Timeline for How do you prevent inflation in a virtual economy?
Current License: CC BY-SA 2.5
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 1, 2015 at 4:32 | comment | added | Dronz | Every Facebook game I've seen has had a money system where the non-real-money-based currency becomes meaningless after playing for a while, because they hand out imaginary money all the time even though it quickly becomes something you have more than the game offers you useful things to buy with it. | |
| Feb 1, 2013 at 16:29 | history | made wiki | Post Made Community Wiki by Jonas Byström | ||
| May 28, 2011 at 15:00 | comment | added | Kzqai | This also suggestss that the in-game currency (e.g. gold) should be seperate from the drop currency (e.g. items, minerals, gems) so that the exchange between the two can be adjusted. | |
| Sep 23, 2010 at 8:48 | comment | added | o0'. | yes, having the "paid" currency separated from the droppable one is vital | |
| Jul 22, 2010 at 18:10 | history | answered | lacker | CC BY-SA 2.5 |