player-run-economy

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  • The Daily Grind: What's the absolute worst MMO economy?

    by 
    Bree Royce
    Bree Royce
    01.18.2013

    I'm known around Massively as a total player economy junkie. Crafting is nice and all, but trading is really what gets me excited. Auction houses, hawking wares in global chat, buying and selling on player vendors -- however it's done in the MMO du jour, that's where I want to be, playing the market and PvPing via brains rather than bloodshed (shed tears are another story). So when an MMO's economy goes belly up, I get annoyed. Really annoyed. Guild Wars 2's economy, for example, is not the shining light of the MMO industry I'd hoped it would be. It might be better than Guild Wars 1's since at least it has player crafting and an auction hall, but the supply and demand balance is an epic trainwreck, one that more resembles the tacked-on economies of games released in 2002, not 2012. I'm not sure it's the worst one ever, but it's certainly on the list. So let's hear some others that deserve to be on the list: What's the absolute worst player-run economy an MMO's ever offered? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • EVE Online posts financial data for the past several months

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.08.2012

    When you think about the economy, is your primary concern whether or not the latest updates to combat have impacted mining operations and mineral prices? If so, you're probably an EVE Online player, and you'll be happy to know that CCP Games has released a full blog post detailing the economic trends for the game over the past several months. The good news is that the heavy inflation that's been at work for several months is starting to subside; the bad news is that the market is having issues with mineral prices. In short, following the announcement of loot drop changes, several players stockpiled minerals for resale after the change. This wound up dovetailing with the player-run Hulkageddon event, which resulted in several mineral stockpiles and a dearth of ongoing mining operations. The overall outlook is still positive, but mining operations are still recovering from these effects, meaning that movement will likely be tepid for a while.

  • GDC 2012: The Repopulation demonstrates world-building elements

    by 
    MJ Guthrie
    MJ Guthrie
    03.10.2012

    GDC literally has a little of everything, from indie developers to major studios, from free-to-play games to shooters to arena battles to retro to family... there really is something for everyone. As a massive fan of sandboxes myself, I was pleased to get to spend so much time with Above and Beyond Technologies' lead dev and co-owner Josh Halls and artist Kevin Grove as they demonstrated some of the features in their upcoming title, The Repopulation. (And I would have even spent longer if I could have!) While I had a monopoly on the team's attention, I had the chance to see some of the customization available to characters, both in appearance and gear, as well as get the lowdown on the world building element. We actually walked through the building of a nation, a feature that will make many a sandbox fan giddy! Although Josh was quick to point out that only a few items were available at this point in development, there was certainly enough to get a feel for the system. And I am looking forward to it!

  • Some Assembly Required: A virtual world roundup

    by 
    MJ Guthrie
    MJ Guthrie
    01.06.2012

    If you are perusing this column, chances are you are a fan of virtual worlds and the sandbox genre. Join the club! (Dues will be due on the third Tuesday.) The aspect that compels many aficionados to delve into a game is the ability to make an impact on the world in some small respect instead of making them into Hive Member 1593072 running a static, predetermined gauntlet. How that impact is accomplished, however, varies; there are multiple features that can facilitate it, and which ones are considered most important depends on the player. With the loss of one of the best sandbox games just last month, some players may be feeling a void. Others still are looking/hoping for the "ultimate" sandbox that contains nearly every virtual world feature. Certainly, there are some upcoming games that make some drool-worthy promises, but what about playing something now? There are actually games out on the market that have at least one aspect of the genre, if not more. To start off the new year, Some Assembly Required looks at some of the top features of virtual worlds and lists games that incorporate these features. While this list isn't exhaustive (considering the sheer number of games when you include all of the smaller free-to-play titles, I'd run out of column space!), it is a comprehensive enough overview to point you toward some games worth playing that perhaps you hadn't considered before.

  • Wasteland Diaries: Player-run economy

    by 
    Edward Marshall
    Edward Marshall
    10.07.2011

    The economy in Fallen Earth has been stagnant for a while. The auction house has been just a place for trader clones (with maxed social skill) to post wares with a small markup from the NPC vendors prices. In some cases, these traders would post mats that could only be bought in PvP conflict towns or found in secret or dangerous scavenging spots. It was hard to be competitive in a market like that. Every resource had an unlimited supply thanks to the vendors. There were a few items that actually worked on the supply and demand principle, like vibrant and volatile chemicals and pre-fall tech. These items had prices that were dictated completely by the players. Through competition, the prices got pretty reasonable (and I even bought a few pre-fall techs to allieviate the Citadel grind). All that has changed now, and the Fallen Earth team has made some massive changes to the way the economy works. In this post, I'll take a look at what has changed. I'll try to give my best guess about what will happen to the economy in the coming weeks. A great many players are already freaking out about this concept on the forums and in global chat. While I admit it's too early to tell what will become of us in the near future, there's no need to panic. People were rage-quitting the game mere hours after the changes were made. If you ask me, it's a bit premature to make a decision like that. Nobody really knows what will happen, but click past the cut to see my best guesses.

  • The Daily Grind: Do you like playing the merchant?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.23.2010

    It's hard to deny that there's a certain appeal in playing the market in a game. While the stakes are certainly lower than in real life -- a failed investment deprives you of only in-game currency, with rare exceptions -- the successes feel just as visceral. Certainly it's something that EVE Online has capitalized on, to the point where some of the game's detractors complain that it's all-consuming. And of course, therein lies the problem -- some players log in to get away from the economic concerns of the real world. More recent games have veered away from having players act as merchants, instead choosing to make buying and selling almost wholly reliant upon auction houses. Of course, games like Recettear prove that there's still some appeal in playing a virtual tradesman for some. What do you think? Do you like having the option of carving out your particular niche in a virtual world as a crafter and salesman? Or would you rather have games focus on grand adventure, and leave the mundane tasks of shopkeeping to the NPCs? Every morning, the Massively bloggers probe the minds of our readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's The Daily Grind!