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WildStar's site has been updated with a new blog post to lay out the plans for the game economy. Among other things, the team plans to give players a wide variety of ways to spend their money and to obtain some, but not all, of the things they want with immediacy.
Basically, we as designers already know that earning resources is a fun experience. However, because we need to tame inflation, we must also find a way to make using resources fun. Our goal is to turn the use and reacquisition of resources (especially currency) into a way fun and interesting way to learn about economics. We want the players to learn about resource management by making meaningful choices about things they have earned in the game.
And we really do want you to make meaningful choices. We want to give you enough currency that you can have some of things that you want, but not everything. You will need to make choices about how you spend your money according to what is important to you. You will need to plan to purchase things by saving or through the magic of capitalism and the markets. When you master saving your money, or master using the markets to fulfill other people’s desires, you will have had fun in the process because you’ve learned.
Read the entire post on the WildStar site.
Comments
Plus, look at that picture. How can you hate a non-anonymous dev face?
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Recognize the issue. Remains to be seen if they can address it.
This is why I love the team that does Wildstar.
"D&D is the great old grand-daddy of all role-playing games. You see its influence in every role-playing game there is, including WildStar. In D&D, you basically killed things and took their stuff. Often, there would be treasure lying about in some musty dungeon just waiting for the mass-murderer adventurer to liberate it by excessive violence. Ever since then, we players have come to expect bags of currency (the trade medium) to fly out of anything we hit with a sword like some sort of piñata. And, while this is kind of strange, it’s also a lot of fun! I like piñatas; you do too."
MMORPG Gamers/Developers need a reality check!
MMORPG Gamers/Developers need a reality check!
I wonder if that developer likes baseball and/or Kevin Costner.
That's not true. Tunnels and Trolls came out after D&D.
Good article, and this cracked me up.
In D&D, you basically killed things and took their stuff. Often, there would be treasure lying about in some musty dungeon just waiting for the mass-murderer adventurer to liberate it by excessive violence.
After reading all that I found out one thing , they have nothing new that no other MMO has for economy.
They have repairs but items still last forever so crafting is still a waste of time . Better to let some other sucker do that and just pay them a crafting fee .
"Thanks, Gary and Dave! Aw heck, while we are at it we can blame John, too, for the dwarvish hoard under Erebor that started this whole idea of free money just sitting around waiting to be grabbed in the first place."
This made me laugh. If the game is half as entertaining as the articles and videos posted by the devs then this game will be quite fun.
Buy a ticket?
I really liked this article, just a shame he didn't mention bots / goldfarmers; the one factor that is going to make or break the economy regardless of whatever detail they've put into fixing the normal gold inflation.
I hope the next article will be about the army of GMs banning goldfarmers before they enter the game; because i'd like to see this game succeed.
Now, a good way to make a little profit of from trade is to have a profitable economy that us adjusted to materials which are easy to obtain. That way the goods will always be sold a few extra from the little effort and cost to make that item. So garhering items becomes a mini game of gathering, which can be micro managed in between events.
Then have an economy based on rare mats from raids. This, cant be adjusted for inflation. This simply follows supply and demand. The only thing that can help the cost is to make items that are difficult to craft and costly, also rare drops. This creates alternatives, which already drops the price by lowerimg interest from customers.
Then adding mini games that take money. Sure gambling would be, and there being a tax. But i doubt wildstar will ever have that. So mini games that include racing and repairing mounts for example.
If money sinks are too much, then it turns the game into a grind. Wildstar should never be about farming gold to pay repair bills to raid. If they do that, then there is something wrong.
Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble
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Completely false. Tunnels and Trolls came about as a simplified rule and more accessible rule system designed by Ken St Andre. He developed it as he and his friends thought that D&D was too complex and rule intensive. It wasn't published until 1975.
James T. Kirk: All she's got isn't good enough! What else ya got?
This article is really well-written and entertaining. It does a fantastic job of convincing players that the Wildstar team has done tons of research and planning to come up with this structured economy system tailored for Wildstar. And still smiling, the writer reveals a list of every economy mechanic that WoW already employs.
Yep, very well done to the point that I find it a little creepy.