QMarkReal wrote:
"Did kankuro have all of his tricks when he was a genin? no!"

I don't think thats the point. The point should be there was a capability. I mean, look at Sasori. He was building puppets at a very young age.

Anyhow I don't really think people play Naruto games for the economy part of it. I know why I used to play them and it was because of the jutsus.

There are more than just jutsus in a game.
Kalzar wrote:
QMarkReal wrote:
"Did kankuro have all of his tricks when he was a genin? no!"

I don't think thats the point. The point should be there was a capability. I mean, look at Sasori. He was building puppets at a very young age.

Anyhow I don't really think people play Naruto games for the economy part of it. I know why I used to play them and it was because of the jutsus.

There are more than just jutsus in a game.

:), see and kalzar understands. Things dont have to be the way they are now. You gotta think outside the box.
Passive skills, good missions, alot of jutsus

mmm
My condolences to the poor suckers that happen to begin playing the game brand-new after everyone else has driven the economy into inflation hell...

What about those guys?

Sure, everyone who has been playing the game for a while might have 50 grand saved up, and might be able to purchase some of the items even at inflated prices... But what about the newcomers at this point? At this rate, they'll never be able to buy anything...
Masterdan, you might want to consider 'money sinks' as a supplement to your inflation system. I don't really know anything about Naruto, so I can't give you a precise example for that field, but plenty of MMOs use them.

WoW, for instance, has trade skills. Most people just buy up all the supplies they need on the Auction House (which are pretty high up there in cost per stack of reagent) to skill up, plus simply training the skill and recipes costs incrementally more.

EVE Online's another good example; Corporations are large player-driven groups (like clans, I suppose) that are intended to generate money. It costs the creator and administrators a ton of credits to form the Corporation and even more to learn all the appropriate skills to unlock the better aspects of it.

Pretty much any long-term 'project' a player can embark on that they perceive as being beneficial to them (either in money or ability) can have an associated cost to help keep control of the high-end players' pocketbooks. While you've probably already thought of this, you might also want to have the inflation system skip over characters that have less that X playtime. A group of daring players could potentially artificially reduce the inflation rate by rolling a bunch of new characters and spending all of their starting cash.

Just some food for thought.
Masterdan wrote:
Kirbys_big_fan wrote:
There should be a catch all passive jutsu to activate puppet stuff.
Just 1 jutsu, that shows the skill to activate stuff.

That just popped into my head.

im not really sure i understand, care to explain?

Just a technique to use the various parts on a puppet, maybe ranked by how hard it is to activate, or different things.

Small things like Kunai and Shuriken would be able to be used with really cheap skill, costing only like 200.

And as things get more advanced, like poison clouds and bombs, level 2. Then REALLY advanced things, like Sasori's scroll powered stuff, would take level 3.

Just my suggestion to the game. Take as you like.
Why not make an auction system with the majority of the more-than-decent items being player controlled by price? That way prices will fluctuate and you can still provide standard items at a standard price.
Kalzar wrote:
QMarkReal wrote:
"Did kankuro have all of his tricks when he was a genin? no!"

I don't think thats the point. The point should be there was a capability. I mean, look at Sasori. He was building puppets at a very young age.

Anyhow I don't really think people play Naruto games for the economy part of it. I know why I used to play them and it was because of the jutsus.

There are more than just jutsus in a game.

Didn't say there wasn't. As shallow as it is, that was my main reason for playing them. Didn't care about the summons, weapons, or guilds. Just cared about getting the best jutsus was all. Though its my preference, I'm sure its not everyone's preference.
SuperSaiyanGokuX wrote:
My condolences to the poor suckers that happen to begin playing the game brand-new after everyone else has driven the economy into inflation hell...

What about those guys?

Sure, everyone who has been playing the game for a while might have 50 grand saved up, and might be able to purchase some of the items even at inflated prices... But what about the newcomers at this point? At this rate, they'll never be able to buy anything...

well goku, thats why the low level items arent effected by inflation :)
O_o so puppet items stay the same price? Or just the average items you wuold buy like scrolls and wires?
Revolutionary!!!! Good idea. reason why must of the games on byond dont have this system is because they dont know exactly what or how a Economic system works rofl. children -.-
I don't think I'd enjoy playing a game where the economy had to be played like that. I don't like finding out that if I had of waited an hour I would have got the same item for a cheaper price, or that the hard work I put in is suddenly worth less than it was when I was doing it.
What you should be doing is draining money properly.

Make efficiency enhancement items such as chakra increasing tonics and expendable throwing weapons drain your wallet. You can go out and earn money without them, but to preform at your very best you'll need these items.
That way players with cash to burn have a place to burn it while players who are saving can sacrifice the luxury of having these items in order to maximize their profits.

This really hits hard at the source of your problem, players who have everything they need but continue earning at the same pace as those who are saving. They'll still generate too much money, but not to the same degree.

The key is to make the top level expendable items cost more than you'll earn if you go out using them. This has two major effects. The first is simple, money and saving money remains a useful function after you've got to the end.
The second isn't so obvious. Players who have reached the end usually turn to tormenting people with their PvP skills. This gets frustrating because they'll spend their entire time dominating PvP. Even players who enjoy PvP don't enjoy getting dominated by the same guy round after round.
With expendable enhancement items you dodge the problem by sending them off to earn money every now and then so they remain at top PvPing effectiveness.

