ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3257
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Posted - 2014.09.09 16:17:00 -
[1] - Quote
Just keep in mind supply vs demand.
So you're looking at one side of the equation... demand. As demand for an item increases, at a constant supply, its price would naturally increase. Your idea would, in theory, simulate this to some degree.
but... what about supply? In any market structure, EVE's included, if the demand for an item continues to increase then the market will react by (eventually) producing more of that item.
In fact, items with extremely high demand, end up saturating and the price goes very low as a result. People will produce for less per item profit if they can push massive volumes.
A good example would be the store we all love to hate... Wal Mart.
How would you simulate production changes and variable supply into this model? It could become very complex (and not worth the time to implement) or it could just be something a third year economics undergrad could write up in a day... hard for me to say/know... I'm not an economist.
B C R U are letters, not words - Wierd Al Yankovich
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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3258
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Posted - 2014.09.09 19:31:00 -
[2] - Quote
Pokey Dravon wrote: The hardest part is the balance. If the purchase of a certain suit becomes expensive, you need to make sure that people will shift to something cheaper...this is going to be primarily influenced by the ISK payouts from battles. That really comes down to market data though but I dont have access to so I can't really comment much on it.
But yes you're right, it gets extremely complicated very quickly. And people wonder why CCP has an economist on staff for EVE...
Exactly. From a very high level perspective everything you say is pretty straightforward, and its what you would expect of most players behavior sans environmental aspects (like certain raw material shortages due to x event).
But this next point is where I think, as neat as this idea might be, it no longer makes any sense. Finding a correct set of models numbers to essentially mimic the supply side of player/person behavior is not a simple task. There are much better things the few devs working on Dust can do to better impact player experience I think.
As neat as it is, I would say this type of feature just needs to wait for Legion, where a true player market (supply and demand) can be implemented.
B C R U are letters, not words - Wierd Al Yankovich
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