in-game-economy

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  • Economy exploits plague ArcheAge [Updated]

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.17.2014

    If you were hoping that this would be the week in which there were no stories of ArcheAge bugs or exploits hitting the news, we're sorry to say that reality has dashed your hopes. Players are reporting numerous exploits hitting the game, some of which have been publicly detailed on the game's subreddit, such as a method to force the game to offer specific loot when random boxes are opened. The exploits are being investigated and will be rolled back illegal character gains will be reversed if discovered, according to Trion Worlds. Further posts clarify that players who were unknowingly involved in these exploits (through the Marketplace or simple dumb luck) will not be targeted, although players are advised to use caution in their dealings and avoid obviously suspicious deals. [Thanks to squidgod2000 and Thunder for the tips! Our original story conflated the words rollback and reversal. Trion Worlds has told us that server rollbacks are not on the table. The studio says it will reverse characters found to have knowingly benefited from the exploit. The marketplace has been taken offline while the exploit investigation continues.]

  • An analysis of the Glitch auction house

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.27.2014

    Glitch is gone, but it lives on in our hearts, and it makes for a fascinating case study. The game arrived, enraptured, and departed so quickly that a great deal can be extrapolated about the game. A new analysis over on Gamasutra focuses on looking at the game's economy over time, seeing how it kicked off and where it wound up, and uses that to draw conclusions about handling player-run economies in other games as well. The article outlines how Glitch handled currency and items, then notes the market trends and how players interacted with both one another and the economy. It concludes that in addition to monitoring the economy, designers need to keep an eye on the small number of players who serve as major economic drivers and watch them closely. The behaviors of players will also vary over time, meaning that past data have to be checked against more recent data to be relevant. If this is your sort of analysis, by all means, read the article in its entirety.

  • Xsyon update focuses on in-game economy

    by 
    MJ Guthrie
    MJ Guthrie
    04.19.2013

    Although it's been a while since the post-apocalyptic sandbox Xsyon has seen a patch, today's update looks to make up for that. With a focus on developing the in-game economy, this update introduces a number of new features, including new resources and materials, new Artisan and Master armor sets, a tribal upkeep system that offers bonuses, special trade totems, alliance and family group formation, and more. Trade will be bolstered through the new totems; the new trade and quest versions allow tribes to place additional totems that will serve as a marketplace and quest hub. Even better, besides the ones placed in the tribe's own land, additional quest and trade totems can be placed on allied land. For more details on this and the other new systems, check out the full patch notes. [Source: Notorious Games press release]

  • MechWarrior Online devs field 'Mech customization queries

    by 
    Justin Olivetti
    Justin Olivetti
    04.18.2012

    If you had four developers of a hot upcoming title trapped in a room and could ask them any question you wanted, what would it be? (Please note that if you actually are in this situation, Massively advises releasing the hostages and surrendering to the police.) While there might not be a filthy underground lair involved in MechWarrior Online's latest community Q&A session, the principle is the same. A good bulk of the 27 questions thrown to the four members of Piranha Games' team revolve around 'Mech customization. MechWarrior Online will be pretty flexible in this regard, although not as flexible as pen-and-paper fans might hope. For example, custom decals won't be in the game at launch, as their inclusion would require too much monitoring. Still, if you're trying to get a sense of the scope of MWO's 'Mech customization, this Q&A might impress you. Just because the community could ask doesn't mean that Piranha had to answer, however. When queried about the in-game economy, Creative Director Bryan Ekman put the answer off until later: "We're not ready to go into details on the economics of the game. We plan to cover this in greater detail in the next couple of months via our dev blogs."

  • Star Wars: The Old Republic announces economic adjustments

    by 
    Matt Daniel
    Matt Daniel
    03.01.2012

    Economic upheaval is coming to the galaxy in Star Wars: The Old Republic's patch 1.1.5. A series of rumors and announcements from major organizations across the galaxy have been published on the official site in order to give players some insight into the upcoming changes. From all of the delicious lore tidbits, we find out that the speeder manufacturer Korrealis is retiring its Sovereign, Prince, Baron, and Commander speeders, while the Tirsa Industrial Consortium has quietly removed its Prime model speeders from the market. As a result of this decision, all of the aforementioned models are now steeply discounted, so grab them while they last. Meanwhile, the Republic Senate's Committee on Transportation and Public Safety has decided to lower the cost of speeder licenses. Speeder purchase taxes, however, are being raised in response to this move. The Imperial Transportation Authority recently passed a similar law. To top it off, the Republic has recently come into possession of some previously Empire-owned purple color crystals, and both Republic and Empire merchants have some into possession of some very rare -- and very expensive -- white color crystals. Market speculators, start your engines; there's money to be made!

