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#1
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Nice job guys good to know you'r looking out for us =)
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#2
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Awesome catch and foot work by Rog and Uth!
Bad boys... bad boys.........
__________________
Project 1999:
Brund - Dwarven Scout Classic: Gruemm - Dwarven Scout of Fennin Ro Member of the Grudge Bearers | ||
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#3
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I'd like to thank the exploiter and the gms. Thank you for finding this retard, but more importantly, thank you for bringing down the server and brining it up right when I got home from work. Allowing me to pick and choose my group and camp and grind out of 40. THANKS [You must be logged in to view images. Log in or Register.]
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Last edited by vitalious; 11-10-2010 at 07:40 PM..
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#4
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Thanks Rogean, Uthgaard, and crew for taking in game monetary policy seriously. On live, seemingly the only GM I ever knew who personally understood how integral this is to maintaining a healthy play environment was Uini. I would assert that runaway deflation 'killed' EQ more thoroughly than any item, code, or class balance issues.
ETA: Did it by chance have anything to do with the Fear portal zone-in or has that duping bug already been addressed? | ||
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Last edited by Mimn; 11-10-2010 at 08:05 PM..
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#5
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Quote:
The economy thing came up at a GDC roundtable a few years ago that was headed by some SoE peeps and they talked more about it, but it got derailed into some stupid World War 2 Online economic shit and some other terrible game that came out around that time. etcetc. | |||
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#6
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Whew, good thing I didnt get flagged for having 19 million plat!
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#7
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afayk.
__________________
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#8
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A game is defined very heavily by its economy. