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I just figured out the economy.

  • Thread starter RavenWinterHawk
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R

RavenWinterHawk

Guest
Assumption 1.
The game can tell how much gold is on the shard.

Now take the amount of gold dropped on monsters and make it a percentage of all the gold in the game.

Now take the cost for NPC items and make it a percentage of the total gold in hte game.

Assumption 2.
The game can decrease or increase loot drop gold based on a formula.
The game can adjust prices up or down on NPCs based on a formula.


Please lets have a debate. A nice one.

EDIT: Woops wanted my own thread. Posted wrong place.
 

Nyses

Lore Keeper
Stratics Veteran
Stratics Legend
Interesting, I like the basic concept, but there are some issues that would need to be addressed, such as the gold farmers. Every shard has had them, the toons that seem to endlessly farm gold in the same spot for months on end, they would still unbalance the economy, by effectivly "cornering" the market. Would gold eventually get down to 1gp per creature?

I believe there still need to be more viable gold sinks in the UO world. There have been many threads on the subject.
 
R

RavenWinterHawk

Guest
Interesting, I like the basic concept, but there are some issues that would need to be addressed, such as the gold farmers. Every shard has had them, the toons that seem to endlessly farm gold in the same spot for months on end, they would still unbalance the economy, by effectivly "cornering" the market. Would gold eventually get down to 1gp per creature?

I believe there still need to be more viable gold sinks in the UO world. There have been many threads on the subject.
Lets see
set gold 1 BILLION base target.

The equation would have to be able to handle scripting. But really the influx of gold. Would gold get down to 1 per creature? Yes and no. Yes if there isnt a method for removing gold from the game. And yes if the current methods didnt remove gold from the game.

See if you had just 1 bad scripter or had 250 join the economy gold would go up in quantity. So there really needs to be thought to the formula.

This questions becomes the 2nd part of the economy. What must we buy? I actually thing this needs to be addressed.

The amount of gold in game would also effect to cost of VENDORS and INSURANCE TOO.
 
A

Alrich

Guest
this would only effect people actively farming gold, ie. scripters and newer blood, and those sitting with banks and chests full of million dollar checks would remain completely uneffected.
 
S

Saris

Guest
umm ppl loot gold still, lol thought only noobs and scipter take the time to do that. I get Items and sell them so if gold went down to 1gp per kill it would not boother me at all lol


I like the basic idea though its a start in the right direction
 
R

RavenWinterHawk

Guest
umm ppl loot gold still, lol thought only noobs and scipter take the time to do that. I get Items and sell them so if gold went down to 1gp per kill it would not boother me at all lol


I like the basic idea though its a start in the right direction

Yeah I dont loot anymore.
I just sell items.
But the VENDOR costs would go up too.


It just an idea to try and tie the economy together.
 
F

Fayled Dhreams

Guest
heheheh ... once you "diagram" out your idea, only online sales of gold/items/resources would remain.

not a good thing, btw.

You managed to "plug" ... both the faucet and the drain.

"I just figured out the economy."
mmmmmmm nope!
 
S

Saris

Guest
lol but he was trying and had good points discustion is the key to discovery
 
H

Hunters Moon

Guest
I personally feel that the Devs should introduce a type of bartering system that could possibly slow down inflation and make gold not as central to the UO economy. For example,you are in need of 10k of each reg and the npc,instead of accepting gold,would demand of you 50k wood or 35k yards of leather. It could work if done right.
 

Setnaffa

Certifiable
Stratics Veteran
Stratics Legend
You want to fix the economy?

1. EA reduces all gold by 99.9%. So 1,000 gold now is 1 gold piece. Any gold piles below 500 gold disappear;everything else is rounded off to the nearest gold piece.
2. Gold loot is greatly reduced except for Champions and Bosses, which is only lowered by half. The piles you get when you defeat a Champion Spawn is only 1-10 gold per pile. When a creature first spawns, it has no gold at all. The longer it is alive, the more gold it has (at a rate determined by the creature's fame level, capped at a predetermined max). This will stop Gold Farmers completely.
3. BOD Reward gold either goes away or is greatly reduced
4. All NPC vendors buy items at a greatly reduced price (maybe 25% of what they sell the item for) except for resources, which follow a Sosarian-wide market value.
5. House prices stay the same. Sure folks could sell their house for the gold, but then they wouldn't have a house.
6. Temporary option to automatically reset all prices on player vendors. Lowest amount would be 1 gold piece.
7. Insurance rates are lowered by five-sixths (1,000 gold per piece instead of 6,000). This would actually be equivalent to 1 million gold in new gold, so Insurance wouldn't be a given anymore, and dying would be a bit riskier. Also, each time you die within a rl week, your insurance rates go up by 10% on any pieces you were wearing at the time of death. The extra gold does not go to the victor in PvP (they just get the normal rate). If they did get the extra gold, it would lead to alot more rez killing.
8. If anyone uninsures an item that was insured before the change, then they only get 6 gold back into their account (not 6,000).
9. Any other gold sources or sinks are adjusted accordingly.

End result? 99.9% less gold in the game. Gold actually has value again. 1 Million gold checks (equivalent to 1 Billion in today's gold) become extremely rare. After this, 50,000 gold would actually be alot.

Sure. This will never happen, but it really would work assuming all dupe exploits are summarily fixed/destroyed.
 
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