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Callaghan

MMO Economies - How to Manage Inflation in Virtual Economies

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An insightful video that addresses some of the fundmental issues that GameLabs have to wrestle with when adjusting the in-game economy.

What do you guys think about the issues raised in this video with regard to the current game state and future design plans?

Edited by Callaghan
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No two economies are the same and such a blanket statement video is at best interesting for those where you have almost no money sinks, such as generic fantasy MMORPGs.

 

The economy here is full of money sinks, large ones to be sure. Buying resources from NPCs, soon making your own resources in economy buildings, sales fee in the shop of a staggering 10%, upcoming maintenance fees and when the ship sinks, all is lost again. And even if you don't sink, the repair cost for high end ships is so high that in a PVP battle even some of the winners will walk away with a loss.

On top of that there's Conquest flags which seem very expensive. Some of them are at 600k. A fee for fun?

 

We're being nickled and dimed at every single opportunity in this game, to the point where I just go "sigh what inflation?" whenever people bring it up. Ships still cost the same as they did two weeks ago. A few items such as hemp are extremely overpriced, but that is not the same thing as inflation.

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Maybe the devs can give a call to CCP games. They have more than a decade worth of data to offer up for the EVE-online economy, which is vast, deep, diverse and 99.9% player seeded. There is not buying or selling from an npc unless you are buying blueprints, everything else from the most basic materials to the largest ships and modules are all player built and/or looted from NPC's and put up for sale.

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