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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