economy

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  • Virtual world economist says Guild Wars 2's pre-endgame economy 'broken'

    by 
    Matt Daniel
    Matt Daniel
    04.29.2013

    Ever since Guild Wars 2 went live back in August of last year, the state of the game's economy has... fluctuated wildly, let's say. But now, about eight months down the line, how is the economy holding up? Virtual world economist Ramin Shokrizade (the same fellow who wrote about using EVE Online to predict the real-world recession) has published a new piece on Gamasutra that takes an in-depth look at the economy of Guild Wars 2 as it stands today. The article is too detailed to summarize here, but one thing worth taking away is Shokrizade's observation that, "with the exception of craft materials, [Guild Wars 2's] pre-endgame item economy is broken." He elaborates that, for example, a level 39 green-quality chestpiece regularly sells on the auction house for around 112 copper -- a scant 1 copper more than vendors pay for the same item. He concludes that GW2's pre-endgame economy is "one of the worst [he has] studied in the last 14 years." Eesh. He also takes an in-depth look at the role crafting plays in the economy and the effects of the in-game economy on cash-shop purchases. The full piece is a bit long but certainly worth the time for anyone interested in the intricacies of virtual economies or Guild Wars 2 players in general.

  • Greed Monger screenshots and video show off tropical climate area

    by 
    MJ Guthrie
    MJ Guthrie
    04.29.2013

    Moving right along after tripling its Kickstarter funding goal back in November, the developers behind Greed Monger have been busy slowly bringing the crafting-centric game to life. A working day/night cycle is already implemented, and over the weekend a chunk of the tropical climate area was imported to the test server, allowing devs to finally meet up in the same space together. The character creation UI and finished models (with armor sets) will be heading in this week. The team is also currently working on avatar animation and making sure controls work. Want to get a peek at how Greed Monger is coming along? Then check out the brief fly-through video of the tropics climate region after the break. Then head on over to the official site to see the snazzy new in-game screenshots.

  • 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]

  • Using EVE Online to predict the recession

    by 
    Shawn Schuster
    Shawn Schuster
    04.08.2013

    A new blog post at Gamasutra gives an interesting perspective on EVE Online's economic trends and how they translate to real life. Virtual World Economist Ramin Shokrizade writes about his time helping CCP build the game's economy in the early days and how land tax and real estate bubbles can (and can't) work both in and out of a virtual environment. Most notably, Shokrizade elaborates on a prediction he made in 2006 regarding the failed global banking system and how EVE Online taught him the warning signs. Now Shokrizade is an economic consultant to three international gaming companies, and he owes it all to EVE Online.

  • GDC 2013: Chris Roberts expounds on Star Citizen's crafting, economy

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2013

    This week we have a special GDC edition of Some Assembly Required. I had the opportunity to sit down with Chris Roberts and talk about his highly anticipated space sim sandbox, Star Citizen. We talked lore, the game's PvP/PvE sliders and living universe concepts, guilds, and when players can expect to get in some dogfighting. Roberts also delved deeply into the crafting and economic aspects of the game. If you miss the days of carving out a name for yourself and your wares and/or cornering the market and building an economic empire, you'll definitely want to keep an eye on Star Citizen.

  • Diablo III's auction house 'really hurt the game'

    by 
    Elisabeth
    Elisabeth
    03.28.2013

    Diablo III's joint in-game gold and real-money auction house has played a fairly major role in the game since its launch. Remember that one time when a guy used the real-money side of things to bank a cool $10,000? That apparently wasn't really what Blizzard foresaw when creating and implementing the auction house. According to former Diablo III Game Director Jay Wilson, the auction house "really hurt the game." Apparently, Blizzard anticipated that very few players would make use of the auction house and that item prices would limit the number of transactions going on. That, uh, wasn't the case. Nearly every one of Diablo III's roughly 3 million monthly users make use of the auction house, and item trading has "damaged" the item rewards in the game. Without giving up any juicy details, Wilson has mentioned that the team is working on a viable solution to the current problems posed by the auction house.

