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P.S, there already is a skate park. |
There are easier ways to control the economy that doesn't piss off players. Crono has stated this, which I also stated before: give them stuff to buy.
Monthly rent on apartments, houses and such, perhaps even a system that has the player pay for the content in their house(a big screen TV would cost more than a small one, for example). If people have the money for something, they will buy it, the problem is there's nothing for these rich people to buy except inflated guns... guns get inflated because they're sparse and people have all that money to spend on it. If they were too busy paying house payments and perhaps insurance on a car, they wouldn't have the money to pay for an expensive ass gun, thus the guns would never sell at insanely high prices. |
Hell, we should create a government.
I have so many political ideas, and politics has never really been implemented in Era's Society. I myself would like to work for the government, reason being, I have a giant interest. The taxes from the citizens would then go to pulic places, perhaps lowering gun prices? Lowering Housing costs? |
Yay corrupt politics.
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There's tons to buy on era, the problem is that the supply drops too much, and people can make a huge profit reselling items. You need some other form to control money. People might not even notice their bank account losing a few bucks every day. What's $10 per day to someone with over 100k in their account, and ads 1k per week? |
Then the problem is supply and demand. That's the problem with Era last time I was on... you couldn't find any guns in the actual shops... thus, you had to buy them from players. That's a huge problem.
Also, like I said, people sell this stuff at insanely high prices because the money is there. They wouldn't be able to sell a locker at 5k if 5k was hard to come by. This is accomplished by having money sinks -- things meant to suck money out of the economy. Lots of stuff for sale. Lots. Houses. Cars. Monthly payments on the expensive stuff. If they're constantly spending their money, they have no way to build it up, thus they won't become incredibly rich, and as a result, people can't sell items at insane prices because no one will have that kind of money. |
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Come on, it's not that hard to close that loophole I bet if you do it you could fix the economy in a month or so. |
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I remember when one of the Managers (I think it was Andrew, he even had the "Angry Mob" guys hanging around it) threw in a scenario that involved cutting off the city from the suburbs of Southridge by having "terrorists blow up the bridge" as it's base storyline, and in order to get it fixed, a certain amount of money needed to be donated to the "Bridge Foundation" or something in order for it to be fixed, which was just as simple as reuploading a backup of the old, 'pre-destroyed' versions of those levels affected.
Fun things like these could have at minor impact on current player cash totals, especially since the rich people are likely the ones who currently own any houses in Southridge, and don't want to be cut off from their homes. I'm not saying repeat this scenario, but little mini-things like that get players attentions and takes from their pockets. |
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It was mostly Morgoth's idea though. And I think he only did it because he doesn't like Southridge at all. The idea to charge people 500k before fixing the bridge was Dai's or Mange's. |
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People want to have fun. |
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There is truth to making new content, though. Making new content masks the fact that you're taking away players' money, because they're getting something new out of it. But, that new content shouldn't be anything that players can just turn around and sell. |
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Getting rid of the whole stocked item thing would probably help a ton. |
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Home content should be tradeable if it's rare but what I'm suggesting first is having a base line of goods ranging from cheap to expensive that you can easily buy in a store. |
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Dammit, I made a long post and got that ****ing bad request and now the post is gone.
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Here I go again. After being a part of this thread I will sum up what I think will help the economy.
> Less player run shops, at least for weapons. Player run shops mean the money is going to players... that means no money is getting out of the economy. Furthermore, get rid of stocks in store. Stocks in store means limited supplies. Limited supplies mean players can buy out the whole stock and resell at high prices. BIG PROBLEM. That's where inflation comes in. Have infinite stock, that way players don't have to rely on other players for items, meaning no monopolizing. The only rare items should be far and few and won at events or such... not just because a player found a store that had them in stock and bought them all. > Money sinks. More content = more spending. More spending = less piling up. If players have nothing to buy, the money has nothing to do but pile up. It doesn't have to be huge content, or important stuff. Players will buy anything that is possible to buy. Costumes, hats, even stuff just to show off. > Target rich people. Rich people can afford houses... therefor, adding monthly rent will target them specifically. Add furniture as content with a price. If they want their interior to look nice, they have to pay for it. This will mean they have a constant place to put their money to use. > Fee their withdrawals. 5[percent] of withdrawals as a fee will encourage players to perhaps hold their money. This means larger drops, which means money being spread around. On the otherhand, if they choose to use the ATM regardless, large amounts will be hit hard, meaning large sums disappearing -- this is good. It balances itself out. |
i'll take the job guys
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All amounts will have a 5% fee. Amounts $10 or less will have a set $1 fee, to avoid abusing rounding up.
This way, even if they do $50 at a time to withdraw $5000, they're still going to lose 5[percent]. lol, I see you had to work around the percentage sign :P |
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There are no problems with player-run economies. The problem is that the "economic circle" isn't being completed, from what I've gathered from this thread. A player can make money, but there aren't many ways that the player loses money. Buying items from NPC shops doesn't destroy any money whatsoever; it just recycles it. NPC shops are essentially warehouses for players who buy items and sell them for profit. And that's really how it should work. I liked your idea of car insurance and your basic house-related bills. Stuff like that fits well with a modern server. Of course, you'd have to give people a reason to buy car insurance. I'm not sure how Era's cars work, but I'm going to assume that they don't get in wrecks. |
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Era relates to Wii's. Wii's are sold in stores, and Nintendo is meeting supply. There is a one per household regulation(which is absent on Era... ) to avoid people buying them all out... but however they are, they still are. Now a $250 product is selling for $500 on ebay(which shows these people having stacks of Wii's) because you can't get them anywhere else. The same thing happens on Era... and I don't think any amount of regulation or adjustment to the economy is going to stop people from buying out all the items and reselling them at higher prices. |
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The basic guns (pistol, uzi, ak47, shotgun) do have a near unlimited stock. They stock up to a certain amount every so often. |
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Why not make player-run businesses have difficulties, needing more lead/iron and other stuff etc. Possible failure building stuff.
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The only content that we can guarantee most players will buy is new guns. Most players ignore cars, houses, etc. And they'll only buy the new gun if it's better than the old gun. So eventually we run into a problem (that we're already kind of in) where everybody is using guns with stats so high that anything higher would be excessively lame. The other problem is that even if we keep the new items stocked, after a few are bought players will start selling them for whatever the shop price is minus a few thousand, so nobody has any reason to buy anymore from the shop now, because they can get it for cheaper from players who have already bought it. In an attempt to circumvent that problem (since it has been a problem for a long time) I suggested making a pawn shop that buys back items for 75 percent of their shop value, which should prevent the street value of items from ever dropping too low, and since the bought-back items would be removed from circulation more will need to be bought. Downside being that it does create money out of nowhere to actually buy the items back from the players in the first place. As other people have suggested the only real way to fix the economy is to have reoccuring small fees that completely remove money from play (e.g. house upkeep costs). The idea of adding a chance to fail when making an item isn't bad either, but I think that might be too annoying. |
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Long story short: there should be an infinite supply of items. |
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a) you raised the prices of the stock normal ones b) you stopped adding new cars c) you didn't develop new things to do for cars (upgrades, races, more passenger seats etc) or just all the above. Correction, it is all of the above. They ignore playerhouses because you haven't given them a reason to actually buy one. It's the staff's job to offer features that will increase the demand of something, like say, a playerhouse. Quote:
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But see, if we have all the guns stocked, then people will be able to AFFORD all the guns, and then people will be able to play fair.
Think of it this way, if everyone can get anything, then why would they complain? |
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