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Suggestion Dynamic Economy

Hello everyone. I've been pondering over ideas to suggest to the Dyescape team. Here's one... a dynamic economy.
This idea is built on the assumption that there is going to be an in-game shop where players can sell their items, of diverse rarity, to an NPC for an appraised value in a specific currency. What I am suggesting under the idea of a dynamic economy is one in which, determined by the region/town/etc. the value for certain items (weapons, armor, etc.) are adjusted to specific variables like the rarity of the item (of course), the region (say if its a level 50 weapon and you're attempting to sell it in a starter town, which is level 20 the value is adjusted to account for it) its type (material, type of weapon may be favored in different towns/regions giving a small +x% to the value), and volume of the item being sold (if the market is "saturated" with the same weapon or armor piece, it's going to give you less for your item). Sell values will fluctuate consistently, maybe hourly... twice daily (something to be worked with, tested, and polled). It would be needed to figure out how to prevent some items values from being "crashed" due to extreme oversaturation (like a minimum that the value cannot drop below). It would be needed to figure out how to prevent some item values from being overblown due to extreme undersaturation, level, etc. (like a maximum the value cannot go above). There would be a range of prices that the certain variables would place the value of the item on and offer the player the value of the item in currency.
I believe a dynamic economy will provide an immense amount of entertainment and strategy, opening up a new direction for the economy. With a dynamic economy, you have to be strategic of what you sell, when, and where.

Please let me know what you think and add to it :)
Thanks,
Zoo
 
I suppose this is, in a way, an extension of a suggestion made by @Perotin earlier. He suggests to implement seasons, where even the economy could fluctuate based on the season. For instance, a very strong type of mushroom only being available during autumn.

Oh yeah the seasons system, I was wondering why this sounded so familiar.

I suppose, yes, these are similar ideas. A season could add a value modifier (say +25% value in fall for mushrooms, fluctuates through the course of the season.. some items can only be sold in certain seasons, dramatically improving their value) and other fluctuating modifiers could be added that pertains to the region (a desert town may award a higher value to an item that pertains to a desert region), the type of item, market saturation, etc. as noted in my original post.
 

Aekalix

Frontend & Content Manager
Manager
I'm really fond of a dynamic economy. It will already be implemented sooner or later. However, this is not within the scope of the alpha and can therefore not say much about it.
 
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