  • The Anvil of Crom: Surviving the craftpocalypse

    by 
    Jef Reahard
    Jef Reahard
    10.02.2011

    So last week we started talking a bit about Age of Conan's 2012 crafting revamp. I laid out a few things that foul up the current system -- from a tradeskiller's point of view, naturally -- but I didn't quite get around to talking about solutions. Though that's on the to-do list, I may not get around to it this week either, since a few mails and some forum discussions brought up a couple of interesting tangential points that I hadn't considered. Surprisingly, I got email from folks who aren't really looking forward to the big tradeskill upheaval that Funcom game director Craig Morrison hinted at in the August development update. Even more mind-boggling was the fact that these folks aren't even crafters.

  • One Shots: One thing leads to another

    by 
    Krystalle Voecks
    Krystalle Voecks
    11.07.2010

    When it comes to sandboxy MMOs, EVE Online offers a rich and diverse set of things you can do -- so long as you're willing to tackle the learning curve and get into a good corporation. While some players may not spend any time thinking about how everything intertwines as they go about their daily space business, today's One Shots contributor Dal'afar, CEO of Arctic Takeover, took a moment to write up his recent musings on just that topic! As it is a bit longer than the normal note, we'll simply say that if you'd like to contribute, then email us at oneshots@massively.com along with your name, the name of the game, and your tale. For now, on with Dal'afar's letter, which continues after the break. "Today, as I was wrapping up my game time in EVE Online -- docking at a station and unloading my ship's cargo -- one of the members of my corp asked me to help her learn how to trade. Trading is a common profession and a way to make cash fast. So I began to explain how to view the trade goods and told her the best items to trade. As I continued explaining the complex system of the market and how supply and demand are key factors in the in-game economy, I began to realize that CCP has created a very intricate system of buying and selling goods and materials." %Gallery-85937%

  • MAG 2.0 to add in-game economy, PlayStation Move support, and more

    by 
    Rubi Bayer
    Rubi Bayer
    09.16.2010

    MAG's latest patch is so significant that the developers are actually referring to it as MAG 2.0, and it's less than a month away. The developers have been working with the participants of theMAG Beta program, and a long list of suggested changes and additions have been made and are ready to be implemented. Of course we knew that integration with the PlayStation Move was coming, but it's exciting to know that it's this close. MAG 2.0 will also add an in-game economy, and you'll be able to earn credits to spend on gear at the Supply Depot. Yes, the depot is also new. Bug fixes, upgrades, even a news feature that brings you up-to-date on everything when you log in, and much more round out this patch. Check out the notes on the MAG site, and we'll keep an eye out for that patch date!

  • Monato Esprit switches to a traditional free-to-play model

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2010

    Although we're not yet finished with 2010, it seems to have developed a pattern of games going free-to-play. Add Monato Espirit to that list, as the game has recently moved from its own rather unique model for payments to a more traditional setup. Conversions of the sort usually come with mixed excitement and trepidation from the community, but it looks as if the response has been fairly uniform in its positivity, as the game's prior model was at once more open and more restrictive. Under the old model, the game used purchasable MetaTix as its main currency -- it eschewed NPC vendors and gold drops in favor of tradable MetaTix to fuel the economy. The changed experience offers a far more traditional setup with in-game money and an in-game cash shop to facilitate microtransactions. While new business models are always interesting, it would appear this one wasn't tremendously beloved by Monato Espirit's players, meaning that the game's shift has been welcomed with open arms. [Thanks to Alex for the tip! ]

  • The most efficient way to make money in MMOs

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.13.2009

    Cash flow in many games is almost as big a problem as it can be in real life. We've recently had our resident EVE Online column running a series on the best ways to make ISK in the game, and you can barely throw a stone without hitting a site offering a guide to make X ludicrous amount of gold per hour in World of Warcraft. But we may have reached the end of all this maneuvering, as We Fly Spitfires has recently posted the most efficient way to make money in every game, ever. Go ahead and take a look right now, but fair warning -- it requires some out-of-game work. And your credit card. Now, before you start sending angry letters, take a moment to consider the point. It's not that the author is condoning RMT, simply that he's pointing out how much we seem to want to streamline the process of playing the game when, really, we already know the absolute fastest way to increase our virtual coffers. That doesn't make it commendable or ethical, but if we're so keen on speeding ourselves up, we might do well to remember that the journey, not the destination, is more frequently our reason for playing.