inflation

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  • Making/Money: MUDflation IG vs. IRL

    by 
    Alexis Kassan
    Alexis Kassan
    06.13.2008

    We have tackled the subject of mudflation tangentially a few times of late. It seems to have suddenly become the economic buzzword of MMOs. We have all experienced it. We have come to expect, if not accept, it as part of the games we love to play. And though Wikipedia, in its infinite wisdom, has dubbed it an in-game only phenomenon, I posit a different approach to looking at this occurrence. Mudflation is an immediate devaluation of previously owned items due to the gain or release of newly available items. This is not unlike technological advance in that the release of the latest new toy makes all others somewhat obsolete. The differences here are the perceived need for the item, the amount of devaluation, and the time frame in which this occurs.

  • RF Online server rollback combats cheaters and 500% inflation

    by 
    James Egan
    James Egan
    06.08.2008

    RF Online in the Philippines recently had serious issues with dupe hacks, prompting an unannounced rollback of the servers. PlayNoEvil writes that the operator of RF Online for the Philippines, Level Up Games, discovered a dupe exploit and tried to purge it from the servers as well as those who used it. However due to time constraints with unraveling the intricacies of the exploit, the company decided to roll back the game to a point before the exploit was used. Level Up Games issued a statement on the problem: Based on DB evidence, numbers as well as feedback from the community, the GMs, the Vanguards and also from our field agents, there was an oversupply of in-game currency and gold - as high as 500 %. GMTristan of RF Online Philippines clarified the situation further on his blog:

  • Are tolls the cure for mudflation?

    by 
    Chris Chester
    Chris Chester
    05.17.2008

    A couple weeks ago we introduced Steve Williams' notion of mudflation, its causes, and a general framework for its eradication. On Friday, he posted part two of his three part economic plan, suggesting that the best way to remove currency from the player economy was to replace large money sinks like item repairs with frequent, small, invisible tolls for things like entering a city, using reagents, and changing zones. By making these sorts of things invisible instead of up-front, you can stem the devaluing of your currency without pissing off the players, or so the argument goes.This blogger is far more fond of having money sinks that yield tangible results. Things like player housing (and the subsequent decorating that goes along with it), guild cities or hang-outs (CoX's Supergroup Base system works quite well), or more types of crafting always seemed to yield better results. Even though the concept of an invisible toll system is really in the players' best interest , we can't imagine the response being anything other than vitriolic. In any case, we're looking forward to act three of Williams' economic treatise to see how he wraps it up.

  • Curing mudflation before it starts

    by 
    Chris Chester
    Chris Chester
    05.05.2008

    For many players, the mysteries of a virtual economy are best left as that -- a mystery. The numbers, the abundance of terminology, it all conspires to create an environment where players generally don't want to know why the economy works, they just know that they'd rather it did than it didn't. Is that really too much to ask?Steve Williams of Living Worlds proposes some potential solutions for curbing mudflation -- that seemingly unstoppable inflation that occurs at the endgame when players accrue large amounts of currency and the once high price of rare goods comes tumbling down. He proposes that it's actually possible to limit the amount of currency available in the economy by allowing players to use alternative currencies like vendor trash to barter for basic services like armor repairs. It makes sense, since repairs and vendor trash generally exist in limitless supply and don't actually need to be a part of the economy proper. This is only Part One of Williams' proposed system, so we'll have to check back again soon for his full set of ideas.

  • Making/Money: Newbs at Auction

    by 
    Alexis Kassan
    Alexis Kassan
    04.13.2008

    ... And we're not talking about selling accounts on eBay. One of the most frustrating aspects of being a new player in an established game, to my mind, is the cost of start-up crafting materials. Hit up any public market area, auction house, trade square or similar as a newbie and you will see what I mean. Even low-level items of any use (i.e. not vendor trash) are sold for seemingly absurd amounts given the time that would be required at early levels in order to generate the money. It can make the start of a new character infuriating and the game too taxing (pun fully intended) to continue. Why does this happen? What makes these things so costly? Why can't we all just get along...? (Oh wait, that's another column entirely)

  • Using the Daily Quests as a way of supplying gold

    by 
    Mike Schramm
    Mike Schramm
    04.10.2008

    We've been talking about this for a little while, but the always insightful Relmstein has a nice summary of what's surely one of the ideas behind Blizzard's daily quests -- they serve as a kind of "Federal Reserve rate" for Azeroth, in that Blizzard can control inflation and gold flow by routinely pouring money into the economy. Before daily quests, Blizzard had big problems with gold sellers -- raiding cost a lot of money, as did the various mounts, reputations, and everything else our characters had to buy. But really the only way to get gold was from farming and grinding, both things almost nobody wanted to do.Enter daily quests -- with just a few minutes effort, players could cash in and pick up a nice chunk of gold. And with the coming of patch 2.4, daily quests are everywhere. Do an hour of quests and you've easily got sixty gold, do even more and the gold starts pouring in. Which means the reasons for gold buying and selling are shrinking. Of course, it won't erase gold buying completely (some people will always cheat, no matter how little effort it takes them to earn the gold legitimately), but the barrier to earning more gold is lowered that much more.But, says Relmstein, the Federal Reserve's control is a two-way street. Once you start pouring too much gold into an economy, then you have to start dealing with inflation. He expects that the Sunwell dailies will start to disappear from the game as of Wrath, because if not, then Blizzard will have to go the other way to control inflation: raise prices. Think 5,000g is a lot for a flying mount? In the future, if the amount of gold in the game stays the same, it may be even more.

  • Time is money, friend!

    by 
    Eliah Hecht
    Eliah Hecht
    11.05.2007

    MMOs have a variety of currencies. WoW, Dungeon Runners, and dozens of other games have gold, EverQuest one-ups that with platinum, Final Fantasy has gil, and EVE Online has ISK. Like real-world economies, MMO economies can exhibit a variety of interesting characteristics, from inflation to deflation to complete death. Inflation in particular seems quite prominent; in my WoW experience, everything has gotten more expensive over time on every server I've played on. More expensive in terms of gold, that is.Tobold argues that this inflation is, in effect, not real. His thesis is that time is the real currency of MMOs, not gold or ISK or whatever. And with respect to time, most in-game economies undergo deflation, not inflation. While it may cost me twice as much gold to buy a stack of Netherweave now as compared to when the Burning Crusade launched, I make gold five times as fast, so in fact it takes me less than half as long to get the Netherweave as it used to. Low-level characters are better off as well, because there is now more of a market for what they have to sell, so they'll have more gold to put towards items and training.