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Dynamic economy

Psy Ops

Well-known member
Location
Sweden
Im a little unsure how this works?

I thought that if people sold alot of Iron, price would go down and if no copper was sold price would go up to encourage copper runs??

From what I've seen prizes only go downor stay the same(standard) ?? Thats not very dynamic? Although I could be wrong about this, could someone explain to me how it works?

Also it seems that the economy resets on server restart?? Thats even less dynamic and will not really make ppl do more stuff? Again am I missing something?

 
From what I have seen I agree, The prices only seem to decrease, then are reset on restart... Seems to be a good start but I think it needs to be firstly truely dynamic

Maybe random traders could suddenly have a demand for something? Completely random, a little message pops up the top right saying "The salt (Or what ever) trader, has run out of stock and is desperate need of supplies." and with it comes a temporary increase in price for, an hour or so.

Secondly it needs to be persistent, although please don't add this until the prices fluctuate rather than fall...

 
Yea agrees that would be cool, a random commodity every restart gets a 50% increase in prize for the duration of the server up time, that would make it intresting as many would do runs and many would be at the trader waiting ;)

What the economy does now is make ppl sell their stuff right after restart to get more money, and that in turn might increase teleporting :(

It needs to be so that the ones not used increases in prize. Otherwise its not a dynamic economy its more of a overtime tax and just a way to get less money into the system.

 
I want it so bad to simply stop the constant weed runs and make it a bit more interesting. 

 
what we have is a good start, I think the rate at which the prices decrease needs to be slowed right to, something like a 0.001% change per unit sold so it takes hundreds of units to change the price even a pound. And then for the price changes to be persistent over server restarts. As a resource is not use it should slowly increase.

 
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Good start???? Wtf?

Prices can only go down????

Dynamic economy means you have supply and demand.....not just Supply, so its acctually wrong to call it Dynamic economy...second prices can only go down, dynamic??? More a "walk off a cliff economy" or communism, as prices are not dynamic but controled by the stat.

So basically I suggest a name change to "communist economy" :)

I really really like the "dynamic economy" idea, but what it is now, is worse than before.

Imo

 
A simple solution could be (bear in mind im not a programmer or have a complete oversight of the server exonomy)

But you could do this:

When the price of for example froglegs decrease with 100£ some other RANDOM resource increases with 100£, statistically that could bring apples to 500£ a piece (highly unlikely but possible) if that happened ppl would rush for the apples, increasing interaction at those fields a 100 times and as ppl sell apples price of apples rapidly falls and some other resources gain those 100s in price. So if something like cement is never done the price would statistically increase for cement untill it becomes high enough for ppl to start doing it and the circle is complete....

The advantage with this is that ig everything gets fucked up ocer time u just reset prizes and start over....

Im not a programmer but to me that sounds like an easy script to implement.....But what do i know

Also by moving the prices around but keeping a net of 0£ in prices, the total economy should not be affected, the main result should be Travel and interaction and ROLEPLAY.....OMG. o_O

Pmsl

/Mad Medic ;)

 
Bonus commodities should be limited to legal goods only imo

 
The change in price would be 1 unit sold = prize falls 1£, so if selling 100 units you woul get 100£ less for the last unit sold compared to the first, and those 100£ would then increase the prize of a random other resource. U probably need a min prize for each resource.

The only problem I see is the High value resources gaining a smaller % than the lower value is Loosing. But thats why we have the posibility to reset every now and then.

 
@lionel

Yes prices could be in categories. So fluctuations would be within each category. Categories could be illegal an legal, for example. That would make the system work better, because of the large price differences between the 2 categories. Thank you, good point.

 
To implement my system u need to take a look at the prize per original resource weight and make it similar for all resources, travel time would then be priced in by the dynamics of the economy. And every now and then statistically you would get an overpriced resource like apples at 10x the original price. Which would be fun but only last for a short while as supply would rapidly push back prices to normal and only the furst 500 apples would acctually be sold at an over price.

But it would be fun to see 20+ hemmts at the apple field all rushing to be first to sell and the last guy only gets 25£ per apple, so it would be a competition to get as many apples but still leave before everyone else to be first :)

 
I would say for each £ 1 resource goes down, it adds a .% to each other resource. Meaning if you stormed weed all the way to 0 then other items would be pushed sky high.

But then selling the other items would then in turn push up the price of weed and the other items again.

Have a stock exchange listed interested major towns, people can go check it out and see what happens.

Would love to get some stats on how much of what is sold on a average day of trading, just to get an idea on numbers

 
Stockexchange love it :)

Problem with a £ vs % is that it could potentially creat hyperinflation. £ vs £ if prices are set right should neither creat inflation or deflation..

Example.

Copper price goes from 1500£ to 1499£, if that triggers a 1% increase to iron at 3200 to 3232, the u just created more money, because if the process is reversed iron 3232 to 3231 and the copper 1488 to approx 1503 it would never be able to normalize, and inflation of money supply would rocket but prize of stuff(cars,trucks....) would stay the same, destroying the economy with an overflow of money.

I might be wrong here, but the senarios I ran to check it, points to inflation. Although £ to £ is not fool proof either....

I mainly like the idea of something being wastly overprised and ppl rushing to get that commodity, causing traffic jams and road accidents, which would need highway patrols to sort and medic to revive. KAOS :) lol

 
Sorry you seem to have read my post backwards.

Say you have 10 products and and you sell 1 unit of product 1 that decreases the value by £1 of product 1 but then adds 0.10 value to all other products.

No price changes are done until the price is rounded up to the pound and values are calculated every 30 min to avoid causing lag.

Obviously the amount each item should be affected depends massively on the supply of goods in the game to avoid wildly fluctuating markets.

Also potentially have a cut off point to stop the market value tanking below a certain level.

Also would be great to see items affect market prices too. E.g. Lots of oil harvested = cheaper fuel

 
If I understand u correct, then the sum of prices would be constant?? If thats the case then that should work great :) and no inflation would occur.

I like!

Yes a more widespread effect that would be really cool

 
Yeah that's right technically it would be a closed variable economy, so safe from major influx.

 
Would be fun to run a simulation on the server, like do a test day to see what happens and at the end of the day just reset back to where we started .

Id really love to see stats of sold products on a daily basis like you mentioned, in major towns.

 
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