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AuthorFixing in-game economy?
In my eyes the most obvious way to keep gold in the game is to open facilities for every item and shut down the item shop entirely.

I believe in time admins will do so. Probably in conjunction with the battle clans and the player owning of facilities. Not only does this go together, but doing so will be a big project.
+1
Two word to describe the importance of this thread: GOLD CYCLE

Like Pantheon said,
Minor Flaws:
1. Deciding what resources and number to replace each shop art.
a.) This could increase/decrease the current shop art price.
b.) Why x gems and y ore? Why not y mercury and x wood?


Why not standardize that all of those arts must require all resources, just different amount? Problem b.) solved.

As for a.), just a small increase or decrease wouldnt hurt much.

On another note, rare resources will be the sought after item on the market.
Maybe more mines should be located throughout the empire, to contain the price of hard-to-get resources (the mercury shortage in mind). With that, there will be a suggestion of another Sulfur Dune, as well as gem and crystal mines.

My only problem with the 'economy' is elevated element prices. And please don't start preaching about 'supply and demand'.
This I feel is down to the mercenary quests section, and not really part of the larger economy. I'm not saying it doesnt affect the economy, it just isnt involved in the cycle of gold from the players to the mines.

- Map factories sell mostly useless artifacts, while high-level players buy from the Artifact shop, drawing resources away from the map.
True, and one way of altering this problem is through Kotrin's suggestion. Like I said, the gold cycle is the main issue.

Cheers all =)
but does it worth the typing effort
I love typing! hehe
In my eyes the most obvious way to keep gold in the game is to open facilities for every item and shut down the item shop entirely.

I agree, but fixing the economy this way requires a massive game update. Have you ever bothered counting how many artifact shop items should be present as factories? It would make existing map areas awfully crowded. Not a problem in itself, but what would admins fill new map areas with?

Im my humble opinion, Admins plan to release new map factories only as new map areas unveil. That's what they did on .ru server and probably what they expect here.

But first and foremost, creating new map factories is a much bigger change than just switching artifact cost from mixed gold/resources to resources only.

Anyway, for the moment the point is moot since mines have been refilled. ^_^
Why not standardize that all of those arts must require all resources, just different amount? Problem b.) solved.


All that does is just make usage of resources from shop arts even. It doesn't take into account how certain resources are used more than others from existing demand. And it also doesn't take into account how some resources are produced more than others.

As for a.), just a small increase or decrease wouldnt hurt much.

Like you said, not much, but I'm sure there will be some complaints about the change in cost. Only a minor issue though.
+1
All that does is just make usage of resources from shop arts even. It doesn't take into account how certain resources are used more than others from existing demand. And it also doesn't take into account how some resources are produced more than others.

Hmmm, you do have a point there, but with the thinking of making sure the usage is balanced with the output. Say, if there is only one sulfur dune to 2 crystal caverns, then the ratio of usage should be 1:2. Obviously such resources like wood and ore would be needed more due to higher output. :)


some complaints about the change in cost. Only a minor issue though.

Normally I would complain too, but its the same case as not having enough gold in the first place. Enrolling is the way to go. Heh^^
Say, if there is only one sulfur dune to 2 crystal caverns, then the ratio of usage should be 1:2

It's slightly more complicated because some facilities have more worker places than others. Moreover, if several facilities are in a single location, workers tend to split between them. And if there's even a slight wage difference, this facility will get 80% of workers. finally, some arts are more often acquired than others... So it should get some fine-tuning if we hope to have it running smoothly, without human intervention, for, say, one year...

But it'll certainly better than current situation where admins have to refill sulfur dune every couple weeks.
+1
shut down the item shop entirely.

i had no idea u can buy items at the artifact shop. all mine say "alt. purchase site"
i had no idea u can buy items at the artifact shop. all mine say "alt. purchase site"
At your level yes, not at higher levels.
+1
+1
+1 to idea

1) yes, artifact shop should be closed
2) monopoly (without any intervention of admins, now matter how crazy prices it would be) would be a real bussines strategy in this game (this is war and money game, and the part 'money' is completely missing now, i.e. it has to be some big monopolies and the prices should be sometimes crazy - only then we will have a good economy, because 'supply and demand' will start working)
-1 to idea.

