Timeline for How do you prevent inflation in a virtual economy?
Current License: CC BY-SA 3.0
56 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 31, 2021 at 8:01 | answer | added | That Realtor Programmer Guy | timeline score: 0 | |
| Mar 25, 2019 at 12:48 | history | protected | Philipp | ||
| Mar 25, 2019 at 12:43 | comment | added | Hololol1 | I have written a paper about how economics systems function and how they can be adjusted in games. This is not a solution, but should help you find one for your specific games. philippstenger.com/research/… | |
| Jul 13, 2016 at 15:50 | answer | added | JBiggs | timeline score: 1 | |
| Dec 11, 2015 at 15:02 | comment | added | Luaan | @JoelCornett It's really tricky, in fact. Ultima Online tried to handle that back in the early days (maybe even as far as the beta), and they gave up - whatever reward system you make that takes inflation into account can be exploited to milk out better rewards. The only winning move is not to play, really - if you don't print money, you won't get inflation. Of course, that needs to be a central tenet of your game design - it means no "magical NPC trade", for example; and it makes NPC rewards tricky. Anything beyond a PC-run economy tends to produce inflation (NPCs become the Fed :P). | |
| Oct 19, 2015 at 11:37 | answer | added | helena4 | timeline score: -2 | |
| May 17, 2015 at 0:40 | comment | added | johnny | Get credit cards. It's not real money. Like in the real world, pay $10 a month forever. People think credit cards are magic and spend money like water. Have them as indentured servants to other players or "the bank." | |
| May 16, 2015 at 23:25 | answer | added | user3171652 | timeline score: 2 | |
| Sep 24, 2014 at 21:55 | comment | added | NauticalMile | A recent Extra Credits episode has discussed this precise topic. Definitely worth watching. | |
| Sep 24, 2014 at 19:14 | answer | added | Mineorbit | timeline score: 0 | |
| Oct 6, 2013 at 3:09 | history | tweeted | twitter.com/#!/StackGameDev/status/386689736271986688 | ||
| Aug 13, 2013 at 16:28 | comment | added | Joel Cornett | @TASagent: That's true. In order to avoid controlling for inflation, you would have to allow the prices of all in-game items to fluctuate. I suppose this might add unnecessary complexity to an otherwise simple MMORPG. | |
| Aug 9, 2013 at 22:16 | comment | added | TASagent | @JoelCornett: A problem can appear if you have fixed monetary rewards for some ingame activities like quests. Anything pegged to a specific value, like items you sell to merchants for a fixed value, or monetary quest rewards, rapidly lose value. Even fairly early in WoW, brand new players could sell a stack of the starting resources they just gathered for several gold, which covered far more than all of their costs for a while. | |
| Aug 9, 2013 at 13:53 | comment | added | eazimmerman | @JoelCornett that would hinder new players | |
| S Feb 1, 2013 at 16:29 | answer | added | Jonas Byström | timeline score: 1 | |
| S Feb 1, 2013 at 16:29 | history | made wiki | Post Made Community Wiki by Jonas Byström | ||
| Jan 12, 2013 at 20:45 | answer | added | RalphChapin | timeline score: 5 | |
| Jan 7, 2013 at 23:36 | answer | added | bmuk | timeline score: 1 | |
| Oct 5, 2012 at 14:54 | review | Close votes | |||
| Oct 11, 2012 at 3:02 | |||||
| Oct 4, 2012 at 22:55 | answer | added | Bognar | timeline score: 3 | |
| Aug 11, 2012 at 22:03 | comment | added | Joel Cornett | Why is inflation a bad thing? This shouldn't matter if you allow the prices of goods to adjust. | |
| Apr 29, 2012 at 19:50 | answer | added | Azaral | timeline score: 7 | |
| Nov 8, 2011 at 23:12 | comment | added | jcora | What is bad about money sinks? I have a post that I wrote on my blog (yannbane.blogspot.com/2011/09/economy.html) explaining how I plan to implement economy. Basically, the money can be spent by NPCs, not just the players. | |
