New MMORPG Economics Concept V2.0

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New MMORPG Economics Concept V2.0 - Presentation Transcript

  1. Introduction This document has been created to explain the design for a alternative MMORPG economy. It is not intended to be the design of an entire MMORPG system, it is the design of an economic system that seeks to improve interactions, both cooperative and adversarial, by redefining several key elements. Since economics touches so many of the other systems in game and the need to put some of the concepts in context, it may appear that this concept is all encompassing. Some of what you read can be changed or adapted without destroying the core of the concept. The ideas here are presented in the fantasy genre, but the ideas can be adapted for other genres. Many of the terms used in this document are generic an uninteresting. The terms are used simply to describe the concepts mechanics. If adopted these ideas should be refined in testing and should be adapted into the game they are placed in and made more intuitive and user friendly.
  2. The new concept
  3. How is this system different In the past players have competed indirectly for the acquisition of wealth, items, money and raw materials in PvE. In PvP players compete directly, but only after earning rewards in PvE. The PvP reward system usually rewards players with points that are spent for special items or skills. PvP rewards are given on an individual basis and the rewards given in this mode of play are not part of the economic system as a whole. This system will allow player to compete directly as the system of PvP and PvE rewards are all part of the same system. The economy is specifically designed to scale, with minimal input, to player population and player habit without having to create oppressive cash drains or overly restrictive rules that risk breaking player immersion and experience.
  4. Design issues When placing the player at the center of the economy several design issues must be addressed.  Redefining money and wealth  Creating a currency that has intrinsic value to all players  Player exploitation (cheating)  Market structure  Hording  Controlling inflation  Redistribution of wealth  Creating distinct roles for different player types within the economy  Create a system where players can accept some level of loss  Create a system where player wealth is never out of reach of other players These a just a few of the main design issues, all of which have been identified and addressed within the system.
  5. Redefining currency The first step in redefining currency is to move away from the concept that NPC’s in the form of quest givers, shop vendors and monsters, directly supply players with infinite amounts of money and/ or finished items. In most systems the value of currency is based almost entirely on what coin can buy. As players obtain what they need/ want the value of the coin declines. The developer solution has been to create money sinks that are designed to give money value by creating a need. Expansions and content add-ons that many players believe are created to enhance their experience often do little more than make current items obsolete thus forcing players back to the PvE grind of re-attaining wealth thus reinvigorating the value of coin by creating new items to buy. This concept will change the intrinsic value of coin by linking it directly to something in the game world that is considered universally valuable to all players. Whether the link between money and what it represents is explicit or implicit is something that has not been established yet. That is to say, the design decision about where the value of coin comes from, either what it’s made of, or what it represents has not been decided. At this point an implicit relationship between coin and what it represents might work, but this is something that could be changed if it improved the mechanics of the concept. Where does the value of coin come from? In this concept every “finished item” comes from a player crafter. All finished items use the types of raw materials most people are all used to from other games plus one or more of five unique elements (called Enchantment Base Material or EBM) in order to add magic to them. Items in virtually any game are valued because they improve a players ability to obtain means and ultimately for players to reach their goals. In this concept items and the magic that makes them powerful are separated. Players will need to obtain EBM in order to bind enchantments into their items. Coin in game is issued against EMB. Players exchange EBM for coin or, conversely, purchase EBM with coin. The exchange rate is determined by several factors explained in more detail in upcoming slides.
  6. What exactly is Enchantment Base Material (EBM)? There isn’t any direct real world comparison for the concept of EBM, but the idea can be broken down into a few parts so it can be easily understood. • EBM is controlled entirely by players not NPC’s. • All players that belong to a guild are given one of the five types of EBM for meeting some simple, time consuming prerequisites, the kinds of things most players would do in the course of game play. • Four out of the five types are earned from interactions with other players. • Every item with an enchantment contains some EBM. • Because EBM is universally valuable to all players, EBM is the commodity on which money in game is based on. • There are 5 different types of EBM. • Each type of EBM is different from all the other types, but all have the same effect. • Each type of EBM is limited in the amount of power that can be enchanted into an item • When two or more types of EBM are used their effect is cumulative, thus greater effect can be had when using more than 1 type, the most powerful items will contain all 5 types. • The effect of any single type of EBM is capped and the amount needed to increase an enchantment rises progressively.
