All Questions
11 questions
0
votes
1
answer
135
views
Are two non-exchangable currencies possible in an MMO?
Imagine an Adventure Coin and a Merchant Coin.
Adventure coins can be spent on training and equipment, at in-game shops, but cannot be transferred between players.
Merchant coins can be transferred ...
3
votes
0
answers
162
views
Welcoming new players to an MMO game with veteran players who have amassed lots of wealth
One of the main problems in the game Knight Online has been that the servers that have been open for a long time have users with a lot of items.
If I want to join as a new player, it is not logical ...
3
votes
2
answers
276
views
Can letting players take resources from others prevent inflation despite the lack of money sinks?
For a long time I've been idly thinking about a competitive game with strong collection elements with such a rule that players will win or lose resources at the expense of each other during each match....
5
votes
4
answers
1k
views
If a MMORPG does not have a limit on the number of players, will all players eventually focus on the same server?
Consider a WOW-like MMORPG game. The only difference between it and WOW is that there is no limit on the number of players (Suppose that there is no limit on hardware performance and network bandwidth)...
117
votes
28
answers
29k
views
How to deal with "Scrooge McDucks" in my fixed-currency-amount game?
I'm currently working on a very small scale MMO game planned to support approximately hundred players per server, but we're having trouble with our economical model.
For various reasons we have ...
1
vote
2
answers
203
views
Long distance walking and fast travel
I'm developing a sort of ’social mmmo’ where people build an avatar and chat with people around them, carryout tasks together, and play team games.
At the moment I have a product I want to release to ...
1
vote
1
answer
386
views
Segmenting an MMO market
I've been considering a segmented market for an MMO:
There is a different market for each in-game level (Level 1 players can only buy/sell items from the Level 1 market)
If a player levels up with ...
26
votes
4
answers
6k
views
Can inflation exist in a fixed price Mmorpg world?
Assumptions:
Crafting materials are infinite. Limit is player boredom.
Players can only trade through the auction house. All prices are fixed. Players cannot decide arbitrary prices.
Goods in auction ...
37
votes
7
answers
11k
views
What makes MMOs with real-money economies legal?
I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
14
votes
6
answers
11k
views
Why should I forbid real-money trading in my MMO?
I am soon going to go public with an MMO game, and I am currently in the progress of writing the terms of use I expect players to follow (no swearing, no spamming, no cheating... you get the point).
...
192
votes
35
answers
37k
views
How do you prevent inflation in a virtual economy?
With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...