[Feature Discussion] Empire Shop Update v2

Discussion in 'Empire News' started by Aikar, Jul 12, 2012.

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  1. ....so....much....reading.... o,o'
  2. This is one way to find out who's willing and able to read documentation and who is likely to use other players as a low tech search engine.
  3. can you please write an example for me?
  4. An example is in the OP under New Features, third bulleted item.

    Aikar - In the example I'm referring to, could you update the third line to: 'B40:S35"? I assume it was a mistake rather than new formatting?
  5. what is op and where do i find the new features, im a noob at theses things...
  6. In case you haven't heard the entire thread... A simpler layman's termed version will be made with the release of this update. The OP doesn't necessarily explain in detail HOW to do everything yet, but it explains what the updated system will be like...

    OP stands for Original Post.

    This hasn't been released yet, so this is the only place you can find details about the new features
  7. OP = Original Post

    Don't worry so much about the "how" yet. Right now it's just an idea that needs to be created. When it is created, we'll have plenty of guide updates/help for questions on how to do things. It will be simple, we promise. :)
    Nole972 and Happyshopper like this.
  8. A quick question when it comes to the package feature; if there is insufficient space in the players inventory to recieve the full contents of the package chest, would the sale simply be denied on the grounds of insufficient space?
    Nole972 likes this.
  9. I would assume this is the case. Similar to how it works now with chest shops.
    Nole972 likes this.
  10. Correct. Though, I'm sure the vault could theoretically be made to have a "queue", so we could just send it to the vault and always work.

    We've actually stated numerous times we are not solving a problem, we are preventing one.

    We are not comparing to the real world economy... We are comparing to the every other online game with an economy.

    I've been playing MMO's for 10 years now, and I'm that "has to know it all" programmer type that needs to understand how everything works on the inside... I study this stuff. I understand WHY it works these ways.

    In the real world, there is a fixed amount of money for the most part. We don't print money every day (Except for when we do print money every once in a while but were not turning this into a political debate). However thats essentially what happens in video games... You print money every day.

    You MUST have money sinks, something to then destroy the money and keep the economy in check.

    The only reason it hasn't hurt us yet is because the rich players have nothing to spend the money on, so they hoard it..
    Some players have over 2 million rupees.

    If we "redistributed the wealth" of the top players to say the top 5000 most active players, we could be looking at over 10k rupees to each of those people

    10k may not sound a lot to any shop owner, but there's tons of free players who think that is "rich". Immediately prices would go up if this was the case, as 100 rupees per diamond doesn't start to seem as bad.
    This is "Why" it is needed. The more money you have, the less you care about prices. This is a psychological thing.

    The money has to be circulated. Its not a problem now, but what if we added some uber awesome update tomorrow that random players find stuff that rich players want a lot of? Now you have free players selling expensive items to rich people, circulating that hoarded money back into the lower end of the bracket. Now those free players are using that money to buy and sell items to other players. The money is now "Evening" out, and overall players are "richer". Prices rise.

    This is also not true. The real world economy is too complicated to make such a blanket statement. That 1$ cheeseburger from McDonalds 10 years ago is still 1$.

    Also, today the daily income for a free player is 100 rupees. That's barely enough for 2 diamonds. If prices rise, they would only be able to buy 1 diamond. As prices rise, it becomes harder and harder for a new player to get started. They get frustrated and quit. We can not allow this.

    The problem will grow unless it is put in check.

    As EMC grows the problem grows faster. What if we had 100k people logging in per day? That's 10 million rupees per day.

    It is naive to think an economy can survive in the long run without any money sinks. The economy will change with this update, and you will have to adapt to it. This includes figuring out how to price your items based on the fees. (We will prevent people from creating prices that will end up making them lose money btw)

    If you go check out some other MMO's, you will see EVERY SINGLE ONE has these same kind of fees. It is required to keep the game good. Those games economies have not crashed because of it.
    ZBSDKryten and Nole972 like this.
  11. I pointed this out before - I feel the need to do so again.

    As much as you can not compare MC economics to real world economic,

    you also can not compare those other mmo economics to MC economics.

    The game mechanics of MC are so vastly different. Any thing you try to copy from them is going to crash and burn here.
  12. That sounds like a much better idea than the web system!

    This is Tomato approved!
  13. He didn't necessarily say they were copying, just said he studies in game economies. (more or less)
  14. How about a PVP arena system, that costs 5k to play (can be free for poor players) and you can stake money against each other, a bit like the arena in runescape.
    Nole972 likes this.
  15. I've seen a nice spleef set up where it costs 100r to play then - say there are 3 players there is a 300r pot that goes to the winner. Perhaps there could be a 25 r house fee. So say there are three players that pay 100 - then the pot ends up being 225.
    Happyshopper likes this.
  16. Your really making way more fuss than there needs to be over the fees...

