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A Suggestion for a New Economy System
05-17-2012, 02:26,
Post: #51
RE: A Suggestion for a New Economy System
(05-17-2012, 01:45)Crashlander04 Wrote:
(05-17-2012, 01:41)geckosquid Wrote:
(05-17-2012, 01:17)CapBubba Wrote: Now, I'm just a regular RPer, but I enjoy old school RP and old school interactions. I see RP not as an RPG (as most see it) where you garner items for the hell of it and grind for XP. I see RP as the interaction between players and characters in an enviroment and the results that happen forming stories and feelings between those characters.

And making the trade system autonomous removes a critical aspect of that.

Traders and a Trading Guild are huge opportunities for RP and character development. Messages and news of distant lands are traded ICly, rumors and hintings at darker things are mentioned as a character trades for items, and resources you lack can be traded from another kingdom.

If Kiwikeships were so much less laggy, even more opportunities arise. Perhaps the infamous Joe the Sod Merchant floats around on his dodgy float, or an agent of the great Trade Baron floats in on his elegant ship, trading for mass amounts of diamonds. While the agent is focused on making dosh and leaving, Joe will stay for as long as wants, sharing news and drink for hours. Either one gives rise to such great RP plots.

As the tech goes further on in Kiwike, instead of just being traders, maybe the become liaisons between nations. Nation A has Reeds and Nation B has leather. So they hire a merchant ship to transport a mass amount of goods between the two, or one to the other. Money still passes hands and RP still occurs.

Maybe Nation A doesn't even know about Nation C until faithful Joe shares the news as he imbibes in drink. Suddenly Nation A can ask the Merchants to open negotiations with Nation C, and a new alliance is formed. How else would someone learn about a nation unless visiting the Inn, which nations would put on low priority.
And when it comes to PvP, maybe you have your arms dealer faction too? Bring in armor and swords, making money on the higher prices in the warring nations. Potions of destruction transported from out of location means that the enemy can't capture your resources the conventional way. But if they pay the higher price, guess who is out of potions?

Now, because of the fact that trading is run by players instead of NPCs, there wouldn't be a standardization. The server would have to give that up for the sake of RP, but in my opinion, I see that as a worthwhile sacrifice, especially given the fact that as an RP server, aspects and elements should lead to RP, and not to resource mongering.

This.

That.

ThatThis.
Reply
05-17-2012, 03:05,
Post: #52
RE: A Suggestion for a New Economy System
(05-17-2012, 02:26)NLewis Wrote:
(05-17-2012, 01:45)Crashlander04 Wrote:
(05-17-2012, 01:41)geckosquid Wrote:
(05-17-2012, 01:17)CapBubba Wrote: Now, I'm just a regular RPer, but I enjoy old school RP and old school interactions. I see RP not as an RPG (as most see it) where you garner items for the hell of it and grind for XP. I see RP as the interaction between players and characters in an enviroment and the results that happen forming stories and feelings between those characters.

And making the trade system autonomous removes a critical aspect of that.

Traders and a Trading Guild are huge opportunities for RP and character development. Messages and news of distant lands are traded ICly, rumors and hintings at darker things are mentioned as a character trades for items, and resources you lack can be traded from another kingdom.

If Kiwikeships were so much less laggy, even more opportunities arise. Perhaps the infamous Joe the Sod Merchant floats around on his dodgy float, or an agent of the great Trade Baron floats in on his elegant ship, trading for mass amounts of diamonds. While the agent is focused on making dosh and leaving, Joe will stay for as long as wants, sharing news and drink for hours. Either one gives rise to such great RP plots.

As the tech goes further on in Kiwike, instead of just being traders, maybe the become liaisons between nations. Nation A has Reeds and Nation B has leather. So they hire a merchant ship to transport a mass amount of goods between the two, or one to the other. Money still passes hands and RP still occurs.

Maybe Nation A doesn't even know about Nation C until faithful Joe shares the news as he imbibes in drink. Suddenly Nation A can ask the Merchants to open negotiations with Nation C, and a new alliance is formed. How else would someone learn about a nation unless visiting the Inn, which nations would put on low priority.
And when it comes to PvP, maybe you have your arms dealer faction too? Bring in armor and swords, making money on the higher prices in the warring nations. Potions of destruction transported from out of location means that the enemy can't capture your resources the conventional way. But if they pay the higher price, guess who is out of potions?

