Timeline for How to deal with "Scrooge McDucks" in my fixed-currency-amount game?
Current License: CC BY-SA 4.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 12, 2018 at 2:03 | comment | added | can-ned_food | @Cubic limits on stack sizes and encumbrance also help there. | |
| Aug 12, 2018 at 2:00 | comment | added | can-ned_food | In the real world, sometimes wealth gets buried in under old barns or in a dried wells, rather than bequeathed. You can do that in a game, too. | |
| Aug 9, 2018 at 15:03 | comment | added | Cubic | @Rogem Not necessarily, I've played several MMOs with trade taxes and alternative currencies were never established in these; The convenience of money (available in large quantities, can be used for NPC vendors, already agreed on to be valuable by all players) simply trumped the small losses in tax. | |
| Aug 8, 2018 at 11:12 | comment | added | Philipp | @DmitryGrigoryev A constant money economy could still see inflation or deflation when the supply and demand for goods fluctuates. Although the community would likely perceive it as price fluctuations and not an inflation/deflation. | |
| Aug 8, 2018 at 10:38 | comment | added | Dmitry Grigoryev | @Abigail Wouldn't the absence of inflation be an intrinsic requirement for a closed money system? | |
| Aug 8, 2018 at 8:01 | comment | added | Dmitry Grigoryev | @Abigail Then it wouldn't be closed money system anymore. | |
| Aug 7, 2018 at 8:43 | comment | added | user39208 | If P2P transactions are taxed, players will simply use something else as the de facto currency, e.g. health potions or arrows. | |
| Aug 6, 2018 at 18:48 | comment | added | Tahlor | I agree negative interest would be seen...negatively. Even if the negative interest offsets one's spending power by the same amount an inflationary economy would have implicitly diminished their wealth, players will hate you for it. | |
| Aug 6, 2018 at 8:44 | comment | added | Valthek | It doesn't and wasn't meant to. But it is a consideration worth keeping in mind. | |
| Aug 6, 2018 at 8:41 | comment | added | Philipp | @Valthek But how does either of that fix the problem of currency getting frozen on dead accounts without breaking the premise of having a fixed amount of currency in the game? | |
| Aug 6, 2018 at 8:30 | comment | added | Valthek | Negative interest is a good idea, but falls in the same category as the early iterations of World of Warcraft's resting system: It feels like a penalty and is especially bad for returning players who will see a good chunk of their acquired cash go up in smoke. Instead, a tax applied to player-on-player transactions, and no tax on NPCs (and perhaps one or two tax-evading merchants who offer higher buy-pricing, when they can be found) has a more 'realistic' feel, as well as providing an incentive for players to find the 'good' merchants. | |
| Aug 4, 2018 at 9:58 | history | edited | Philipp | CC BY-SA 4.0 | deleted 6 characters in body |
| Aug 4, 2018 at 9:51 | history | answered | Philipp | CC BY-SA 4.0 |