Game economy, resourcesgold sinks and faucets

Post » Mon Jul 29, 2013 12:02 am

Heya all! My first post.

I went through 30 pages this forum but didnt find much discussion about the subject. Most of the threads were just "what will you craft?"-hype. Im more interested in the game economy, how resources and currency are generated and how they are spent.

My expectations for Eso are heavily influenced by Eve-online, where i've had active subs since 2007.

Resource faucets

So, resources are supposed to be gathered from random nodes around world map, or will there be static resource spots, like iron mines? Static spots are problematic due botting, but i've always found that they are great places for player interaction.

As for currency faucets, theres only quest rewards and looting, yes?

Or will there be NPC vendors with infinite coffers? This, i think, is economy breaking.

Resource sinks

Now this is what interests me most... In Skyrim we would simply dump 200 "Iron Daggers of Banishing (2charges)" to nearest NPC vendor. But we cant do the same in MMO, can we?

So, what will become to all those millions of crafted items that players will generate over time? Are we really supposed to dump them in NPC vendor or are they being "consumed" otherwise? The war effort in Cyrodiil will no doubt consume some amount of resources, but are player crafted items being consumed there?

Without death penalty and player looting, i just cant see how the economy, player trading and crafting can flourish. But this is just how my Eve experience is affecting my expectations. In Eve, its standard for everyone to use player made Tech2 items most of the times, and use the "endgame" stuff in more special occasions. Just by having endgame stuff doesnt mean that players are supposed to use them on daily basis.

So, what im expecting is that players will be strolling around with regular gear, like Steel armor, while reserving endgame, high value gear for group activity. Players having incentive to wear cheaper, standard gear generates more trade and economy and also shortens the gap between older and newer players.

If there was "lose everything"-death penalty, there probably would be some special, temporary and costly blessing or enchantment to prevent players from losing their most valuable stuff. Atleast this kind of solution would provide excellent currency sink.

Skyrim had only 2 currency sinks, player houses and skill trainers. And you usually could get your gold back from trainers.

According to Ask Us Anything: Gathering and Exploration, there will be skill trainers in ESO, presenting one currency sink, but i think their effect would be rather small.

So what other currency sinks is there? Gear repair?

Personally i expect ESO to be somewhat harsher than what most people think. This is because of the megaserver economy: items and gold needs to be lost in large scale for economy to remain healthy.

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Harry-James Payne
 
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Post » Sun Jul 28, 2013 6:01 pm

BIG + for Death penalty and player looting!!!!!!111

First you can't kill ppl from you alliance.

PVP is ONLY in Cyrodiil so even for me is unfair when you died on combo and by 4+ players and don't even got chance to escape and lose all your eq or even single element of it.

But if PVP would be anywhere it's absolutely good idea.

For the game economy hope for gold to be the currency of trade.

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emma sweeney
 
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Post » Sun Jul 28, 2013 5:18 pm

I don't expect TESO to be as harsh as you seem to think. There is a reason EO is a successful, but niche, game.

They haven't released a lot of info, but have confirmed that chest/barrels etc that have loot in them are not instanced per player. IE if you see me open a chest, then it's likely empty until respawn. Sure I may have left the bread in it, but the gold is gone.

As to death penalty, we know that you can respawn at a set point for free, or near your corpse for a fee. Not sure about gear damage, but I would think it will be in or there will be something to replace it.

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Tessa Mullins
 
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