Designed by Build My Web
Stabilizing the Economy
Accomplishing the first point of a stratified economy is very difficult to do in MMORPGS. The value of the gold coin
continually deflates b/c the market is constantly flooded
with new currency (farming gold). The means we are using in NUO to counteract this influx of gold is through goldsinks.
Namely, NPC sales that delete gold from the economy at a rate not far under the rate at which it is infused by
gold farming.
To accomplish this, some desirables have to be priced high enough to absorb all the gold some people are farming. Hence, reagents, homes, Guildstones, and the like will all be very highly priced. Additionally, some of the high priced items have to be recyclable. That is, they cannot last forever or once everyone has bought everything, the goldsinks will be ineffective. Some examples of recyclable goods are reagents and mounts. Non-recyclables would be homes, addons, and Guilddeeds.
Players Have the Power
In order to accomplish the second task of making the economy run with players at the helm, NUO has provided player craftable
items (tinker tools, mining tools, clothing, weapons, etc) at excessively high rates so that crafters can price their goods
slightly lower. Yet these prices will still be at a level that crafters are motivated to do all that it takes to ply their
craft and make a decent living at it. Likewise, the tools and resources needed to craft these items (forges, looms, and such)
are not readily available to the general public. Eventually, when the player crafters are supplying enough of a resource
to satisfy the demand, npc sales may stop altogether in that resource. This will afford players even greater control and
allow them a greater impact on the community.
This makes way for a potent element of a "realistic" economy, Supply and Demand. A high demand for mining picks will be a force that drives prices higher. Likewise, a limited supply of Mining picks (b/c crafters cant or dont like making enough to meet demands) could drive prices players are willing to pay higher. The same works in the opposite direction to lower prices. The High Council will be instrumental in maintaining the stability of the economy in that they will have a strong voice in determining the prices at which NPC vendors sell these craftables (or when they stop selling the craftables altogether), hence determing the maximum players can charge.
The Uruk Hai Captain that oversees the mining operation holds the only key that permits access to the mine shaft. Kill him, take his key, and enter the mine shaft to reap your rewards. Beware! There is a mindless Taskmaster, charged with nothing more than bringing the whip to the orc miners down below. If you linger in his lair too long, he will turn on you. Grab your ingots and get out while the getting is good! Silverlode can also be obtained from Champions if defeated at their Altars, from Enemy Guildstones, and from the head of a fallen Guild enemy player by use of the "[claim" verbal command. Silverlode is primarily used to charge Guildstones with some very unique and potent powers. As with any charged item, charges must be replenished with more Silverlode. It also fuels the works of Spellcrafting. [Claim Verbal Command The [claim command is another way for a player to attain Silverlode. Simply carve the corpse of a fallen Guild Enemy player with a bladed weapon. Next, type the verbal command "[claim" and hit enter on your keyboard. Target the player's head with the reticle that appears and you will be awarded one Silverlode bar. Your enemy will lose 100 gold out of their Bankbox for the claim. In the event that the victim does not have the gold in their Bankbox, they will receive a Kill Count. |