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Roma Victor is not a player driven economy

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  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by Jorev

    I am not making anything up as I go along.

    You used the term supply and demand. I provided for you the precise definition of supply and demand as it is understood by the entire population of the planet, except you. Ergo you are INDEED making it up as you go along. You cannot use a well understood term to mean something other than what it actually means and still claim to NOT be making it up as you go along... Im sorry life just doesnt work like that.

    Go back and read the definition again. Then realise that in the 2 games you mentioned the actions of the players, either supplying or demanding the goods available in the game DO NOT affect price or availability in ANY WAY WHATSOVER!!!!!!!! Therefore the laws of supply and demand DO NOT APPLY!!!! ..... geez I dont see what is so hard to grasp about that!!!

    Supply and demand work the way they are supposed to in games like WoW and EQ2,

    GARBAGE!!!! The price and availability of goods are set by the devs, and changed by the devs... for pities sake get a clue!!! HAVE YOU EVEN PLAYED THESE GAMES ??? You still didnt answer that!!

    because the so called unlimited cash you speak of, is directly linked to actions performed in-game, and therefore limited to those actions. 

    RUBBISH!!! The NPC's have limitless supplies of cash and goods REGARDLESS OF PLAYER ACTIONS. This is set by the devs and changed by the devs. No amount of player action or inaction affects this.... *bangs head on wall*

    The rewards are an average based on the difficulty of the task and are not manipulated based on an external revenue system. 

    Right so the NPC's determine the difficulty of quests themselves ?? WOW thats some pretty Sick AI... I think you will find AGAIN!! these things are determined by the DEVS!!! Therefore determined externally...

    This is not the case with Roma Victor, where buying in-game coin fabricated outside the game world has no continuity with the game. 

    All MMO currency is fabricated outside the game and introduced to the game as the Devs see fit. These games do not program themselves man... sheesh...

    You just refuse to acknowledge reality and the truth in order to make excuses for RV's revenue system.

    Yes Im actually a plant from Red Bedlam... In fact Im just an average guy who cannot stand to see people posting utter rubbish and sit by and watch others read it and maybe even swallow it, because they, like you... simply dont know any better and either too lazy or inexperienced to read and learn.

    In RV NPC's will have the amount of goods and cash they carry limited by interaction with players. It will in fact be FAR MORE of a player driven economy than any other MMO to date, with the possible exception of UO, which Im guessing you didnt play either.

    Secondary sales of coin and items earned in-game are still a direct result of having worked for them originally within the virtual world,

    In an ideal world this would be true, but if you had any clue at all you would know that only a tiny fraction of the out of game sales in todays market fit your cosy ideal world model. The vast majority 95% ae generated by bots my friend!!

    which maintains the tenets of such a virtual world. 

    Refuted above!

    This is not the case with Roma Victor, which introduces coin fabricated outside the virtual world, to the game world, thus destroying the integrity of such boundaries.

    In exactly the same way as Devs in EVERY MMO TO DATE, change, add, subtract and manipulate drops and cash from Mobs as they see fit. Have you ever even played any MMO at all ??? I just find it so hard to believe because you seem so completely ignorant of the most basic everyday facts of MMO gaming for the past decade!

    Bots are a separate issue and are considered illegal in most games since they usually require third party programs to operate which violate the EULAs and most companies ban accounts using them, as they should.

    Do I really need to put up the list I have already posted for you of the HUNDREDS of coin auctions on Ebay for WoW, EQ2 and every other MMO in the market. Or are you capable of remembering back far enough to the last time I posted them??

    If what you said was true IGE would not exist and Ebay would have no lsitings for game cash and items. However what you say is as per usual complete and utter fantasy. Whatever your smoking... sell me some... I could do with being as detached from reality as you clearly are.



    Please do me a favour. Have the courage of your convictions to make your next post honest!!

    Just put up on this thread "I dont like the way RB plan to allow people to buy in game cash" and leave it at that.

    Wrapping your obvious dislike for this proposal in a veil of fabricated nonsense is just making you look like a fool, because nothing you say has any basis in fact whatsoever. And do me the courtesy of at least reading my posts before you respond so I dont have to type the same factual refutations of your fantasies for a third time.

    Guards.... take him away...

