world".  This can also provide a stabilising force in the game economy, though less rigid than the fixed NPC prices (and of course the transport costs make relying on it less economical).

(iii) This was a "fudge-factor" suggestion.  If it is modelling anything realistic, it would be social standing or rank related.  If harvestables are a "spawned" resource, like creature drops, then its less relevant - though spawning has plenty of fair-use problems itself.

(iv) No, it doesn't.  Again its a fudge factor, and there should be better ways to share NPC's finite-resources around.


So problems we have:

(a)   There is no economy unless resources are finite (a sweeping statement to make a point!).
(b)   Finite resources need to be shared fairly between characters of different capabilities.

Part of this is that character progression is only measured by levels, from experience, from consuming resources and/or producing items.  ie, the grind.  This is more a feature of CRPG than RPG - on the tabletop we had many other ways to advance our characters other than level gain.

Can we:
(a)   Get rid of the grind?  Drive progress through achieving goals rather than repeating arbitrary actions?
(b)   Provide other achievements for characters, beyond level gains, which are meaningful in-game?

I have plans for (a), but there is a lot more work involved.

For (b), consider:
(i)   Ranks within groups - guilds, cities, institutions.  These need to be earned (not bought), and could grant access to "things".
(ii)   Positions within groups; unlike Ranks they are a limited resource, you cannot have two Captains of the Town Watch for instance.  So there is a game in holding, maintaining, and acquiring positions.

Both ranks and positions can be lost if neglected, and holding some may prevent access to others (cf. EL's churches).  But acquiring them should be (mostly) independent of levels, so they are not another by-product of the grind.

86  General Discussion / Questions / A couple of economic questions... on: 2009-04-17 23:24 (Fri)
I was hoping to get some insight on a couple of things from some economy pro's, as major economic planning is probably not a strength of Krayon's or mine...

1. What are the upsides and downsides of setting upper and lower price boundaries for items through the usage of NPC buy and sell prices?

2. Would there be ill effects if NPC buy prices make producers break even?

3. What are the upsides and downsides of NPC's buying raw harvestables? Should NPC's only buy 'mixed' products?
(Consider that a product made of 2 or 3 easily obtainable harvestables that NPC's buy could be implemented to ensure a method gc making for new players who dont want to partake in combat.)
87  General Discussion / General Topics / Re: A thank you. on: 2009-04-16 16:05 (Thu)
aww u guys just bring a tear to mi eye Tongue

but seriously thx for the thx Smiley

QELServ development has been highly active over the past couple of weeks (as you guys and the couple of other testers have seen), and it really shouldn't be long at all before we've got both the mini-game and the ranging tech demo out.

I'm hoping we have the mini-game running for melee combat by the end of this weekend, no guarantees tho, ofc Tongue

PROPS KRAYON FOR GETTIN IT GOIN
88  General Discussion / Official Announcements / Re: Multi-combat on: 2009-04-16 12:26 (Thu)
w00t. gj man Cheesy

is our multi-combat def penalty system working too? ^^
89  Development / Design / Feedback / FIXED: no two-handed weapon parameter on: 2009-04-14 02:20 (Tue)
FIXED

I need to be able to set weapons as "two-handed".

i.e. cant have a shield equipped with them.


NOTE: Bug moved to tracker: https://bugs.quadronyx.org/?do=details&task_id=6
90  Development / Design / Feedback / att exp gain calculation on: 2009-04-14 02:19 (Tue)
att exp gained per hit is being calculated from the damage you make in your damage roll, not the actual damage taken off creature.

i.e. if your roll in 1 hit more than the entire health of the creature, you get exp as though the creature had as much health as the damage you took off.

eg. fight rabbit (has 15 health), roll 50 in dmg roll u get att exp as tho rabbit has 50 health to lose, but it only has 15.
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