    Many of the transactions are too small to even put a fee on.. So if you sell 1 cobble for 1r, you're not going to receive a fee!

    The fee/taxes what ever you want to call it, will never destroy your profits. so many things wont incur fees at all.

    Believe us.. The fees are no big deal. Most people won't even notice them...

    I've already considered things like transaction being so small the fees are less than 1 rupee, and the possibility of fees eating up the price difference between your buy and sell prices.

    These will be accounted for... resulting in less fee charges overall, but were talking micro implementation details, which my post is ALREADY confusing many players so i've intentionally left out tinier details like that.

    We've got other ideas on the plate for additional money sinks too, but the basis of any economy needs fees as part of the core economic activity: transactions.

    and I disagree that copying another games economy would crash here. The only reason the economy is different here now from other games is because of how the economy is currently designed around the shop system. There is no reason why a system like WoW's would crash here...

    The reason economies work is because players are lazy and enjoy buying the resources from others instead of collecting them themselves. The same applies here. Just our current toolset makes it inconvenient to buy so the economy has shaped quite differently. But the same ideology and methods behind economies all drive the same way here, and that is where I want to see us go towards: The economy is a tool to help you.

    For example... The other day max was building something and needed green wool. We went to a few main malls we know, cheap one was out of stock, others were higher priced but had some stock. We got some, but ended up raising more sheep and shearing them to complete goals.

    Were both "well off" money wise (please don't beg me or ill ignore you), so we would of preferred to just buy it real quick and saved us time.. But the current toolset made that difficult and time consuming so we just farmed it.

    Now with the new system, we could of just /shop quickbuy greenwool 330 and been done with it, and some players received a good chunk of money.

    This all is exactly the same in WoW and other games. You have the choice of spending money or just going out and farming it on your own. The economies are really the same...
    Curundu and LZBZ_DW like this.
  17. After a month or so of the new system being in place, the though of going back to the old system will be a joke; having to walk around to each shop to see what they have to offer, and perhaps even having to '/v random' around just to find a new shop.

    Our current shop system, although par for MC, is really lacking, and the new system solves this. Personally, I can't wait.
    Maxarias and IcecreamCow like this.
  18. I was against fees at first, but I understand why they have been put in place and make sense from a macro perspective.

    Consider the fees a sales tax. Most of the time you are paying more than 5%.
  19. But you are wrong. Minecraft has an infinite supply of everything.

    In wow - most things that are bought and sold are harder to get. (not really counting crafting supplies like low lvl items - items that are worthless to most people) The higher lvl the item the more rare it is. Most of the economy there is based around buying and selling these much more rare items.

    There is very little in MC that is in any way rare. At least 80% of the items bought and sold in MC are easily farmable.

    Wow has ways to keep prices from going to low. IE: No one is going to sell an item for less than they can take it to a vendor and sell it for. IE: the wow system is an AUCTION based system. Competing bids help raise prices.

    You need to find a way to keep prices from bottoming out. I am happy that you are not completely replacing the old system but you NEED to find a way to fix the issue that will cause prices to bottom out. Right now this system is going to cause huge problems.

    People are going to constantly be undercutting others - this happens in wow. I see colbalt ore on the AH for 5 gold. I put mine up for 4 gold 99 silver. Then the next person puts theirs up for 4 gold 98 silver. But wow has a system in place to keep prices from crashing.
    M4nic_M1ner likes this.
  20. Lower prices will create a larger market.

    Example: Wool normally sells 1-2r each. Some guy is offering stacks for 40r. People who normally think wool is expensive at current prices may decide to purchase at lower prices.

    On WOW, the example you use, there are many unique items. There is a limited demand for a certain item regardless of price because it is only suitable for characters within a certain level/class.

    As you say, there are very few unique items on MC/EMC. The result is that lower prices will just create greater demand. Those selling wools for inexpensive prices will get bought up.

    Also, don't forget about speculation. People buy items with the idea of reselling all the time. This activity will also increase if the price of a particular item/commodity goes down. The increasing demand will put an upward pressure on prices as the availability of a particular commodity, or of a particular commodity at a particular price . . . evaporates.

    It is because MC is not WOW that prices will not bottom out.
    M4nic_M1ner, IcecreamCow and LZBZ_DW like this.
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