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  • ErmacErmac Member Posts: 103

    I think I said pages ago buying money would be like the gods helping out unfortunate people which is much more realistic(if you believe in god/gods which the Romans did so it would fit the RP element) than deer carrying money. It is clear that we have different definitions of "player ran economy". I see player ran economy meaning it simulates a real economy which is what RV does. Pages back it was said that buying money would be like finding a gold deposit so there would be new wealth that was not previously in the equation of how much things cost so no problem there with my definition(this is for the realistic economy and not the RP elements). Things that wouldn't have gold such as deer and such will not have money but, things like hides that can be sold/crafted into other things like RL so no problem with my definition there. NPC's don't have a magical supply of money meaning they have to sell stuff to have the money to buy stuff except of course the money they will have when the game begins so no problem with my definition there. Everything deteriorates meaning players will have to pay other players or repair the items/structures forcing players to economically interact with other players just like people would have to in RL so no problem with my definition there. Everything can be crafted/built and then sold just like in RL so there is no problem with my definition there either. I thought maybe your definition was similar to mine since you were talking about supply and demand. However, supply and demand is just a small part of my definition of a "player ran economy".

  • TaswavoTaswavo Member Posts: 26

    I won't say retard, nutjob or anything about anyone - or even put a large bandwidth grabbing pic in image

    However I will point out that those that purchase a huge amount of Sesterces (will I ever get the spelling right?) will be buying from those that purchase less - who will but from people who purchase less, etc.

    Eventually you end up will the person who purchases none - who will do hard work but get payed because others don't want to do it.  The person buying a villa does not want to dig up iron to make the picks to dig the stone, etc.

    So people will be largely (not totally) graded on ability to pay RL cash into the game. Those who want a free game can - just that they'll have to work harder to get on. The balance on how much in-game cash is bought for one dollar or euro or pound or whatever in RL cash is the present state of beta testing

    The RL cash comes into games in different ways in other games - look at Guild Wars and it's partnership with DirectSong for a free game getting cash through other means.

    RV will get cash from someone who wants to play for 6 months but own a villa - but money WILL filter down to all levels on RL-cash input. People will just have to decide how much to pay/play to get to a certain level.

     

    edit add [

    just noticed you guys have rabbited for SIX PAGES on this thread and gone off the original topic - my post is on original topic - sorry if someone already covered what I said but I don't read these forums as much as the actual RV ones and not even them often enough

    ]

    Stay Frosty

  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by Taswavo

    I won't say retard, nutjob or anything about anyone - or even put a large bandwidth grabbing pic in image
    However I will point out that those that purchase a huge amount of Sesterces (will I ever get the spelling right?) will be buying from those that purchase less - who will but from people who purchase less, etc.
    Eventually you end up will the person who purchases none - who will do hard work but get payed because others don't want to do it.  The person buying a villa does not want to dig up iron to make the picks to dig the stone, etc.
    So people will be largely (not totally) graded on ability to pay RL cash into the game. Those who want a free game can - just that they'll have to work harder to get on. The balance on how much in-game cash is bought for one dollar or euro or pound or whatever in RL cash is the present state of beta testing
    The RL cash comes into games in different ways in other games - look at Guild Wars and it's partnership with DirectSong for a free game getting cash through other means.
    RV will get cash from someone who wants to play for 6 months but own a villa - but money WILL filter down to all levels on RL-cash input. People will just have to decide how much to pay/play to get to a certain level.
     
    edit add [
    just noticed you guys have rabbited for SIX PAGES on this thread and gone off the original topic - my post is on original topic - sorry if someone already covered what I said but I don't read these forums as much as the actual RV ones and not even them often enough
    ]



    Which again basically confirms that ultimately it will be the actions of the players that will determine the strengths, weaknesses and direction of the economy overall...

    Sure sounds like a player driven economy to me...

    Which was in fact the OT....

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  • Mikey0114Mikey0114 Member Posts: 310

    Yeah....like I said before....I am sure RV gives us the ingame money to get our crafting (and the economy started and continued) and for people to be a part of the economy right away....That money only probably is meant to aid you in getting more money....I am sure it won't get you very far alone.

    The Freeloaders will get left behind ofcourse (cause they have to work a lot harder), while the people who donate will be given a certain quantity of ingame money to climb the ladder in the economy.

