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MMOG Economics (EQ versus JG)

 
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MajorFreak
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PostPosted: Mon Jan 06, 2003 9:39 am    Post subject: Reply with quote

here's something else i found on MMOG economies while on a google search: it's the best one i've found so far and i've spent all this time looking.

http://www.eqii.com/forums/viewthread.php?tid=938
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BaadF00d
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Joined: 01 Feb 2002
Posts: 273

PostPosted: Mon Jan 06, 2003 11:55 am    Post subject: Reply with quote

The discussion between the difference between trivilization and faucet economies is interesting, but almost irrelevent to Jumpgate.

Most other MMORPGs focus on PvM - it is rare for players to die, and even when they do (at the hands of other players) they keep their gear. There is thus a tremendous potential for the buildup of gear in the economy.

Jumpgate is very much by design a faucet/drain economy by design as it is strongly PvP, and player deaths explicitly remove gear (and cash) from the game.

the thing not mentioned in the linked thread, is that in faucet/drain games its important to match the faucet to the drain :- if the faucet is bigger than the drain, then the game fills up with stuff anyway (like in a trivilization econ) if the drain is bigger than the faucet - then the player base becomes poorer overtime - presumably as they lost the higher powered items they will lose the ability to kill the bigger monsters - eventually the game degenerates to the players running around with the minimum denominator (clubs?).

Jumpgate has a huge faucet, and a very small drain. It also doesnt have the reliance on "uber" hard to find gear - with the exception of arti's - but usually arti's are not necessary.

Actually, artifacts and unique items are reduced in value in a faucet/drain economy as players cannot hang onto the items, so cannot allow themselves to become dependent on them (this is the argument againt faucet/sink economies by the EQ players).
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