Thread: Economic Woes
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Old 06-01-2005, 03:14 PM   #3
rotm_adm
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Join Date: Nov 2004
Location: Waycross, GA USA
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At Realm of the Magi, we are developing a sort of supply and demand merchant system along with a reputation system to handle economic growth or fluctuations inside the game:

A specialized merchant (supply & demand) system is going to be introduced that allows pubs, shops and other places of business to change their rates on a day-to-day basis. For example: a inn that sells wine will have to base its prices on the cost of getting grapes from the general marketplace. If the demand for grapes is high, the price for the wine will most likely be higher as well.

A reputation-based quest system, that allows the player to solve quests they choose as given by the Oracle, but rather than awarding the players with money or experience, we have added in a reputation variable. The reputation allows the shops and pubs throughout the game risk having the player buy or sell goods from them. If a player’s reputation is too evil, a good-minded store will most likely not accept goods from them or even worse, buy them at a very reduced resell cost.

We are also toying with an idea of creating a sort of hero-level builder tool to allow our higher ranking players to make a personalized limited area inside the game and place them in hardcoded templated areas (i.e. player's castle in a grassland template). The player's areas will be able to have their own inns or shops, thus get kickbacks from selling goods or services inside their individualized area.

-- Silver
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