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#26
Slamz Wrote:I don't know how you can make it real without making it more complex. Someone or some process would have to actually print money in the game and somehow manage it in a real world fashion. It would certainly add complexity to the design if not necessarily in a way the player sees.

e.g., you go kill some hobgoblins and they drop gems and you take the gems back to town and sell them for 23 Kinglets each, and those Kinglets didn't just appear out of nowhere but rather, the NPC vendor had a finite supply of them which he got through the usual routes and somewhere there is actually a central government manufacturing Kinglets in addition to collecting taxes and redistributing wealth.

And then if you're talking about a factional game, who is the central authority that prints Kinglets? Or would every faction develop its own money?


It's easier to just have money fountains and money sinks...

The vendors could work just like some of the trade/market features in RTS's. The more an item is sold, the lower the demand/price goes down. The rarer an object the higher the value will be.

Ie...if I trade in too much wood, the supply is high and demand goes down, therefore the price starts going down.

Eve does this well and it would somewhat tie into Vllads world were everything has to be made. Limit how much the vendors can do and have the community take care of the rest.
[should not have shot the dolphin]
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