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Thread Statistics | Show CCP posts - 1 post(s) |
Beren Hurin
OMNI Endeavors Reverberation Project
464
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Posted - 2013.05.15 11:48:00 -
[1] - Quote
Hey guys there is an interview here where this guy gets to talk with the CCP economists [/url] (who also gave a presentation at Fanfest) about the path to building the economy of Eve and Dust together.
From what it looks like in the interview they have a few steps they would like to achieve in this chronological order (it wasn't an official statement so may not be 100% reliable)
Economic development: 1) Grow Dust 514 economic demand by scaling up participation and conflict. Measure conflict to understand consumer behavior. 2) Throw in Planetary Conquest with the new 'clone economy' to understand how players will utilize the passive income. 3) Continue linking Dust/Eve through indirect economic benefits. 4) Open up a taxable trade link between Eve and Dust through a Tobin Tax system. 5) Unlock/Open a player traded economy in Dust 514.
Goals: a) Ensure a dynamic world where power cannot be heavily institutionalized and where disruption and renewal is always possible. b) Build the tools for social relationships that drive economic organization c) Incentivize the efficiency rewards that come from group vs. individual action d) Sustain the meaning of loss by keeping income constrained
I was, up until this week, a little childish about my cries for getting player trading into the game as soon as possible. I thought it should come higher in priority than linking Dust and Eve together. Then, seeing what these economists had to say really made me realize that there was a lot that went on behind the scense that doesn't make the surface of what is going on completely clear.
It's clear from their first goal listed here that CCP needs to know how much players value the intagible commodity of 'power'. We needed at least one kind of thing like this to fight over. Pub matches are one thing, but they need to know how things interact based on our value of this asset (districts and clones).
The risk they are running is that they could make isk (or other assets) too easy to get for everyone, or too easy for individual groups of mercs that have monopolies on certain meta-strategies. At this point most of the community will not recognize any kind of gain while playing, and therefor will have no reason to play.
Loot tables
Loot tables are one of the ways that CCP can tune up or down the cost of battle. If 100% of what is on the field is salvaged after a map, then the game destroys nothing, then inflation is bound to go up. In Dust high inflation results in too many players in the highest gear not caring about what they lose, and therefore not fighting at the most creative and competitive level. If there is little randomness after battle in the rewards dropped, then players don't feel like there is change. This leads to a kind of least-common denominator gameplay where everyone ends up running generic fits in order to optimize the usefulness of the drops they get.
Once the Eve/Dust link is established this will be yet another area where inflation can happen and can crash the economy. CCP wants as many people to have a relationship where Eve can finance player action as possible, but if it was too wide then the differences between the advantage of the richest relationships and the poorest would diminish the value of both sets of relationships. What you are really creating is the need for people to go out and experiment to find the most cost effective ways to make isk. |
Beren Hurin
OMNI Endeavors Reverberation Project
472
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Posted - 2013.05.20 13:10:00 -
[2] - Quote
Kain Spero wrote:CCP Nothin wrote: The first milestone on this path is to make the salvage system take items that players lose on the battlefield and hand out a portion of them as salvage (in other words, looting the field). I know that this milestone will make a large part of the community very happy.
Dead horse: Just so long as there is the understanding that we will just basically just get to look at the loot and imagine it on the shelves of our Mercenary Quarters as if they were personal trophies. Because, until we can trade, most loot will not be useful. |
Beren Hurin
OMNI Endeavors
689
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Posted - 2013.07.15 13:57:00 -
[3] - Quote
New lasers, or Mass drivers, or other officer weapons coming? |
Beren Hurin
OMNI Endeavors
693
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Posted - 2013.07.17 14:58:00 -
[4] - Quote
So can we get any more detail on how these loot tables 'roll'?
I'm going to do a hypothetical guess that each 'frequency' is a chance out of 100 to get the item...
In which case:
There is about a 100% chance to get 1 of something worth <20,000 ISK. There is about a 10% chance to get 1 of something worth ~30,000 ISK. There is about a .3% chance to get 3 of something each worth probably ~2,500,000 ISK.
This means that if you play 10 matches, on average you will come out with about 300,000 ISK additional from loot. IOW each match is worth around 30,000 ISK in free loot alone. Regardless of playstyle, role, time in battle, or wp earned.
That's 1 million in free ISK to the community each battle. |
Beren Hurin
OMNI Endeavors
693
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Posted - 2013.07.17 15:34:00 -
[5] - Quote
So here's a salvage mechanics idea:
Step 1) Everything that drops on the field turns into it's basic and standard counterpart and then generates some random [item] components and scraps.
So a Sentinal ak.0 suit -> Amarr Heavy ak.0 and 7 dropsuit components and 5 scraps.
Step 2) Then let players 'modify/craft' their own specialized ADV and PROTO gear using these components and scraps.
Example: To turn that Amarr Heavy ak.0 back into its corresponding sentinal suit, a player would have to spend 10 dropsuit components and 25 scraps. Additionally, the basic suit could alternatively be disassembled into less efficient amounts of components and scraps. Assembly always requires more parts than disassembly or looting would give from destruction.
This effectively lets you degrade the value of things lost in combat while letting the 'wealth' of it become more transferable without needing trade.
Eventually components could be racialized once you get trade.
Dropsuit/Module/Vehicle/Weapon Assembly could all be skills that increase the efficiency of assembly and disassembly costs. |
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