  7. EMB and Items Items are created by player crafters using raw materials collected from PvE. Things like Ores, hides, scales and plants as an example. Raw materials are used by their respective crafters to create a finished item. The finished item is then combined with whatever enchantments the user can place into the item permanently giving it it’s properties, haste, abilities, protection ect. (see figure below). At this point the item has only the potential for each property. EMB must now be bound into the item to increase the items abilities. The amount of EBM used at the time of creation will determine the actual bonus bestowed to the character. The cap for the item is determined by several factors: • The quality of the raw materials used • The amount and/or the number of different types of EMB used • The level of the crafters used to create the item +60HP Raw Materials Sword Raw Materials Enchantment Crafter Enchantments Finished Item Weapon Crafter EBM Crafter EMB Item w/ Enchantment/s Long sword EMB Min +0 to Max +60HP If the item is something permanent (not a one time use object like a potion) the item may only have the potential bonus that was originally crafted into it. In order for a player to increase an items potential he will have to use additional EMB. EMB can be added and lost in any item during the course of game play.
  8. More about items Items are created using raw materials gathered from the world of which there can be an almost limitless number. For each type of raw material there should be different qualities. The higher quality materials will come from progressively more difficult NPC’s and as a result can be imbued with higher levels of magic and longevity. The highest quality components in the game will be prized for the items that they can make and repair. Of course it will take more skill to wield weapons of the highest power. When a crafter imbues an item with an enchantment the enchantment is permanently bound to the item and is only lost if the item is destroyed. However, the full power of the enchantment is only available when enough EMB is added to the item. EMB can be added and lost though game play, thus the power of an item will fluctuate depending on how well a player earns EMB in relation to how 1 much they lose. 2 3 4 The illustration to the right represents how EMB effects the power of an item. The left side is separated into 5 sections, each representing a different type of EMB, each type coming from one of 5 the five realms. The right side represents the EMB from a single realm. The bar is broken up into 10 sections, each section represents the potential amount of power given if enough EMB is used to R1 reach a particular level. An item has 50 levels total of which only 10 can be reached with EMB from a 6 single realm. As each level is reached the enchantment/s on an item become more powerful. Items R2 R1 7 can have multiple enchantments and each would be represented by a graph similar to the illustration to the left. Using EMB from multiple realms is the only way to reach an items full potential. R3 8 The amount of EMB lost if a player was killed would have to be determined by the system that this R4 idea is incorporated into, but this concept should work best if the amount lost was a fraction of the total EMB imbued into all the players items. Losses would be in proportion to the total amount of 9 R5 EMB the player has and in proportion to the amounts the player has from each realm. An example of how to read the figure on the left: If the bars on the left represent an item that is 10 imbued with +50hp. If there are 50 total levels of EMB then each level reached would add +1hp. Reaching level 1 from each of the 5 realms(+5hp) would use a lot less EMB than reaching level 5 from a single realm (the same +5hp)., though EMB from other realms may be harder to obtain.
