Economy:
In an effort to provide some constructive feedback, I have written up some ideas about economic changes. They’re a bit rough and I’m posting them before overly reviewing them, because now it’s dinner time.
As noted directly and indirectly in the Leaving thread, the Economy in Lusternia has some real challenges. Some people like @Enya have posted on this, and I encourage them to join/post more here in a thread focused on that issue, like @Xenthos did for the family system.
I am not an economist. I might have used a word or phrase wrong, but I think the ideas are sound, certainly as places to start discussions.
What's wrong with the Economy? Many things. There is minimal reason or need to participate, the benefits are low if not illusory, and it is only barely saved from rampant inflation by illogical band-aids and the buffering backstop of the credit market. It's a game that wanted almost everything to be player made, except the currency, which is generated in the traditional, boring, nonsense way it is in all MMO's. Like any economic problem, there are many causes and complications as to why this happens, but in my view, the following are the most important:
a. Remove gold drops from all non-sentient creatures (At least to start)
b. Replace those drops with sensible creature parts (claws, teeth, hides, hair, feathers, meat, etc). The more directly economically useful the better. There might exist different tiers of these items, and/or different mobs by level might drop different amounts etc. All of these items have decay timers (appropriate to the material). BONUS - add skills to extend those timers for the investment of non-gold currencies (power, probably, in the form of reserves). Tailors can spin hair into string (which lasts longer), trackers can dry hides, I don’t know. Do cool stuff.)
c. Creature parts can be traded in to vendors in the villages for gold. HOWEVER, the amount they PAY for those parts is inversely related to the number of that part they have already purchased, from EVERYONE. Let this get very low if something is over-farmed.
d. Village tithes change from contributions to discounted purchases. Gold flows from the capital to the villages for comms based on controls from Trade Ministry. This gold (perhaps not literally, but in a handwaving fashion) is what funds the villagers to buy more creature parts. I would artificially increase village comm prices so you have some room to discount them for cities, but you could also just have them adjust dynamically based on supply and demand and make the city handle the margins more carefully.
e. Remove all ‘gold throttle’ mechanics, but remove also all ‘denizen gets more gold over time to encourage people to kill/beg’ mechanics.a. We already have most of what we need - credits are the bulwark against which inflation hits. But the real key to reserve currencies in MMO games is for the exchange to NOT be revenue neutral but to remove currency - gold - from the game at a stable and predictable rate which then CANNOT be used for trades with other players. Credits are currently a replacement currency, like Stones of Jordan, not a reserve currency. But, you guys, this is SO easy. You already have ways of making bound currencies, so they can’t be reused. You could do this a few ways, but my preference at a glance would be to set a gold rate at which players can purchase BOUND dingbats from the game, not each other. I chose dingbats because it’s a little less dangerous in terms of raw power, but you could also do bound credits.
b. Imagine a world where you did do credits. Let’s say the admin set a price of 15000g for 1 bound credit. The credit market would go lower, but not that much lower - unbound credits are still better than bound credits for many purposes. In the meantime, it would make credits more accessible for newer players, less about hitting your ‘buy credits’ alias at the right time, put a floor on speculation, and take that gold entirely out of the game. Again, I would do dingbats first, because I think it would be safer, and because it would less directly compete with website sales.a. To whit, remove the effect of runes whereby items they are attached to become permanent. Instead, items decay as normal, and when they do, the rune resets to the player like any artifact. This would also solve the ‘I must buy pliers’ problem. Do this for clothes, jewelry, weapons, armor, etc. Force people to participate in the economy.
b. For that matter, I would look at abilities like masterarmour and spendors (and any other similar) and change them as well. Perhaps they stop full on decay, but after #decay months they become in disrepair until repaired, which would only cost a fraction of the original cost. Or, make them decay too, and make the trades have to make their own stuff over again.
c. This suggestion will probably be unpopular, because people like convenience and having your stuff not-decay is super convenient. You know why it’s convenient? Because it allows you to opt out of the economy, never having to shop/buy/seek tradespeople/track decay etc. That is actually not good for the game. When I log in and realize I don't -have- to do anything, because I have no economic needs? That makes for more boring gameplay.a. Much like #1 above, but applied to sentient denizens. Why does everyone use the sovereign as their currency? If Castellan Krokani have their own currency, and to really ‘use’ it you either have to buy from them or use a currency exchange (make it an npc, run by supply and demand as your way to actually manage inflation rather than artificial caps, and add an exchange tax to take some money out of the economy).
5. Currency crisis. Remove sovereigns altogether. Let players mint coins in their city/commune, and let us f up our own economy so admin aren't to blame No, but, seriously. There might be a way to give economic control to players, allowing more finite creation of currencies so they circulate in controlled ways.
