Hi, to start an economy, id like to say server wipe. after skill decay is in, XD
Hi, to start an economy, id like to say server wipe. after skill decay is in, XD
idea isnt stupid if skill decay and stat decay is in :-P
Another way of creating an economy is not even using game resources.
Using an external currency you are able to then use supply and demand. You would have a group of elders that would set the likely demand for each item the venue would trade. You would sell your Grass to them in exchange for this currency credit.
So for example, Grass would be a common item that people would nearly always want, so to start opening of grass the elders of the trade would say they need 1k grass to open that item for sales. In players giving the grass to the elders, they get a "currency" credit note. When Grass has got to 1k, it is allowed to be sold to the players.
To purchase items from the elders you would need to either use already acquired credit from them, trade enough resources to equate to the same value, or trade more than the value and obtain a credit note.
Supply and demand would change the prices, so when the elders have 10k grass selling them more grass would give very little credit, and buying it would be very cheap. But if you wanted to buy grass and the stock only had 3k grass, it would be X amount times higher but would give more credit to sell grass to them at that time.
This way the exploiting of the system is open to everyone, and everyone is on the same path to exploit the system, but is still controlled by the player base.
A suggestion I would also have is a "Currency Press" in which could allow for currency to be printed. Doing so, would mean other players can't forge the currency, but could also then have the ability to trade currency between players... this also comes with the risk of being robbed of said items.
Page 7... are you there?
I think page 7 ran away!