  • graham187graham187 Member Posts: 20

    The Roma Victor economy more closely mimics a real life economy. Money does not get created out of thin air, or when you walk into a random dungeon and destroy some lousy AI and steal it's fabricated horded treasures. Money is created by a backboned economic structure of limited quantities to create value and retard inflation.

    Examples of lack of thought over money systems exist both in life and in online play. The overproduction of money devalues it's worth in exchange for goods and services.

    I was an avid online gamer, but have not done so for a few years so this example will sound dated.

    Siege Perilous in Ultima Online was a great example of this occurance. When the shard started off, gold was rare, and many players had to contribute to the community through skills to increase their personal banks and fund any advancement in character. Within 6 months the with all the freely created gold through monster & chest hunting the gold exchange skyrocketted. This had two effects on the economy. One, prices for valuble trade skills went up considerably. Two, new players were more hesitant to join as getting started with little gold and high prices made for a tough go.

    Roma Victor is the first game to really wish to control the value of the in game money system. Obviously they will have to do a good job as funding from the customers will decrease considerably if the perceived value in what they are actually purchasing isn't there. It will be interesting to see how it will unfold.

    This economic system will not impact player driven economy though. Players will still decide what their services are actually worth based on the difficulty of doing the service vs the value of the coin at the time the services are performed. That is what will drive a player driven economy. How easy or hard it will be to actually attain the money in question only drives the value of the items or service being sold, not the existance of the services themselves.

  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by graham187

    The Roma Victor economy more closely mimics a real life economy. Money does not get created out of thin air, or when you walk into a random dungeon and destroy some lousy AI and steal it's fabricated horded treasures. Money is created by a backboned economic structure of limited quantities to create value and retard inflation.

    Yup thats precisely how I see it. Without breaching the NDA all I can say is, players need to actually use their brains to get ahead... Its already known that Vendors have limited cash depending on whats bought and sold to and from them. This indeed simulates the actual laws of supply and demand far more closely than any MMO to date... Im glad at least one other person gets it image

    Examples of lack of thought over money systems exist both in life and in online play. The overproduction of money devalues it's worth in exchange for goods and services.

    And in a way this is Jorev's main beef as I see it. Its an area that I will freely admit I have concerns about. But at this stage the VERM system seems to be a good solution, provided RB actually do limit the "donation" system and dont make it open slather, in which case it will indeed be the nightmare Jorev predicts. In the abscence of anything but conjecture at this stage, its important to keep statements open and thats been my main problem with the OT, its a statement purporting to be fact, when at this time the facts simply arnt known and are very probably not even decided yet.

    I was an avid online gamer, but have not done so for a few years so this example will sound dated.

    Siege Perilous in Ultima Online was a great example of this occurance. When the shard started off, gold was rare, and many players had to contribute to the community through skills to increase their personal banks and fund any advancement in character. Within 6 months the with all the freely created gold through monster & chest hunting the gold exchange skyrocketted. This had two effects on the economy. One, prices for valuble trade skills went up considerably. Two, new players were more hesitant to join as getting started with little gold and high prices made for a tough go.

    No your example of UO and particularly SP is one I have been using over and over. UO was the first MMO to have any semblance of a supply/demand economy and it worked very well. It has been all downhill from there as devs tried to offer players limitless cash via NPC vendors and quest givers. RV is the first step away from that system and back to an economy with some thought put into it, making the OT that much more ironic.

    Roma Victor is the first game to really wish to control the value of the in game money system. Obviously they will have to do a good job as funding from the customers will decrease considerably if the perceived value in what they are actually purchasing isn't there. It will be interesting to see how it will unfold.

    Precisely!

    This economic system will not impact player driven economy though. Players will still decide what their services are actually worth based on the difficulty of doing the service vs the value of the coin at the time the services are performed. That is what will drive a player driven economy. How easy or hard it will be to actually attain the money in question only drives the value of the items or service being sold, not the existance of the services themselves.

    Yes and its already pretty clear (again being careful with the NDA) that being able to buy a few secterces is unlikely going to have a major impact in relation to the overall economic balance if it is indeed handled in the way its been proposed.