Comments
Also I strongly disagree with suggestion 3, people rune vial and pipes for a reason, and is a common source of low level credit purchases for IRE.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Maybe that can be bundled up and stored in something (the heart/soul of <short name> maybe?) that you can apply to transfer it to the new item when the previous decays or is destroyed?
edit: would require an exact match so a longsword can only be applied to a longsword
Oh, one other thing I left out of the OP: If you want to incentivize people to bash other areas, don't increase the gold drops - that makes everything worse. Extra essence is just enough to be interesting without really affecting any economic change (since 99% of the time essence is spent for one's self and cannot be refunded, absent one pretty rare artifact).
Really, I'm just tired of finding 1000 gold coins on mobs that have neither hands nor pockets.
One thing I'll say is that to fix the economy, we are going to have to lose some of the things we love - some of the things we bought for ease and luxury. Things like the cube rune I bought two days ago. Cost me 75 credits. Effing expensive. More than I would ever have had to spend on cubes over the course of this character, but that entire expense took place outside of the economy (you could argue that I had to get the credits from somewhere, but 'genies'), and now you will never for the rest of my Lusternian experience see me on Market looking for cubes. Around a month from now I'll be able to afford gloves of mastery and the whole of enchanting just by trading in lips, and then you will literally never see me looking for an enchanter again. Self-reliance is literallly the nemesis of a economy, and it's what we've got.
I've mentioned genies and lips, and they're the third problem I'd like to mention (obvs include treasure maps and poteens). A wise man told me that Lusty was the Zimbabwe of IRE economies, and they were spot on. When I started 2-3 years ago I came in as a retiree with about 2k credits. I now have a tradein value in excess of 7k after carefully investing in less than 3 promos. I don't keep the best records but I think I can safely say I've spent less than $500 dollars in real cash (Actually, I think it's closer to $300, but cognitive biases, ya'll), which is around 1700 credits worth And my retirement value goes up every single day as I rub more genies, belch more coins, and farm more wonder gems from my corn (when I started playing wondergems were rarer than rocking horse shit. It is now literally a struggle to sell them on Market). I love it, because it makes me feel like King Dingaling, but this state of play has got to be harming the game. And I'm not one of the richest players.
All those farmables have got to go. But, again, I wouldn't care to be the Godmin who had to deliver that message to this playerbase.
Much Love
V
And the availability of credits is always tied to the population of a game. Take Imperian, for example, whose credit prices jumped from 10k to the 30k range as they bled players from retirements (and as the number of established players shrunk, so did its ability to retain new ones). On the opposite side is Achaea, whose larger population also brings in a large amount of credits.
Note, though, that even Achaea is only slowing down the inevitable rise of credit prices. It's because almost everything that's important requires credits. Non-decay? Credits. Artifacts? Credits. Lessons? Credits.
A solution that has been floated around is to finally add a direct gold -> lesson conversion. I don't know about Lusternia, exactly, but a notable portion of Achaea's population changes class so frequently. Right now, these types of people only add to the pressure on the credit supply. Switch them over to gold, and thus kill two birds with one stone: a reliable gold sink, and less pressure on the credit market.
Big issue with the economy as a player driven force is that a player can get to the point where there is no need to interact with anyone else.
This may sound a bit odd but if we take it step by step. We can't always apply real world economics to a game but its not a bad idea to look at it this way.
An active economy requires constant trade flow and interaction. Stagnancy is the bane of economists.
What we have in lusternia is a case where every single valuable trade resource can be made by a single person. I can harvest herbs, I can forge, I can brew potions, I can do cook dust and make enchantments etc etc. There is no need for me to trade with anyone. I am in effect self sufficent and there are a number of other people like this. T
his lets these individuals dictate the market price. I can sell for what ever I want. I dont have any suppliers to pay for I dont have any distrubution center to support etc. I control the supply and means of production there isnt any part of the chain with any one else in it.(Small exception to some comms only being accessable at a comm store.) This gives me exceptional power in an economic sense.
As a practical example Sparkleberries started out at 40 gold per, I acted in a deliberate manner to slowly push their prices down. I got them to as low at 15 gold each by constantly being able to undercut before I got tired of it. If I wanted I could push the price of every herb and potion down to 1 gold and there isn't anything my competitors could do to stop me.
This state isnt a monopoly but it works like an oligopoly. Power of trade is held in the hands of a very very small number of people who A don't have to worry about supply chains and individual groups, workers or companies requesting more of the pie and also B have a mechanical production advantage to market challengers due to artifacts.
Theres two ways in my mind to fix this.
Solution one is the best way but is the way most people will hate and I recally can't see anyone supporting it. Make trade skills way way more restriction. This would require big nerfs to the chord and tam artifacts and make more trade skills class dependant. Make it harder to switch from one trade to another and remove the demigod and ascendant +1 trade skill power. Your essentially forcing people to have limited means to production to force them to have to interact with each other to craft stuff. Eg take steam folding out of herbs, make it so an alchemist cant easily be a herbalist so if you want to brew potions you need to get another player to be getting you the herbs etc. This is such a big change I cant see many people going for it to be honest.