| May 10, 2011 at 22:10 | answer | added | C. Fisher | timeline score: 3 | |
| Apr 29, 2011 at 16:59 | answer | added | user697111 | timeline score: 3 | |
| S Apr 29, 2011 at 13:55 | history | suggested | Grace Note♦ | CC BY-SA 3.0 | Thus far, [economy] is only used for in-game economy. Well, let's strengthen that by adding the only other in-game economy question we have. Oh, and just some tiny touch-ups to your question's grammar, hope you don't mind. ♪ |
| Apr 29, 2011 at 13:35 | review | Suggested edits | |||
| S Apr 29, 2011 at 13:55 | |||||
| Jan 21, 2011 at 19:09 | answer | added | FolksLord | timeline score: 6 | |
| Jan 5, 2011 at 8:43 | answer | added | user4153 | timeline score: 2 | |
| Sep 29, 2010 at 14:30 | answer | added | lathomas64 | timeline score: 5 | |
| Sep 25, 2010 at 22:51 | comment | added | jokoon | make the game simulate totalitarian communism. that will deflate prices ! | |
| Sep 22, 2010 at 23:41 | answer | added | Jethro Larson | timeline score: 1 | |
| Aug 25, 2010 at 21:27 | answer | added | davenpcj | timeline score: 4 | |
| Aug 25, 2010 at 2:19 | answer | added | lathomas64 | timeline score: 29 | |
| Aug 2, 2010 at 14:10 | answer | added | Kylotan | timeline score: 13 | |
| Aug 1, 2010 at 18:31 | answer | added | James | timeline score: 8 | |
| Jul 28, 2010 at 20:06 | answer | added | Manako | timeline score: 8 | |
| Jul 28, 2010 at 6:18 | answer | added | RCIX | timeline score: 5 | |
| Jul 23, 2010 at 16:03 | comment | added | Steven Evers | Remember that money sinks negatively affect players who don't put significant effort into farming or gathering money; so forced money sinks can be frustrating. | |
| Jul 23, 2010 at 15:20 | answer | added | Krisc | timeline score: 4 | |
| Jul 23, 2010 at 15:05 | answer | added | John Haugeland | timeline score: 63 | |
| Jul 23, 2010 at 0:11 | vote | accept | Tetrad | ||
| Jul 22, 2010 at 18:10 | answer | added | lacker | timeline score: 8 | |
| Jul 22, 2010 at 13:15 | answer | added | MrCranky | timeline score: 8 | |
| Jul 22, 2010 at 9:00 | answer | added | ZorbaTHut | timeline score: 23 | |
| Jul 22, 2010 at 7:36 | answer | added | Ben Zeigler | timeline score: 54 | |
| Jul 22, 2010 at 7:21 | answer | added | Hendrik Brummermann | timeline score: 6 | |
| Jul 22, 2010 at 6:07 | answer | added | Toeofdoom | timeline score: 8 | |
| Jul 22, 2010 at 5:50 | answer | added | Ian Schreiber | timeline score: 9 | |
| Jul 22, 2010 at 5:15 | answer | added | earok | timeline score: 3 | |
| Jul 22, 2010 at 5:10 | answer | added | beetlefeet | timeline score: 151 | |
| Jul 22, 2010 at 4:38 | answer | added | MrValdez | timeline score: 10 | |
| Jul 22, 2010 at 4:27 | comment | added | Prix | i am sorry for not being a help on the inflation issue but it is a very delicate issue to deal with ... for instance if you reduce the currency being droped for example it might affect all the items price to grow... i am yet to hear of any MMO that was able to have a good economy that favors players from level 1 to max level ... Yet you have to consider if there are bots in your game, for how long your players farm, base amount they usually sell, what is the most sellable product ... and a sort of things ... to come up with something to reduce the flood | |
| Jul 22, 2010 at 4:25 | comment | added | Prix | What about changing the location of the resource every X days and adding some sort of level or age scheme to it which would make players go out exploring more to find those and they would then need to extract what they found were there would right away usable resources while others would be unusable due to it is level or age or it would be usable for some but not all stuff. Having the age / level on the resources would cause players to have a harder time finding the good quality stuff. | |
| Jul 22, 2010 at 3:59 | answer | added | coderanger | timeline score: 2 | |
| Jul 22, 2010 at 3:56 | history | asked | Tetrad | CC BY-SA 2.5 |