  9. Enchantment Base Material EBM is acquired in one of three ways: 1) When a player guild, or whatever a player factions are called, grows large enough and meets certain criteria they can build a fortifications. Within that fortification there is a mechanism for extracting EMB from the world. Each player that belongs to a faction earns some of the EMB produced by meeting certain simple time consuming criteria (things that most players do while playing the game). All players from the same realm earn the same type of EMB. There are 5 realms, thus there are 5 types of EMB. If the damage to a player fortress reaches a certain point, the supply of EMB for players that belong to that guild will fall until repairs are made. 2) Players that fight players from other realms can win EMB by defeating other players on the field of combat . The EMB earned this way will be of a different type than the kind of EMB earned in #1, this is because each realm has a unique type of EMB. The amount EMB that is earned by the winner depends on how much EMB the loser used to create the items the he was using and the difference in character power (levels) and is therefore in some relation to difference in both players power. 3) Players can use money to purchase EMB from other players or from the realms vault. Each realm will have a vault that will exchange EMB for coin and back again. EMB is the standard on which the value of all money in the game is set against. The exchange rate of EMB will be determined for each realm based on the supply and demand of each type, including the type from the realm that the player is currently playing in. EBM can be lost in the following ways 1) Some EBM can be lost in the form of decay. 2) If a player loses to an NPC. 3) If a player looses a fight with a player or another group of players in open battle or sieges. 4) If a crafter fails in the creation of something that contained EBM.
  10. Redefining PvP and PvE Several readers have noted that the presentation appears to have focused on changes in PvP almost exclusively. This makes this system appear very PvP oriented. It’s not that this system is necessarily designed to be PvP focused, quite the contrary, its that most systems up to this point have been extremely PvE oriented. One of the goals of this system was for both the PvE and PvP modes of play to bring something into the economy at large. In most systems the rewards from PvP mode of play are limited to self improvement and if anything rewards of this type limit the need for items and money thus limiting the scope of the economy as a whole. By reducing or removing finished item rewards from the game, as opposed to items made and sold by players, PvE and the rewards that come from the PvE mode of play will be in greater demand by everyone. Much of the focus in this concept is redefining the roll of the PvP and PvE modes of play. More specifically what types of rewards players receive and where they come from and how players will interact with one another to obtain the means to reach their goals. Roll Input Output PvE Time vs. NPC’s All types of Raw Material PvP Time vs. Players *EMB Crafting Time Items In the output column PvE’ers earn Raw materials, PvP’ers earn EMB* and Crafters make items using both. Thus: Raw Material + EMB = Magic item *EMB stands for Enchantment Base Material and is necessary for the creation of anything that contains magic.
  11. The Realm Vault Each realm will have a vault where EMB is be traded for the coin of the realm (whatever the fiction says it is). The exchange rate for EMB to coin and back again could be controlled by developers who are in possession of all of the statistics in the game. The propose of the system would be to ensure that the amount of wealth in the system is always in some relation to the number of players in the world. If certain trends arose that show there is inflation in the system, too much money too little product, then the exchange rate from EMB to coin would fall. Players would then be encouraged to keep EMB (presumably because they know the exchange rate is too low). Players would be encouraged (not forced) to use EMB to create or repair items or simply to save for later. When the creation of items increases relative to the amount of money then inflation would fall. The opposite is also true. If there is deflation, too much product too little coin, then the exchange rate would rise, this would encourage players to trade EMB for coin (thus not making new items) and use the extra coin to buy up items in the market (presumably because the sellers could not adjust prices until they could see the shift in demand). Devs could adjust the exchange to keep things in balance or formulas like P=MV/Q (Price=Money x Velocity / Quantity) could be used to determine the exchange rate. Because there are multiple types of EMB in the world (each realm has their own EMB and their own coin) each realm vault would deal in each type of EMB (not coin). The exchange rates for different types of EMB would depend on supply and demand for EMB from each realm. The other side of the realm vault would be that it serves as storage for all player items in the realm. It would also be vulnerable to attack. The vault itself would be made up of several structures across a wide area. The vault, where player items are stored, would be the strongest and most massive part of the vault system. Attacking the realms vault would take several steps (10 or more) each step progressively more difficult (taking out small towers, crossing certain geographical boundaries). Attacks would be on an epic scale requiring 50-200 players per side. Each step completed would result in a reward for the attackers. The longer it takes to complete each step the more time the realm being attacked has to fortify positions and protect the realm vault. The reward would come from the realm vault itself and the losses would be shared by all the players who have money or items deposited there. This system would keep money and items “in” the game at all times. Because most players in the realm would have an investment in the vault, even if your not online, you can count on their being someone who is just as motivated to see that the vault is protected as you. Looses of wealth would be small for each person, but the number of people with items in the vault make raids on the vault profitable for the attackers, and remember attackers that are killed also loose some of their EMB to the defenders. Smaller realms mean small rewards to the attackers. This part of the system could be modified. Players could build keeps and do the same, but the problem of being attacked when players from a particular guild are off line can make things pretty frustrating. There are other possible solutions I have thought of here but I’m not going to write them all out as this solution, generally speaking works best. The realm vault concept is very open and could be implemented in any number of ways .