  • The Art of Wushu: Winning in market PvP

    by 
    Patrick Mackey
    Patrick Mackey
    03.13.2013

    Last time on the Art of Wushu, I promised I would write on how to sell production crafts. Crafting is a big deal in Age of Wushu, so it seemed like a reasonable topic to cover. However, I realized doing so would probably be a mistake. Why? If you followed my advice from two weeks ago, congratulations. You probably noticed a huge nosedive in a few markets: hemp, ramie, iron, and mint all took a huge hit. It's a bit flattering to see how I can write a post on what to sell and readers like you guys take it to heart, flooding the market with supply and crashing the value of these commodities. If I gave advice on production crafting, the same thing would happen. Instead, this week I'm going to talk about real market strategy. Pointing out things that sell doesn't help you if the market takes a nose-dive. Understanding supply and demand curves, market equilibrium, and the importance of market diversity are all long-term tools that will help you regardless of what you're selling.

  • 'Don't believe the ArcheAge hype,' lengthy fan review warns

    by 
    Jef Reahard
    Jef Reahard
    03.07.2013

    Hyped about ArcheAge? We are too, but as with any MMO, great expectations can lead to great disappointments. That's why we're linking to another fan review of the game's Korean client. While the previous such post was largely high on the game from a dedicated player perspective, this piece at AltTabMe raises more than a few concerns involving AA's combat, sandboxiness, character creation, and more. While most of the combat complaints can be summarized by the subjectively nebulous it-doesn't-feel-as-polished-as-game-XYZ argument, the sandbox and economic concerns are a bit more concrete. "And like the pirate system that has no reward for serious consequences, the economy has the opposite, high reward with no consequences, except to those who also play the game," the author writes. "Without money sinks and a way to balance out the economy, ArcheAge is heading toward a flatline when it comes to worth." He also alludes to the possibility that the game's extensive housing and farming systems will be lost in translation from the social gaming culture in Korea to the isolationist achiever mentality prevalent in the West. "When you apply these [housing items] to the real world/game practice you see player-run towns that don't look like towns, but rather more like FarmVille: a homestead of the same resources in bulk, such as goats (which are the most profitable resource) filling every single bit of available space. So you go from being aesthetically pleasing to a resource farm," the writer explains. "The magic of a home and town is lost to min-maxing personal gain. ArcheAge turns into Men Who Stare at Goats." [Thanks Dengar!]

  • The Daily Grind: Can crafted gear coexist with loot drops?

    by 
    Jef Reahard
    Jef Reahard
    03.07.2013

    Recently we asked whether you prefer RNG or tokens when it comes to MMORPG loot. There's a third option, though, and that option is player-crafted gear. Games that focus on crafted materials over loot have fallen out of favor in recent years, but they may see something resembling a comeback thanks to the new generation of sandboxes and sandparks currently in development. So, assuming that you don't curl into the fetal position at the thought of needing player-crafted gear, do you think it's possible for it to coexist with loot drops or are the two mutually exclusive in your ideal MMORPG? 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!

  • LotRO's Update 10 converts your Seals to Medallions

    by 
    Elisabeth
    Elisabeth
    02.25.2013

    Lord of the Rings Online's Update 10 is bringing in some shiny new content, and with that shiny new content comes the problem of currency and reward. LotRO uses a unified currency system of Marks, Medallions, and Seals. In order to make sure that players aren't immediately able to purchase new gear solely on the merits of all the hours they've dumped into the game previously, the LotRO devs have decided to convert players' top-tier tokens to slightly-less-than-top-tier tokens. When Update 10 hits, each Seal a character has will be converted into 20 Medallions. Items that could be bartered for with Seals previously will have a Medallion cost or barter option added to make up for the conversion. Players will be able to run level 85 content to replenish their stock of Seals, which can then be used to purchase some of the shiny new content rewards.