Now, because of the fact that trading is run by players instead of NPCs, there wouldn't be a standardization. The server would have to give that up for the sake of RP, but in my opinion, I see that as a worthwhile sacrifice, especially given the fact that as an RP server, aspects and elements should lead to RP, and not to resource mongering.

This.

That.

ThatThis.

Alright, well. Seeing as I already have three supporters, let me expand upon the implementation of this idea. I finally got home after my 2 hours of Trig and discussed it with my Mother (A gamer and experienced RPer herself) and we ended up having quite a few useful ideas of how to get this started.

It all comes down to one aspect to get this ball rolling:
A strong RPer who can crunch numbers and is a good teacher.

This man(or woman) becomes the Trader King (Or whatever title is decided) and is given a decent Kiwikeship and a decent amount of funds. He has to pay back all of this at some point, but it really doesn't have to be soon. The point is more focused on getting a Traders Guild initiated, rather than giving someone an unfair advantage. If this person really is good enough to become the Trader King, he wouldn't abuse this new privilege.

This person now begins trade relations and greetings between the current settlements (Seeing as they aren't yet technically towns, we aren't in Tech Level II yet) and making new trade agreements and getting general stocks on the people. Then begins the next stage of the plan:
Recruitment.

The Trader King now has to begin recruiting new players to help serve as his assistants. Liaisons in the settlements themselves, shiphands to make trades easier, even simply labour to shift the goods onto the Kiwikeship. They begin learning from the Trader King, understanding how trading is to work, and how to make a profit while maintaining good relations.

When this training and learning reaches a certain point, this Trader King either loans or simply gifts a small, simple Kiwikeship to a select few people, those who have learned the most and show the promise of becoming expert traders themselves. With these new vessels and freedom of their own, these merchants can begin carving their own piece of the land, or strengthening the guild already established. This freedom is what the idea is about, and trying to force someone to continue on a path is a bit hypocritical. (And can you imagine the prospect of trader Turf Wars? Would be pretty nasty for a war to start over a very small but rich settlement.)

Now, with all these people wandering about in their fancy flying dirigibles, how does the common man find access to trade himself? Well that's where The Bazaar comes in.

The Bazaar would be an area nearby to the Inn, a central part of the world. Two days in a week, The Bazaar would be a gathering of traders so that way any player can enter and buy either rare supplies or buy in bulk. One day would be a weekend, so that way it could be a larger event with most people there, and one mid-week, so people don't have to wait a full week to buy from The Bazaar. At The Bazaar, it could be a very large event, or at least decently sized, where a large amount of people gather. Liaisons of settlements (and towns and nations later on) try to make deals with traders, while traders sell goods or make new deals themselves. Fledgling traders can occupy a stall as well, selling whatever goods they can to make a small profit and a name for themselves. And with such a large amount of people in one location, RP is bound to happen.

With such a strong person acting as a figurehead for a venture, Trader Guilds can become a very legitimate thing, and with The Bazaar backing it up, Player Run Trade can be a very strong RP catalyst, focus, and even a major plot part, while providing the trade necessary for the server.

"I wish I wish
Upon a fish
That I may have
Another dish."
Reply
05-17-2012, 03:11, (This post was last modified: 05-17-2012, 03:27 by bvcxzmn.)
Post: #53
RE: A Suggestion for a New Economy System
(05-17-2012, 03:05)CapBubba Wrote:
(05-17-2012, 02:26)NLewis Wrote:
(05-17-2012, 01:45)Crashlander04 Wrote:
(05-17-2012, 01:41)geckosquid Wrote:
(05-17-2012, 01:17)CapBubba Wrote: Now, I'm just a regular RPer, but I enjoy old school RP and old school interactions. I see RP not as an RPG (as most see it) where you garner items for the hell of it and grind for XP. I see RP as the interaction between players and characters in an enviroment and the results that happen forming stories and feelings between those characters.

And making the trade system autonomous removes a critical aspect of that.