It's a hard thing to balance out right, but I feel it'll give you a much better end result game-wide.
I completely agree with DarkView
I'm just happy you're on my side. There aren't many places where a naked ninja can store his expendable items, so anything that reduces the likelyhood of you throwing them at me is a bonus.
Um, but you'll have inflation jumping around everywhere. In the real world people can't log out, at one point in the day the inflation could be 0% and then suddenly even having five players logging on with large funds at their disposal(you're going to have like what? max 100 players online at a time) the rate will change to like 200%.

Doesn't work for something where players can log in and out on.
DarkView wrote:
I don't think I'd enjoy playing a game where the economy had to be played like that. I don't like finding out that if I had of waited an hour I would have got the same item for a cheaper price, or that the hard work I put in is suddenly worth less than it was when I was doing it.
What you should be doing is draining money properly.

Make efficiency enhancement items such as chakra increasing tonics and expendable throwing weapons drain your wallet. You can go out and earn money without them, but to preform at your very best you'll need these items.
That way players with cash to burn have a place to burn it while players who are saving can sacrifice the luxury of having these items in order to maximize their profits.

This really hits hard at the source of your problem, players who have everything they need but continue earning at the same pace as those who are saving. They'll still generate too much money, but not to the same degree.

The key is to make the top level expendable items cost more than you'll earn if you go out using them. This has two major effects. The first is simple, money and saving money remains a useful function after you've got to the end.
The second isn't so obvious. Players who have reached the end usually turn to tormenting people with their PvP skills. This gets frustrating because they'll spend their entire time dominating PvP. Even players who enjoy PvP don't enjoy getting dominated by the same guy round after round.
With expendable enhancement items you dodge the problem by sending them off to earn money every now and then so they remain at top PvPing effectiveness.

It's a hard thing to balance out right, but I feel it'll give you a much better end result game-wide.

I understand your point, and i fully agree that we need more expendable items to fuel the game economy. And it will be done later. Id be happy as punch to see the economy sit at really low inflation, if theres high inflation it shows to me that theres something wrong and ill take steps to fix it (add new things). Thats kind of the nice thing to having this, I can regulate the money supply with updates and such.
Worldweaver wrote:
Um, but you'll have inflation jumping around everywhere. In the real world people can't log out, at one point in the day the inflation could be 0% and then suddenly even having five players logging on with large funds at their disposal(you're going to have like what? max 100 players online at a time) the rate will change to like 200%.

Doesn't work for something where players can log in and out on.

Thats why inflation doesnt adjust Instantaniously, it changes incremently by a few percentage points per hour. Also the inflation rate doesnt change if the playecount dips really low, and theres a floor to how low it can go (50%). Dont worry ill keep a close eye on it and keep things regulated fairly :).
This Is a Good System Masterdan i will enjoy this alot Sorry if you mind me joining mist Buster Got me with a good Rank =D
Masterdan wrote:
SuperSaiyanGokuX wrote:
My condolences to the poor suckers that happen to begin playing the game brand-new after everyone else has driven the economy into inflation hell...

What about those guys?

Sure, everyone who has been playing the game for a while might have 50 grand saved up, and might be able to purchase some of the items even at inflated prices... But what about the newcomers at this point? At this rate, they'll never be able to buy anything...

well goku, thats why the low level items arent effected by inflation :)

Yeah, but no one wants to play a game where they only have any hope of buying low-level items...

Why would I want to sit around and save up money to buy something that older and richer players have inflated beyond my grasp? Why should I be punished and effectively barred from ever affording any of this stuff just because others have more money than they should?
SuperSaiyanGokuX wrote:
Masterdan wrote:
SuperSaiyanGokuX wrote:
My condolences to the poor suckers that happen to begin playing the game brand-new after everyone else has driven the economy into inflation hell...

What about those guys?

Sure, everyone who has been playing the game for a while might have 50 grand saved up, and might be able to purchase some of the items even at inflated prices... But what about the newcomers at this point? At this rate, they'll never be able to buy anything...

well goku, thats why the low level items arent effected by inflation :)

Yeah, but no one wants to play a game where they only have any hope of buying low-level items...

Why would I want to sit around and save up money to buy something that older and richer players have inflated beyond my grasp? Why should I be punished and effectively barred from ever affording any of this stuff just because others have more money than they should?

If inflation gets that out of control then ive done a poor job of creating new and better things to spend money on, ill never let inflation get that high because ill always have big more expensive items to effectively drain the economy. The economics system really should just basically set the price levels more appropriately to a time commitment to an item, it should take a few hours to save up and get an interesting high level item. With teh squad system too there really isnt a huge disparity on how much money people make. A genin can do A-rank missions so long as they get in a team with a Jounin, it shouldnt get too out of control so long as money gain is fairly constant and no huge exploits exist to break the economy. What i may have to do is make it so missions also pay adjusted to inflation, so that new players get paid more if the economy is in a shitty inflation situation, however im going to watch the economy closely and do what i need to.

Ohh ohh and goku you really gotta play GOA after the beta launch :O!
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