  • Do we need a cross-realm Auction House?

    by 
    Anne Stickney
    Anne Stickney
    02.15.2013

    I live on a dying server. It's not quite dead, but it's slowly withering away. I'm not sure what happened, exactly, but I have an idea of when -- at the beginning of Wrath of the Lich King, Dalaran was packed. By the end of the expansion, there were far fewer people running around. Orgrimmar in Cataclysm was a quiet place to be, and in Mists, the Horde shrine is populated by a few handful of players. As I said, I don't know what happened, but for some reason the masses that were on my server when I rolled there in Burning Crusade have all but evaporated. On the one hand, it makes Pandaria a pretty quiet, idyllic place to be. There's hardly any competition for rare spawns, and you don't really have to compete with anyone for quest mobs or ore nodes or herbs, either. There's hardly any drama on the server, by and large because there really aren't enough people around to generate it. Sure, there are a few jerks, but it seems like everyone on the realm is generally relaxed and well-behaved -- as long as you stay out of Trade Chat. On the other hand, it makes trying to buy or sell anything on the auction house an absolute nightmare.

  • Gold Capped: Leveling blacksmithing just got easier

    by 
    Basil Berntsen
    Basil Berntsen
    02.03.2013

    WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen aims to show you how to make gold on the Auction House. Check out Basil's gold making podcast, Call To Auction, and email Basil with your questions, comments, or hate mail! The PTR for patch 5.2 has a real treat in store for people who want to powerlevel Blacksmithing: you will now be able to get to 500 skill without having to wait for those rare old-world materials to show up on the Auction House! If you are level 85 and up, all you have to do is visit your Blacksmithing trainer in your faction's shrine (the same one that sells recipes for Spirits of Harmony), and they will offer you a fast-track path straight to 500 skill. The way it works is that you will be able to train patterns that take only Ghost Iron Bars to make grey items, and once you get up to 500 skill, there's a quest to make a Ghostly Skeleton Key. At the time this article was written, the data-mined recipes on the Wowhead.com PTR site seem to indicate that it will take a lot of ghost iron to complete. Of course, this might receive a rework before it hits live.

  • Hands-on with DUST 514 on the cusp of open beta

    by 
    Martin Waterhouse
    Martin Waterhouse
    01.22.2013

    Less than a week before DUST 514's January 22nd open beta launch, CCP invited Massively and other publications to attend an orbital bombardment event in San Francisco. We've been regularly reporting on the progress of the orbital bombardment system, but this time we witnessed the process in action. We also got a preview of the larger implications and long-term expectations of metagame elements that will exist between DUST and its sibling sandbox, EVE Online.

  • Some Assembly Required: The ultimate MMORPG

    by 
    Jef Reahard
    Jef Reahard
    01.18.2013

    It's been raining for four days straight, and I've been cooped up in my house with nothing but a head cold and a bunch of time to think about my ideal sandbox MMORPG. For this week's Some Assembly Required, then, I'm shamelessly borrowing the format from Massively's MMO Blender column to construct a perfect(ly) theoretical hybrid. I've done so once before, but this time I'm going to put the focus on fantasy instead of on the sci-fi stylings of Star Citizen and Star Wars Galaxies.

  • 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!

  • 2012: The year of the MMO Kickstarter

    by 
    Mike Foster
    Mike Foster
    01.08.2013

    Kickstarter is perhaps the biggest story in the world of gaming since the birth of the home video console or the integration of online components into consumer entertainment. No new product, innovation, or invention has carried with it such immense potential for shifting the way the industry plans, builds, and delivers its products. And with projects covering everything from hardware to companion apps, it's almost impossible now to imagine a gaming world without Kickstarter, even though it was our reality just a few short months ago. The legacy of Kickstarter is one that we're witnessing in real-time. Most of the major successful projects are slated for late 2013/early 2014 releases, giving us plenty of time to speculate on what may or may not go wrong with the crowd-funding model and the products it bears. Over the next year, games will either make it to market or they won't. Developers will squander their budgets or release on time. It's all up in the air. With that in mind, we thought now would be a good time to look back on some of the biggest MMO Kickstarter projects of 2012. The fate of some of these titles is inexorably tied to the fate of Kickstarter as a viable game-creating platform -- and maybe even crowd-sourcing as a whole.