Traders and a Trading Guild are huge opportunities for RP and character development. Messages and news of distant lands are traded ICly, rumors and hintings at darker things are mentioned as a character trades for items, and resources you lack can be traded from another kingdom.

If Kiwikeships were so much less laggy, even more opportunities arise. Perhaps the infamous Joe the Sod Merchant floats around on his dodgy float, or an agent of the great Trade Baron floats in on his elegant ship, trading for mass amounts of diamonds. While the agent is focused on making dosh and leaving, Joe will stay for as long as wants, sharing news and drink for hours. Either one gives rise to such great RP plots.

As the tech goes further on in Kiwike, instead of just being traders, maybe the become liaisons between nations. Nation A has Reeds and Nation B has leather. So they hire a merchant ship to transport a mass amount of goods between the two, or one to the other. Money still passes hands and RP still occurs.

Maybe Nation A doesn't even know about Nation C until faithful Joe shares the news as he imbibes in drink. Suddenly Nation A can ask the Merchants to open negotiations with Nation C, and a new alliance is formed. How else would someone learn about a nation unless visiting the Inn, which nations would put on low priority.
And when it comes to PvP, maybe you have your arms dealer faction too? Bring in armor and swords, making money on the higher prices in the warring nations. Potions of destruction transported from out of location means that the enemy can't capture your resources the conventional way. But if they pay the higher price, guess who is out of potions?

Now, because of the fact that trading is run by players instead of NPCs, there wouldn't be a standardization. The server would have to give that up for the sake of RP, but in my opinion, I see that as a worthwhile sacrifice, especially given the fact that as an RP server, aspects and elements should lead to RP, and not to resource mongering.

This.

That.

ThatThis.

Alright, well. Seeing as I already have three supporters, let me expand upon the implementation of this idea. I finally got home after my 2 hours of Trig and discussed it with my Mother (A gamer and experienced RPer herself) and we ended up having quite a few useful ideas of how to get this started.

It all comes down to one aspect to get this ball rolling:
A strong RPer who can crunch numbers and is a good teacher.

This man(or woman) becomes the Trader King (Or whatever title is decided) and is given a decent Kiwikeship and a decent amount of funds. He has to pay back all of this at some point, but it really doesn't have to be soon. The point is more focused on getting a Traders Guild initiated, rather than giving someone an unfair advantage. If this person really is good enough to become the Trader King, he wouldn't abuse this new privilege.

This person now begins trade relations and greetings between the current settlements (Seeing as they aren't yet technically towns, we aren't in Tech Level II yet) and making new trade agreements and getting general stocks on the people. Then begins the next stage of the plan:
Recruitment.

The Trader King now has to begin recruiting new players to help serve as his assistants. Liaisons in the settlements themselves, shiphands to make trades easier, even simply labour to shift the goods onto the Kiwikeship. They begin learning from the Trader King, understanding how trading is to work, and how to make a profit while maintaining good relations.

When this training and learning reaches a certain point, this Trader King either loans or simply gifts a small, simple Kiwikeship to a select few people, those who have learned the most and show the promise of becoming expert traders themselves. With these new vessels and freedom of their own, these merchants can begin carving their own piece of the land, or strengthening the guild already established. This freedom is what the idea is about, and trying to force someone to continue on a path is a bit hypocritical. (And can you imagine the prospect of trader Turf Wars? Would be pretty nasty for a war to start over a very small but rich settlement.)

Now, with all these people wandering about in their fancy flying dirigibles, how does the common man find access to trade himself? Well that's where The Bazaar comes in.

The Bazaar would be an area nearby to the Inn, a central part of the world. Two days in a week, The Bazaar would be a gathering of traders so that way any player can enter and buy either rare supplies or buy in bulk. One day would be a weekend, so that way it could be a larger event with most people there, and one mid-week, so people don't have to wait a full week to buy from The Bazaar. At The Bazaar, it could be a very large event, or at least decently sized, where a large amount of people gather. Liaisons of settlements (and towns and nations later on) try to make deals with traders, while traders sell goods or make new deals themselves. Fledgling traders can occupy a stall as well, selling whatever goods they can to make a small profit and a name for themselves. And with such a large amount of people in one location, RP is bound to happen.