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  • graham187graham187 Member Posts: 20

    Razorback : "No your example of UO and particularly SP is one I have been using over and over. UO was the first MMO to have any semblance of a supply/demand economy and it worked very well. It has been all downhill from there as devs tried to offer players limitless cash via NPC vendors and quest givers. RV is the first step away from that system and back to an economy with some thought put into it, making the OT that much more ironic."

    You believed this was a reasonably good system? I'll be it, I couldn't find another MMORPG that could hold my attention for more then a few days, so I never really had the opportunity to experience many other cash structures inside these games, but the rate of inflation on any of the UO shards was astronomical. They all started out reasonable, as players only really had a few gold in pocket, so working hard to produce enough money to fund advancement became important, but as more gold came into existance, the value of became lost.

    Siege Perilous , due to the nature of resource cost vs availablity, was able to keep some of this inflation in check, especially services where specialties were required. But the value of the service was always either way undervalued, or way overvalued. If it took an hour to gather enough resources to make a keg of potions, the value should be assessed in the manner of actually 'manufacturing' the gold, IE chest hunting, monster killing and escorting, as these were the only tasks which created money from nothing. Almost all of which could be done much more profitably then any service in a similar time frame and with lower actual requirements.

    In short... the economic system was only successful on a place like siege perilous because people in the community couldn't properly assess the time/value of the services provided, or plain just wanted to craft online... I had craft skills, but never did I create a merchant because I could always make more profit doing something else.

    The system proposed in Roma Victor seems to address the above listed failing. Crafting will become useful to produce a profit without paying. Services and merchanting *crosses fingers* will actually hold a value which can not be reproduced by doing anyting except for paying cold hard cash. I just pray the community assesses the value of their time properly. If it costs me 24 hours to produce the same amount of money as $10 would provide, why the heck would I ever waste the 24 hours.

  • EmyrnEmyrn Member UncommonPosts: 149

    Nice review of economics. I have my first macro economic class tomorrow :)

    How aobut we just wait until the game is released and then debate? goodnight

     

  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by Emyrn

    Nice review of economics. I have my first macro economic class tomorrow :)
    How aobut we just wait until the game is released and then debate? goodnight
     



    Debating it is actually what should be happening right now, what we dont need is baseless statements like "RV is not a player driven economy". I mean "RV is shaping up to be too manipulated by out of game cash inputs". "RV may be ruined by the VERM" sure... but thats not the OT

    Anyway... glad you enjoyed the economics lesson... its one of my fave topics... boring old bastard that I am

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  • ArremusArremus Member Posts: 656



    Originally posted by Razorback

    Anyway... glad you enjoyed the economics lesson... its one of my fave topics... boring old bastard that I am




    Let you all in on a secret.

    Razorback Economics 101:
    Equations -

    '1 x can of VB = 'x'... 'x' / money in pocket = 'y'.. 'y' = # of cans for tonight'
    'bet on races = 'x'... wife aggro after placing too many bets = 'y'... when y > x = sleep on couch'
    'tv remote = 'x'... beer = 'y'... AFL grandfinal = 'z'... 'x' + 'y' + 'z' = you f'kin beeeauty!'

    The list goes on and on..

    *goes back to reading "Razorback's Guide to Beer, Life and Economics"*


    [edit: my equations were out! Probably still are! Help Blokeman!]

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  • RazorbackRazorback Member, Newbie CommonPosts: 5,253



    Originally posted by Arremus



    Originally posted by Razorback

    Anyway... glad you enjoyed the economics lesson... its one of my fave topics... boring old bastard that I am



    Let you all in on a secret.

    Razorback Economics 101:
    Equations -

    '1 x can of VB = 'x'... 'x' / money in pocket = 'y'.. 'y' = # of cans for tonight'
    'bet on races = 'x'... wife aggro after placing too many bets = 'y'... when y > x = sleep on couch'
    'tv remote = 'x'... beer = 'y'... AFL grandfinal = 'z'... 'x' + 'y' + 'z' = you f'kin beeeauty!'

    The list goes on and on..

    *goes back to reading "Razorback's Guide to Beer, Life and Economics"*


    [edit: my equations were out! Probably still are! Help Blokeman!]



    The Americans are wondering what the hell you just said... But I love it image

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    "Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon

  • TrakenTraken Member Posts: 172

    Hey, I'm american and I understand it...but I doubt the rest of my trig class would.::::01::

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