![]() |
A Suggestion for a New Economy System - Printable Version +- Kiwike forums (http://kiwike.yottabyte.nu/forum) +-- Forum: Community (http://kiwike.yottabyte.nu/forum/forumdisplay.php?fid=5) +--- Forum: Bin (http://kiwike.yottabyte.nu/forum/forumdisplay.php?fid=27) +---- Forum: Kiwike: Revamped (http://kiwike.yottabyte.nu/forum/forumdisplay.php?fid=51) +----- Forum: Support (http://kiwike.yottabyte.nu/forum/forumdisplay.php?fid=55) +------ Forum: Suggestions (http://kiwike.yottabyte.nu/forum/forumdisplay.php?fid=61) +------ Thread: A Suggestion for a New Economy System (/showthread.php?tid=3214) |
A Suggestion for a New Economy System - geckosquid - 05-07-2012 Ok. Check it out: Player hires merchant. Player sets price (within a given range) for a range of items given to the merchant. Player pays a certain upkeep per month for the merchant to stay in said player's service. When player gives items to merchant, merchant gives player a quarter of the total price instantly, but only gives the player the rest of the money once the items have been bought. The merchant has a maximum inventory at any given time, so players can't just keep selling items infinitely. The merchant can hold a certain number of types of items at a time. The money from the merchant can be wired to a town instead of a player, allowing for town markets. This would be an ALTERNATIVE to chest shops, so chest shops would exist as well, should players prefer them. My account seems to be attached to the mobile version of the forums, so I can't make this a poll, but... Thoughts? Oh, and chest shops should only accept the types of items they are meant to sell, too, which fixes the original chest problem. RE: A Suggestion for a New Economy System - spenboy - 05-07-2012 i agree that chest should only hold their type of item, so i agree there RE: A Suggestion for a New Economy System - bvcxzmn - 05-07-2012 I like it RE: A Suggestion for a New Economy System - iDieForEXP - 05-07-2012 I think this is way to complicated. I like your last part about chests only accepting what they were meant to carry. Slap a 20 GN min/max average on the price and play it like the stock market. No need for NPCs and solves all the problems. RE: A Suggestion for a New Economy System - MainDigger - 05-07-2012 Fixed a poll for you. RE: A Suggestion for a New Economy System - geckosquid - 05-07-2012 Thanks! RE: A Suggestion for a New Economy System - iDieForEXP - 05-07-2012 To elaborate on my previous post, first) make it so chests can only hold what the shop sign above says it carries, and second) stock exchange. What I proposeis this: Have a person find the average of all the shops prices of say, diamonds. With that average you can then set a server wide price by saying you cannot charge under 20 GN or over 20 GN from the average price of diamonds. This will prevent people from charging outlandish prices to store items. Now, you may say, but player-made economies that fluctuate with supply and demand is what makes the server fun! Well, what if there was a continually updating log that records the price of every shop made, and takes the average? Every shop that doesn't fit within that 40 GN space can be automatically changed to the average. Back to supply/demand, if the log records the new average as 70 GN per diamond and all shops are within the 40, what if everyone gets a fortune pickaxe and mines tons of diamonds? The shop owners lower prices to stay competitive, and as they do that, the average as recorded in the log drops as well. Your shop sold diamonds for 65, average 70, diamond rush, someone sells diamonds for 50 now. The worldwide average changes, and now you can offer to sell for 45. With this system, the economy still is run by the players, but people cannot charge too much and abuse. It also adds a layer of realism so shop keepers can look at the average and get information on world wide values. Stock Exchange. The addition of NPCs will only cause confusion and lag. Ive already heard people complaining about lag at the inn. ((sorry for the typos, Im tired and on a phone ![]() RE: A Suggestion for a New Economy System - yottabyte - 05-07-2012 NPCs don't create more lag than any other entity, so I don't know where those complains are coming from. The idea of merchants that move across the map is really cool though, but maybe we can keep it separate from the shop chests. Problem with iDie's suggestion is inactive players leaving shops around that can ruin the average. Other than that, I quite like it. I also like the idea of being able to view what's in the chest and I don't believe it should be too hard to code (Don't quote me on that) Edit: Didn't notice this is an entirely different thread. Oops. RE: A Suggestion for a New Economy System - Cerce - 05-07-2012 ((This is an excerpt of a possible economic system that I proposed IC on another server. It was rejected, but a loud minority supported the theory. I have editted it to help with the integration in this specific server.)) Quote:It has been generally agreed upon that the economy of the various nations and societies within this great realm are of little economic strength. Money supply is unlimited to those that vote on a constant basis, and as such goldmean little to those that have already established themselves within a nation, or basically anyone with enough time to collect enough money from the various voters who have 'spawned' said money. ((ALTHOUGH THIS IS NOT ME ADVERTISING, I must state that I originally came up with this idea from Nations@War. Unless you enjoy PvP more than RP, don't go there - however, there are still quite the number of good stories that happen there. The reason I state this is because I originally posted it there, and I feel that I should give it the due respect that it has earned due to their influence on this matter)) RE: A Suggestion for a New Economy System - Crashlander04 - 05-07-2012 Quote:Therefore, I ask that the 'spawning' of money for the voting of this server be removed, and that the current level of gold, both in the banks and in the land, be maintained. In order to keep the economy alive in the event of mass buying of locks or other 'non-refundable' expenses, the money that nations and individuals spend on such plots would then be sent to the neutral territory of the inn and kiwiship dock, as well as the various 'spawns' that inhabit the land. This money would then be spent by the many (NPC) merchants of the land to acquire new wares to sell, which would then be used by nations to acquire other wares to sell, and the money received for selling these wares would then be used to locks, kiwiship liscences, and - in Age II - land plots, which would in turn come back to the neutral merchants. Even should locks never again be bought by any nation whatsoever, this new economic process of 'capping' the current amount of crowns would ensure a lively multinational economy, and encourage inter-continental trade and the exchanging of goods and services on a global scale. I had a brain fart there. |