With such a strong person acting as a figurehead for a venture, Trader Guilds can become a very legitimate thing, and with The Bazaar backing it up, Player Run Trade can be a very strong RP catalyst, focus, and even a major plot part, while providing the trade necessary for the server.

Lucky, your parents play video gamesSoMuchWin. My parents think that video games came from hell to eat people's brainsSad. Anyways, that sounds like a cool idea, but having the bazaar in only one place on the server doesn't sound like it will have the most access to people (I don't want to travel 2000 or so blocks whenever I want to get stuff from there). The traders should travel around to different places and have multiple bazaars to sell stuff. That way people will go on the day that the traders are closest to them and not have to travel so far and they will still RP with people.

1% OF THE POPULATION CONTROL 99% OF THE FORCE

OCCUPY DAGOBAH
Reply
05-17-2012, 03:17,
Post: #54
RE: A Suggestion for a New Economy System
(05-17-2012, 03:11)bvcxzmn Wrote: -Snip-

Lucky, your parents play video gamesSoMuchWin. My parents think that video games came from hell to eat people's brainsSad.

Yeah. Both mom and dad. Been pretty advantageous to doing quite a few things. Getting an Xbox and gaming PC one of them.

"I wish I wish
Upon a fish
That I may have
Another dish."
Reply
05-17-2012, 03:34,
Post: #55
RE: A Suggestion for a New Economy System
(05-17-2012, 03:11)bvcxzmn Wrote: Anyways, that sounds like a cool idea, but having the bazaar in only one place on the server doesn't sound like it will have the most access to people (I don't want to travel 2000 or so blocks whenever I want to get stuff from there). The traders should travel around to different places and have multiple bazaars to sell stuff. That way people will go on the day that the traders are closest to them and not have to travel so far and they will still RP with people.

dude, most vets' on this server will generally walk over 6000 block to get places, may wanna invest in some better shoes.

I personally think one central fortified bazaar (besides town markets of course) would be awesome - where like, all market stands and shops could go for international or nomadic trade - instead of a bunch of separated individual stalls (or department stores in Cell's case) lying within 200 blocks of the inn in a disorganized fashion.

[Image: britgif.gif]
Reply
05-17-2012, 04:13,
Post: #56
RE: A Suggestion for a New Economy System
I was thinking of having The Bazaar be more of an event, and then the Traders determined wherever they want to go. Maybe they go to your settlement, maybe your house, or maybe they just don't like your biome. They are still players, so it's up to them.

"I wish I wish
Upon a fish
That I may have
Another dish."
Reply
05-17-2012, 05:24,
Post: #57
RE: A Suggestion for a New Economy System
*Leaves thread* Too much anti-Minecraft here... awayyyyyyyyy
Reply
05-17-2012, 16:08,
Post: #58
RE: A Suggestion for a New Economy System
It's a great idea, but implementation would be difficult. Like what was previously said, Kiwiships aren't exactly the fastest things in the land, and having these items would make you a target for raiders looking to cash in. Many people are trying to make their own bazaars or stores, and I expect that they will again become dominant after Age 2 comes and people don't have to be so paranoid

Leech: Moderating the wiki for over 75 years
[Image: QZj44.gif]
Reply
05-17-2012, 18:13,
Post: #59
RE: A Suggestion for a New Economy System
(05-17-2012, 05:24)Ian25 Wrote: *Leaves thread* Too much anti-Minecraft here... awayyyyyyyyy

*Leaves thread* Too much reading here... awayyyyyyyyy

[Image: attachment.php?aid=52]
Reply
05-17-2012, 22:36,
Post: #60
RE: A Suggestion for a New Economy System
(05-17-2012, 16:08)Leech Wrote: It's a great idea, but implementation would be difficult. Like what was previously said, Kiwiships aren't exactly the fastest things in the land, and having these items would make you a target for raiders looking to cash in. Many people are trying to make their own bazaars or stores, and I expect that they will again become dominant after Age 2 comes and people don't have to be so paranoid

But all of this is up to people to RP themselves, which is what the goal is. I'm offering an alternative to the normal Chest/NPC Merchant so as to offer an RP chance when simply buying and selling goods, as well as open up an entirely new area in which to RP.

"I wish I wish
Upon a fish
That I may have
Another dish."
Reply


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