  12. This presentation incorporates several flowcharts. The point of the flowcharts is to help you imagine the concepts given. The charts help to cut down on text and should describe the concepts more effectively then words alone. See the simple explanation below on how they are used. By some action, may lead to This This And/or This
  13. EBM EBM EBM EBM EBM Type I Type II Type III Type IV Type V Liquids Realm I Realm II Realm III Realm IV Realm V Blood Minerals Plants Hides Bone One or more of 5 types of Raw material Raw Material player controlled Enchantment harvested from gathering harvested from NPC’s Base Material Crafter (enchanter) Enchantment/s Magic Item Crafter (Combines Enchantment Combined Enchantment and item) With normal item Non-magic item or component Weapon Crafter Armor crafter Alchemist Tailor Siege Craft Jemcrafter (and others) This slide expands on the table from the last slide and shows how different player types perform different activities like gathering, PvE (fighting NPC monsters or doing quests), exploring the world and engaging other players in PvP. Most of these concepts are familiar to most players. The part that depicts PvP is one of key the innovations described in the following pages.
  14. This diagram illustrates how each of the • Raw Materials – Raw materials come from NPC three basic play types (for this illustration monsters or from gathering, harvesting or exploring is considered a type of PvE) mining. interacts with one another . • EBM – 4 out of the 5 types of EBM are earned directly from combat with other players. One The “S” in the diagram represents the type is given to the players of each realm (players primary source of a particular element and Player in the same realm earn the same type). the “C”’ represents consumption. Combat • Items – Items are created only by player crafters. The diagram is meant to show the relationship and interplay between player types. Players aren’t limited to a play type, but would be most effective when friends or acquaintances specialize in a roll. C S S C S C S C C S NPC S C Item Combat Creation
  15. Review The following points have been established so far: To create an item players must use traditional raw The supply of EMB remains uninterrupted as long Players can earn EMB in two ways, as a stipend for materials. EMB is used to create the as players protect the source of their factions belonging to a faction, and by defeating other enchantments that make them magical (powerful). supply. players in combat. The amount of EMB used in the creation of an The power of an enchantment is determined by There are five kingdoms, each control a unique item increases the types and number of the amount and number of types of EMB used. source of EMB enchantments that can be used. EMB is a resource controlled strictly by players. It Though the ideas are presented for the fantasy Upon creation EMB determines the potential cannot be farmed by players from NPC’s genre, they can be adapted for other genres. power of an item. The other raw materials in the game are just as important in the creation of the games best items Preview The following points will be explained in upcoming slides: Because of the universal value of EMB, it is also the The amount of EMB in each realm is finite relative How are weapons created and how EMB affects foundation of the system of coin within the all five to the number of players that belong to each their creation. realms. realm. Item potential is fixed, but item power will How EMB changes hands. fluctuate.
