Timeline for How to deal with "Scrooge McDucks" in my fixed-currency-amount game?
Current License: CC BY-SA 4.0
15 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 24, 2018 at 23:48 | vote | accept | Applekini | ||
| Aug 10, 2018 at 12:56 | comment | added | Nzall | Note: as a former player of Grepolis, I absolutely despised the mechanic by which other players were incentivized to attack my cities simply because I only play once a week and as such tend to have larger than usual material stockpiles. It actually made me stop playing after I got raided 6 times in one evening and lost 10+ levels in all my buildings and 90% of my materials. | |
| Aug 8, 2018 at 19:52 | comment | added | Marie | In addition to you points about potentially losing money and limited inventory space you could have banks that have a specific "insured" amount and a small chance for a random "robbery" to happen so poorer players wouldnt lose anything and richer players would have to gamble to store more money. | |
| Aug 7, 2018 at 16:11 | comment | added | aaaaa says reinstate Monica | in MMO i played quite a bit, one of the mechanisms was "rent" -- it would cost you $ to keep item in a hotel overnight. This allowed longer storage of items, as they had Offline and Online timers | |
| Aug 6, 2018 at 22:43 | comment | added | Stack Exchange Broke The Law | @Anoplexian Then you better not have a system whereby a player can just grab $100,000 of coins and log out. And then you'll have players complaining that you're forcing them to give away their money. (This is why most people agree it's easier to have a small amount of inflation, in real life, than to take away peoples' money) | |
| Aug 6, 2018 at 15:49 | comment | added | Anoplexian | As far as in-game reasons are concerned, you could market taxes and fees as being necessary for upkeep of the banking system and for holding an adventurers money for them. After all, it's impractical to hold $100,000 gold coins, so the only safe way to store your money would have to be with the bank. | |
| Aug 6, 2018 at 11:41 | comment | added | DMGregory♦ | @gaazkam I think immibis's point is that only some of the strategies described above - like the periodic tax - are able to dislodge wealth hoarded on dormant characters, while some of the other methods described are not. So an effective solution would likely want to include several of these (& other) methods, working in concert to ensure all the bases are covered. | |
| Aug 6, 2018 at 8:49 | comment | added | gaazkam | @immibis how? Couldn't we simply tax, let's say, 1% of a player's total currency per, let's say, two weeks? | |
| Aug 5, 2018 at 17:07 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Correcting spelling |
| Aug 4, 2018 at 13:02 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Adding clarifications |
| Aug 4, 2018 at 3:58 | comment | added | DMGregory♦ | @AlexandreVaillancourt Yeah, we used that as the textbook in a game economies class I taught. It wasn't my favourite though. I think it tried to be an economics text with a gloss of game-relevance and a lot of the explanations feel shoe-horned as a result ("let's examine the market activity of crafting apples for halflings" ...who "crafts" apples?). I think a straight-up Econ 101 text paired with some of Lehdonvirta's talks might do just as well. | |
| Aug 4, 2018 at 2:27 | comment | added | NotThatGuy | Whether wear on items is a good idea can be a discussion of its own. | |
| Aug 4, 2018 at 0:32 | comment | added | Stack Exchange Broke The Law | Remember that players can still hoard currency and then quit playing the game, thus not being subject to any fees, transaction taxes, or weight penalties. | |
| Aug 3, 2018 at 23:53 | comment | added | Vaillancourt♦ | That person also wrote a book about virtual economies. | |
| Aug 3, 2018 at 23:02 | history | answered | DMGregory♦ | CC BY-SA 4.0 |