  • Steam Community Market enables buying and selling with Steam Wallet

    by 
    Jessica Conditt
    Jessica Conditt
    12.12.2012

    The Steam Community Market, currently in beta with Team Fortress 2, is designed to allow members to buy and sell items using their Steam Wallet funds. This is an expansion of Steam's previous trading policy and its surprisingly complex TF2 economy. The beta is only available for TF2 at the moment, but more games will be added in the new year."With over a half million trades made every week, the trading system has been very successful," Valve's Tony Paloma says. "Extending game economies beyond trades and giving players a way to turn gameplay into funds for new items and games is a key component for moving that success forward."All consumable TF2 goods and tools are up for selling and purchasing, including paints, keys and crates; all compatible items are now labeled as "Marketable" in Steam inventories. During the beta, Steam takes 5 percent of each transaction amount to cover the cost of development and to prevent fraud. for more in-depth questions, consult the Steam Community Market FAQ or the discussion group.But before you go asking, yes, this does mean that playing TF2 is a more legitimate career move than ever before.

  • Velocity Micro announces 23.6-inch Edge all-in-one, begins shipping this month

    by 
    Joseph Volpe
    Joseph Volpe
    12.03.2012

    If you were blasting the Springsteen earlier, you may as well keep it cranked. Velocity Micro's joining the "Assembled in the USA" party and the Windows 8 brigade with its new Edge AIO. The 23.6-inch all-in-one comes in a brushed aluminum frame, packing a 1,920 x 1,080 LED display, 720p front facer, SD slot, ports for HDMI out and USB 3.0, as well as support for WiFi b/g/n and Bluetooth. The basic model is set to retail for $799, but expect that price to climb once you factor in a host of available configurations: your choice of Intel's Core i3/i5/i7 processors, a max of 8GB DDR3 RAM, HDD or SSD storage options that top out at 2TB and 240GB, respectively, as well as Home and Pro editions of Windows 7 and 8. Orders for the homegrown rig are expected to begin shipping as early as next week. Hit up the break for the related PR.

  • CCP talks about connecting DUST 514 with EVE Online

    by 
    Elisabeth
    Elisabeth
    11.10.2012

    CCP is going into uncharted territory in its attempt to fuse its new console shooter, DUST 514, to its long-running MMO, EVE Online. When breaking new ground like that, it's sensible to take it slow, make sure you're not going to fall into an endless pit, trip over a sleeping cobra, or suddenly throw an incredibly advanced economy into total disarray. CCP's Chief Marketing Officer, David Reid, talked with Joystiq about the challenges the company faces in this endeavor. "If there's anything about EVE that's particularly notorious, it's the fidelity of its virtual economy. You can equate the loss of a giant ship in EVE to some real world amount of money, just based on the time and effort it takes to build. It's really important that, when we do join the games, and we do allow ISK [an in-game currency that can be purchased with meatspace money] to flow between EVE and DUST that we don't accidentally institute some hyper-inflation in one game or the other." Of course, interaction between the games won't be limited to trading. Reid says the grand vision includes space elevators and the ability for EVE characters to go planetside and DUST marines can visit a space station. Check out all the details over at Joystiq.

  • The economics of perfect gem cuts

    by 
    Basil Berntsen
    Basil Berntsen
    11.02.2012

    Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen and Fox Van Allen aim to show you how to make money on the Auction House. Check out Basil's re-reboot of Call To Auction, and email Basil with your questions, comments, or hate mail! This expansion is the first one where "perfect" cuts (which are about a 10% proc rate when you're cutting a green quality gem) are blue quality, and even though they have different names, they have identical stats as blue quality gems. People still don't generally know this, and will sometimes skip over the perfect cuts when they're gemming new gear, but over time it will become more commonly known that there's no difference between socketing, for example, a Perfect Delicate Pandarian Garnet or a Delicate Primordial Ruby. If you're an enchanter, you may have noticed that the price for the common materials has gone way down, and if you're a jewelcrafter, you're probably wondering what to do with all the green quality gems you get from prospecting, as well as potentially looking wistfully at the profit margins on some of the really desirable research blue cuts.