  16. The system of money Now that you understand what EMB is and how it’s used the question is, where does money come from and how do players acquire it? The concept is extremely simple but effective. Because EMB is established as universally valuable and the demand for EMB will always exist, then the system of money will be based on the supply and demand of EMB. Put simply, players can trade a specific volume of EMB for a specific amount of coin. The exchange rate will be based on supply and demand for each type of EBM in each realm. EMB is used to create items. If there are too many items and not enough players buying, then the exchange rate for EMB would rise. This would encourage players to create more money. That money would, in the short term, make items more affordable. If the opposite were true and the amount of money in game was high and the items to be bought were in low supply, the exchange rate would flip-flop. Each volume of EMB would be worth less coin. This would encourage players to keep EMB and use it to make new items. In later slides the mechanics of replenishment of EMB back into the world are described. From a developer point of view this is where the cycle can be interrupted and manipulated to ensure that the amount of money and raw materials in play is consistent with the number of players in the game (with samples taken over time). Foreign and local Realm Vault PvP Play EMB (exchange) COIN Auction house Raw Material PvE Play This diagram represents the push-pull relationship between PvE play and PvP play Each type of play will be important for the creation of the best items in the game. The concept is to motivate players with opportunities for accomplishment and accomplishment is fueled by items. Items are created using a combination of raw materials collected from different styles of play. The amount of EMB in the world is not infinite nor is the amount fixed. The amount will be base on the relative skill level of each player character in the world. As a player obtains more skill and gains access to more powerful items the amount of EMB in the world will rise. Remember that there are 5 types of EMB and each type can only be obtained by players of the same realm. To ensure that hording or other player manipulation doesn't under or over inflate the money supply The amount of EMB could be determined by using a price level formula, P=MV/Q, where P = price level, M = cash in circulation, V= the velocity of money, Q = quantity of goods The cycle of EMB looks like this….. Players receive their stipend and use it to create items or exchange for money (explained in the next slide). As explained EMB is lost to players in combat, but EMB is can also be lost in the form of decay in several ways. Items will naturally degenerate with use. The amount of degeneration will be in relative proportion to use. Decay can placed through the system in several ways. The idea is to keep each mechanic small but the aggregate should be enough to ensure there is a flow of all types of materials in the game assuring there is always a healthy demand.
  17. Figure 1 shows how players earn wealth Figure 1 in the traditional F&D economy that most of us are familiar with. Finished Items Below is a diagram from the new Inventory concept. You can see that each part is color coded to match figure 1. The Raw NPC primary limitation of the figure 1 Player NPC’s Crafter Auction Material Vendor diagram (the F&D system) is that the Interaction Money player can circumvent the entire system Money Money Environment Or Points if the player chooses. The auction, Money or Points Wealth vendors and crafters are all optional. Figure 2 Monster and Raw Finished Figure 2 shows the new concept. Note that in figure 1 Interaction Auction Environment Materials Items NPC’s are the source of all three types of wealth. Below in figure 2, you can see that there are multiple sources of wealth. Raw materials come from NPC’s and EMB Player Crafter Wealth comes from interaction with players. The path to all Inventory items travel through real players. In figure 1, above, players engage only in PvE to create wealth. The new Interaction Enemy Realm EMB Money Players Vault concept in figure 2 requires two modes of play, both PvE and PvP.
