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Preventing economy inflation

Open GregHib opened this issue 5 years ago • 0 comments

Both of currency and items.

We should keep track of both amounts coming into (swells) and exiting the game (sinks) so we have the data to make informed decisions to better balance the game to prevent excessive inflation.

Gold

RSPS player expect a higher gold rate than rs, whatever we go with whether x10, x100 or x1000 it'll be intentionally inflated, but that doesn't mean we should let inflation beyond that point go out of control.

Swells

  • Alchemy
  • PvM drops
  • Untradable PvP drops
  • General store
  • Thieving - Not in the original game but in most rsps

Sinks

  • Degraded item repair
  • Players quitting
  • Shops
  • G.E trade fee

Items

When a place reaches the level requirement it makes all prior items useless leaving all items except the few high level ones valueless. RS3 combated this with invention, removing junk items from the game saughtafter by players training the skill thus increasing their value (subsequently making low level players making better money).

There could also be some kind of minigame (thinking gun wars in COD) where the entry fee is one of each type of item in a category (e.g scimitars bronze-dragon) losers don't keep them and winner keeps theirs and the top one (dragon) from of all their defeated opponents.

Swells

  • PvM (bosses, slayer)
  • Shops

Sinks

  • Alchemy
  • Dropping/destroy/death
  • Players quitting

Real world store purchases

Depends what is sold, selling direct gp isn't a good idea, most likely items, better to sell cosmetics and boosts (yell, xp, rewards) See #151

GregHib avatar Dec 14 '20 00:12 GregHib