Solution two. Wipe out any commodities produced by the mines of old. Add in a big vanishing tax on any comms bought, EG you buy stuff in your city and the city only gets 30% of the gold of the purchase the other 70% just poofs away. Add in a lot more comm shop only comms in the production of everything. This forces a gold sink into the production of everything. EG I now need 50 leather to brew a potion or something else.
It's taking a long time to eat through that, but slowly we see it affecting supplies over time.
I would suggest you take a look at just how much each village produces, and keep in mind that not every org gets to hold more than a couple villages. Holding a village at all does not necessarily promise you will get more of the commodity you want, either (ie, not all villages produce poultry).
The ability to help boost production is also extremely limited based on commodity. Presently, gems are actually the easiest commodity to boost production of (odd as that might seem).
Maybe if there was a lower general output, but more ways to help villages boost production modestly, that would have an overall better effect, as well as introducing new time sinks.
A travelling beast merchant that sells a stock of rare beasts. Can't be collared, rotating stock.
Renting artifacts with gold.
Ability to purchase power with gold. Powerblocked? Just need a quick burst of power in the middle of a domoth battle? Over your limit of power but you really need 50% for your masterplate? Boom, pay for Power.
Allow orders to set prices for people to buy favors. Your god is inactive but you really need a tf? Pull out the e-wallet at their fulcrux.
The ability to stable beasts for more than 36 months.
Being able to gamble on figurine battles.
Custom hair/beard curios. Maybe a merchant that sells premade ones as well.
Zimoru your beast for gold. Possible appearances that aren't accessible by normal zimoru.
Customise your beast with gold. Requires admin approval, must conform to what the beast could possibly look like. (Edit to explain what I mean. For instance, an admin wouldn't let me pay 50k gold to turn my "plain, unordinary penguin" into "Snaggletooth, Penguin of Slaughter". They would, however, allow me to customise it into something like, "a muddy, snarling penguin" or perhaps even "an undead penguin of ghastly hues" if I paid enough. Maybe a way to customise your beast using the already awesome set up we have for basic customs, but the admin look at the design and make a quote on how much they'd charge the player to do it, or reject it if it's too close to an actual custom pet.)
Perfumes/colognes, smokeables with custom ambiances.
Custom demigod enter/exit/look/teleports.
But a couple ideas that came to mind.
* You could introduce a payment to use the crafting benches.
A "wear and tear" cost that serves as a minimum which is removed and an amount that goes to the orgs. Guild and Personal benches would need some consideration. It's something small but it's extra money that goes out.
* omg, please give us the option of crafted druid/mage/wiccan/guardian weapons
Don't get me wrong, it's nice to just summon your weapon but it would also be so amazing to have the ability to design them and have choices like the other archetypes do.
* I feel like also making more interactions between trades could help.
Like more "generating", "processing", and "final product" skills spread across trades. (Like you gather a special mat with herbs, use alchemy to turn it into something, and then artisan uses that for something)
The part that really got me excited was moving away from the need for pliers. Then Foehn could do away with all of her seren jewelry and actually sport some glom bling.
I was surprised when I resubmitted a design that I got wrong that I did not have to pay for it again. It was nice but seemed overly generous. I like to be punished for my stupidity to make me get things right the first time!
Totally not Ess.
Probably Kistan but that only has one s
It's been a long time since any permanent plots of land for sale were a thing in Lusternia, maybe it's time for a new roadside tavern or island in the middle of somewhere, and watch people trip over themselves throwing their giant gold reserves at buying as many tickets as possible in a hope to own it.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Personally, I'm pretty much at a point where I do not need another player for trade stuff, it's really just a tattooist because of how it works and maybe a forger just because I don't have that yet. This is without Spellcraft thanks to those magic item curios and clockwork regulators.
Realistically, without some limitation that's just always going to happen.
For refunds, a new archetype is on the horizon and maybe we could finally get stuff like floristry or pyrotechnics, sure they're not a buff but people seem to typically respond to the suggestion for stuff like that positively so they'd likely encourage people to spend gold.
I am feeling ashamed now! Curse my imperialist ways.
It is testament to all those who do not have English as their native language that I never even think of it as an issue!
Totally not Ess.
Probably Kistan but that only has one s
Did they ever get rid of the restriction that you can only offer 1000 gold per command with it? If that is still there, it should go away if people are supposed to be offering gold.
Anyone who has a trade that is able to have designs can now submit their own designs, at a 5k gold cost. These designs are private to that person. Maybe gate this beyond Virtuoso or so skill level.
Delete non-org cartels. Anyone who was in that cartel when It is deleted gains a copy of that design in their repertoire. Deeded cartels' designs are added to their org' s list.
Personal designs decay. You have to pay a small fee every 90-180 days or so for each design you wish to keep. Decayed designs become inactive and can't be made until re-upped.. If a design is inactive for 180 days, it is deleted.
Designers can pay gold to add a noun to their design. You want to make a wall mirror as an artisan? Add "mirror" to your designed wallfeature for 10k gold before you submit it.