  18. This diagram shows how unwanted items can be sold in the player auction markets for money, which can be kept or traded back to the realm vault for EMB. Commodities to sell Monster and Raw Finished Auction/ Environment Materials Items Trade Inventory Player Crafters Figure 3 Profit Other Realm EMB Money Players Vault Exchange
  19. The cycle of EMB How EMB is acquired and used has been explained. This illustration shows how the system works as a whole. When EMB is lost due to decay or player death, it returns to the world (in a way described by the games fiction). This is the opportunity to adjust the levels of EMB in the world to adapt to changes in player population or play habit (if the mode of play shifts heavily to one side or another). Statistics can be taken periodically (weekly perhaps?) If there is too little EMB in the world relative to the number of players (perhaps a promotion drew in several hundred or even thousands new players), then more EMB can be added, transparently to the players in the world. If there is too much EMB then the system can simply “shed” EMB through attrition (decay or periodic one time drains) until the amounts in the system come back into balance with the with the number of players. The actual amount of EMB in the system would have to be determined though testing. Raw Material (RM) EBM NPC’s and Mobs Enemy players The World/ Environment EBM adjusted based Harvested Raw Material EBM foreign and local On the total number of Levels (population) EBM exchanged for coin, items or trade RM and EBM lost Items changing from Player raids Inventory Hands through On EBM storage Trading, conflict EBM Fees, bartering RM and EBM lost Crafting from Failed crafting Or salvage Raw Material RM and EBM lost due Items to item use (decay) Raw materials Reintroduced to the world
  20. When EMB is lost in the form of decay, failed salvage, crafting, looting or whatever “drains” are in the system, the EMB that is lost would return to the system to be re-harvested by players . Adjustments to the re-introduction of EMB would be made if there was a large population shift, or players characters were attaining greater power or if the system is unbalancing itself though unseen player action. This would have to be a last resort, but is a way to “fix” the system and maintain the games playability. The actual numbers could be preset by the developers so that players could expect to achieve some level of predictability. All of this would be transparent to the players. All the player would know is, as a percentage how much EMB is left in their source. The source wouldn't be something that is visible to the player. Oil wells pump oil, but we can’t “see” how much is left. A player would know that player losses result in EMB returning to the realm that it came from (explained to the player though the games fiction) and that would explain the fluctuations in percentages day-to-day. Raw materials could work in a similar fashion, though that would have to be worked out later. Raw Material (RM) EBM NPC’s and Mobs Enemy players The World/ Environment EBM adjusted based Harvested Raw Material EBM foreign and local On the total number of Levels (population) EBM exchanged for coin, items or trade RM and EBM lost Items changing from Player raids Inventory Hands through On EBM storage Trading, conflict EBM Fees, bartering RM and EBM lost Crafting from Failed crafting Or salvage Raw Material RM and EBM lost due Items to item use (decay) Raw materials Reintroduced to the world
  21. This is a simple diagram that illustrates the choices players have in the system of economics Player Raw Materials EBM from Realm Vault From Gathering or PvE Stipend or PvP exchange Crafters New items and Services in the world Market Money
  22. There were many design and game play decisions that were thought about when creating this system. Some questions that I’m often asked about the system. How much EMB is there in the world? The amount of EMB will fluctuate depending on the number of players in the game and the relative skill levels players have obtained. This is because players of higher skill will demand more EMB then players of lower skill. Where does EMB go when it’s lost though decay? The games fiction will explain how each realm has particular type of power (EMB) and it is the crafters that “imprison” or “bind” that power in player items. Once lost EMB returns to the realm it came from. In the case of game mechanics it will be so EMB can be re- harvested. Realms who’s players lose more EMB than they produce will run short and be forced to look to other realms to supply EMB for their items. Why have five realms? This will ensure a diverse social climate. Since players control EMB it will also help protect against exploitation. For a single player to play characters from al 5 realms to give the EMB acquired to one of his characters would be futile and would probably be harder than just playing a single character. Why have weapons vary in power? A lot of thought was given on how to make combat meaningful. The conclusion was that players enjoy status and weapons and items are part of that status. Forcing players to lose weapons is too frustrating for most players. Instead let them keep their items and loose what makes the item powerful. Thus the player maintains the potential for power even if he looses what makes it powerful. To regain what is lost simply means playing the mode of play he enjoys and trading with other players for what you need. Meeting the same player in combat several days apart could have very different results. Players will never know how powerful their enemies are on any given day because the items they carry will vary in power. The best players will be those that think about their situation and choose their battles carefully.
