Changes between Version 1 and Version 2 of DesignOfOnlineEconomies3

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bhook (IP: 70.91.167.201)
Timestamp:
01/14/07 16:06:39 (13 years ago)
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  • DesignOfOnlineEconomies3

    v1 v2  
    122122One notable hack to get players to play the way designers intended is to flag some items as NODROP -- they can not be dropped or traded, only destroyed or otherwise removed from circulation.  Like level limits, NODROP is another design sledgehammer, intended to address a wide variety of perceived problems...but without actually fixing any of them. 
    123123 
    124 Example #1: certain items are "too powerful" for low-level characters, and so designers worry that the item is getting into the hands of the wrong players. These items are flagged NODROP, preventing their distribution to other characters who have not "earned" the item. 
     124Example 1: certain items are "too powerful" for low-level characters, and so designers worry that the item is getting into the hands of the wrong players. These items are flagged NODROP, preventing their distribution to other characters who have not "earned" the item. 
    125125 
    126 Example #2: certain items are used as quest tokens, i.e. they are "evidence" that a specific quest was completed (this is a cheap, more general form of quest management than hardcoding flags into a character's core data structure).  However abuse becomes rampant when the quest tokens can be purchased or acquired through means unintended by the designers. 
     126Example 2: certain items are used as quest tokens, i.e. they are "evidence" that a specific quest was completed (this is a cheap, more general form of quest management than hardcoding flags into a character's core data structure).  However abuse becomes rampant when the quest tokens can be purchased or acquired through means unintended by the designers. 
    127127 
    128 Example #3: some items are valuable enough that it encourages players to "harvest" the item for later trade or sale. 
     128Example 3: some items are valuable enough that it encourages players to "harvest" the item for later trade or sale. 
    129129 
    130130NODROP introduces two substantial problems, quite possibly even of greater magnitude than the problems being "solved".  First, it significantly impacts player trade, which hurts both the economy and player immersion.  If Clara the Cleric has a Brilliant Scimitar of Light and Frank has a Club of Seal Bashing and they want to do an even trade, NODROP would render this impossible if either weapon was tagged as such.  Second, it inadvertently encourages competition for key items, leading to overcrowding in areas where that item can be acquired.  Clara the Cleric can't even use the Brilliant Scimitar of Light she acquired during a normal day of adventuring, and worse yet she can't trade it to someone else for an item she can use -- so now Frank has to go get it for himself.  If they had simply traded with each other the two players would have been happy and many other players, busy killing things in search of the Brilliant Scimitar of Light, wouldn't be irritated when Frank shows up looking for it as well.