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  #16  
Old 02-10-2007, 10:39 PM
Draenin Draenin is offline
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Gunbound was able to pull it off, but that's mainly because you don't lose equipment and other stuff you buy. Same idea goes with Second Life. (Unless you trash what you have.)
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Old 02-10-2007, 11:31 PM
Torankusu Torankusu is offline
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Originally Posted by Draenin View Post
Gunbound was able to pull it off, but that's mainly because you don't lose equipment and other stuff you buy. Same idea goes with Second Life. (Unless you trash what you have.)

Look at the type of gameplay Gunbound is associated with.
Now go and find screenshots of Graal 1.41
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Old 02-11-2007, 12:14 AM
Draenin Draenin is offline
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Originally Posted by Torankusu
Look at the type of gameplay Gunbound is associated with.
Now go and find screenshots of Graal 1.41
Gunbound is essentially sessions of multiplayer fighting. The only thing really setting them apart that much is that Graal takes place in a world, rather than sessions, and material gains can be lost.
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Old 02-11-2007, 12:53 AM
Torankusu Torankusu is offline
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Graal takes place in a world, rather than sessions, and material gains can be lost.
Well, you caught on. Yeah, it takes place in sessions, but Graal has a world you can usually wander around on your own in your own free time. There are also a lot more elements that differentiate the uses of the games' economies.

For the most part, this document is alright, but for a successful economy to be pulled off, the economy would almost have to not be significant enough to be relied on to maintain player interest.

That's about as simple as I can think to explain it.
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Old 02-11-2007, 12:57 AM
Inverness Inverness is offline
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Ah, this is a very good resource, and will assist me greatly as my Arkland project progresses. I think I will make my system similar in structure to the one featured in X3: Reunion.
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Old 02-11-2007, 04:54 AM
konidias konidias is offline
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Originally Posted by Torankusu View Post
For the most part, this document is alright, but for a successful economy to be pulled off, the economy would almost have to not be significant enough to be relied on to maintain player interest.
I agree. This isn't "how to make a successful server" just an economy. You need a lot more than economy to have a successful server, but if your economy is bad or non-existent, you're going to lose players or end up in reset after reset.

It's possible to have a server with absolutely no economy, but it would take someone very skilled and with a lot of creativity to be able to make it and have it compete against servers with economies.

People have come to expect some sort of economy from a server... Even in the smallest form. It's not like it isn't fun to buy and sell items. It just isn't fun doing repetitive jobs to earn money. Fixing that, an economy isn't a big problem.
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