The economy should flow like a water system. Every pipe has to be in place, and no one area should pool and collect together and not pass on. What we have are missing pipes(buildings and artifact shop) and puddles(players who just enroll) We can add the pipes by directing gold and resources made by buildings to either Empire or spread evenly among mines, and eliminate pooling players by adding demand.

I don't think removing the artifact shop is the answer. It actually adds demand(Lower prices on artifacts). As you can see, the stocks are completely empty, and probably have been for a while. If the money and resources that go to buildings or artifact shop flow somewhere else instead, it might help stop inflation by keeping a tight and closed system.
for Noxous:
If I understand correctly you are saying that we should have a game without any economical aspects?

For example, a perfect game for you is this:
- Hauberk is never a problem to buy, because it is always there and the price is always the same
- resources also not a problem (always there, and always the same price), i.e. resources actually would be THE SAME as some bigger gold pieces

Do you really mean that?
If so, then this game should be renamed to "Lords of War" instead of "Lords of War and Money".

I hope that in this game will face some very big economical crisis, which means that some of us will earn a huge amount of gold and other will lose it.
This part of the game would be "Lords of Money".
Imagine when you buy Hauberk for 5000 and tomorrow sell for 20000 (or the opposite :) ).
I would prefer the money aspect to be secondary, not primary.
For Robai:
You have misunderstood me entirely.

I'm simply saying that for the economy to work, the money has to be flowing. In order for it to flow, it has to flow to somewhere else, and do it continuously. The simplest way of doing that is by having a demand. The artifact shop provides demand, which is artifacts for cheaper prices. The problem with the artifact shop is that the money and resources sent to it simply disappear. This creates a hole in our economy. This is where all the money disappears.

What I'm saying is that the money that people spend in the artifact shop should instead flow to somewhere else. Money in the real world doesn't just disappear, and neither should the money in Lords of War and Money.

For example:
-Player buys a Hauberk at the artifact shop for 4,000 gold, 6 ore and 5 mercury.
-The artifact shop stores the gold, ore, and mercury in it's own "private account".
-When the artifact shop runs out of Hauberks, it purchases more from the factory, refilling the factory gold in a realistic fashion.
-Player buys a Hauberk at the artifact shop for 4,000 gold, 6 ore and 5 mercury.

That is a very basic example of a closed economy.

We are simulating a world crisis in the economy, and I am suggesting a way to fix it. The prices can still fluctuate, players can still be rich or poor, and resources still have a play at hand. I've seen plenty of good ideas to add even more reasons to have resources, which we could also use. But the point is, the money still flows, and thus factories, mines, and refineries can maintain a healthy base of gold, instead of admins having to refill them every week or so.
The artifact shop provides demand
uh... lol??? You know the difference between supply and demand right?

Buy from the artifact shop => artifact shop buys from map
Whats the point of the artifact shop? only difference is that you can buy it from any location.

Just remove the artifact shop completely, and add facilities on the map for the missing artifacts.

And additionally, set some facilities on the market, like the estates. If people can control a facility, Im sure they ll do their best to keep it running
uh... lol??? You know the difference between supply and demand right?
In simplest terms:
supply- the product
demand- the customer's need for the product.
I'm saying that the artifact has a certain amount of demand, as it gives away the supply at a cheaper price.

Whats the point of the artifact shop? only difference is that you can buy it from any location.
It's handy if you have a hunt that has high reward, and you don't want to leave just to get an artifact.

Just remove the artifact shop completely, and add facilities on the map for the missing artifacts.

From Kotrin:Have you ever bothered counting how many artifact shop items should be present as factories? It would make existing map areas awfully crowded

Again, I'm just suggesting a way to fix the economy without adding new map areas. It's not the right answer, it is just an answer. I do like Kotrin's idea of adding the facilities in new map areas, but I just think that all the hate against the artifact shop is unneeded. It wouldn't be that difficult to provide the artifact shop with some ways to make it more useful to players, or to set powerful items in there for diamond purchase only. It wouldn't be the first game to have a special shop for those who donate.
I'm saying that the artifact has a certain amount of demand, as it gives away the supply at a cheaper price.
Correction: I'm saying that the artifact has a certain amount of demand, as it could give away the supply at a cheaper price, and wherever the player in question is.
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