  23. This diagram illustrates the path a player must take to create or obtain a magic item. This diagram looks at actions from a more player- centric point-of-view. EBM/ Local & Raw Materials World/ Environment /or Foreign Enemy Players (PvP) Monsters (PvE) Player Magic Items Friendly player Quests Trading of: Items Raw Materials EBM Enchantment Non-Magical EBM Crafter Item Crafter Crafter Item
  24. Relationship of PvP and PvE players This diagram illustrates the relationship between PvP and PvE players. Both modes of player will bring rewards that the other mode needs. Realm Vault PvP Play Foreign EMB (exchange) COIN Auction house Raw Material PvE Play When looking at the way the most popular systems in place work now, it’s easy to figure out that players aren’t an integral part of other players success. PvP in most games produces nothing tangible for the economy, only for the individuals who take part. Some games reward PvP players tokens or points for combat with other players. Those points are spent buying items from NPC’s, but the rewards in this mode of play are only between the NPC and the player, no different than playing a cooperative style game. Transactions between players and NPC’s takes away from player driven markets. The diagrams on this page demonstrate that in the new concept PvE and PvP are equally important in the world. The raw materials needed to make items come from combat with monsters or exploration of the game world. The key ingredient needed to create magical enchantments for items, called EMB, comes from PvP. EMB is so valuable that all coin in the world is based on it. This illustration shows that PvE and PvP are equally valuable and players who enjoy each type of game play will find that their talents are equally useful within the game. Players could choose to engage only in PvP and exchange EMB collected in combat for money at the realm vault and use that money to buy raw materials collected by PvE’ers. PvE’ers will sell their raw materials for money and exchange it at the realm vault for whatever quantity of EMB they need. Players can choose what modes of game play to engage in. Foreign sources of EMB The important thing to understand is that finished items come from elements collected in both the PvP and PvE modes PvP of play. Player 1 Player 2 PvE Raw materials from NPC’s & the world
  25. Player-to-Player Player-to-Game This diagram represents the exchanges exchanges MMO world in the new concept. Player to game exchanges do not Gifts received EMB yield money or finished items. Sell service (repair ect.) Gathering Here we can see all player inflow Taxes and fees Inflows and outflows and player-to- by players ITEMS IN Questing Stealing – Cash game and player-to-player and or items exchanges. MONEY IN Monsters Auction Selling Player NPC services Auction ITEMS OUT Rez, travel, heal Buying Taxes or fees MONEY OUT Paid to NPC’s Buy service Outflows Item and EMB decay, (repair ect.) item destroyed Items or cash Raw Material waste lost Items or money stolen Gifts given Green = Money Drain (money and items Recycled back Orange = Items Into the world) This is not a true Other drain in the F&D Player/ Characters Sense.
  26. The Author I’m a FPS/ RTS guy who discovered MMORPG’s back in 1996 with games like UO and Meridian 59, though I didn’t dive in until the release of DAoC in October of 2001. There I found a new home in MMORPG’s and have played at least two dozen since then. DaoC, SWG, WoW, AoC. Eve and Warhammer, are the games I have spent the most time playing. Other games I have dabbled in are Shadowbane, EQII, CoH, AO, LineageII, LoTR and most recently Aion. I have also tried several F2P games as well as dozens of trial offers. I’m an active member of several MMORPG developer forums, though my interest is strictly in game design as I have little skill in programming. By nature I’m a hardware geek and my job is troubleshooting, installing and planning for high end Storage Arrays. I miss the competitive nature of the FPS, but enjoy the social and cooperative nature of the MMORPG. Much of the ambition behind this project is to expand competition between real players while maintaining the persistent and socially driven ideas of the MMORPG. Please feel free to create links to my work. © 2009 Christopher S Brown (talinguard@gmail.com) All rights reserved. Under the Copyright, Designs and Patents Act (1988), this publication may not be reproduced, stored or transmitted in any form, or by any means (electronic, mechanical, photocopying, recording or otherwise), except with the prior permission in writing of the author. Any person who does any unauthorized act in relation to this publication will be liable to criminal prosecution and civil claims for damages.
  27. Thank you for taking the time to read this presentation. Currently it is a work in progress. If the concept interests you or you would like to discuss it, I currently have a thread open at MMORPG.com http://www.mmorpg.com/discussion2.cfm/thread/244996/My-new-economics-concept.html I welcome any input anyone might have.

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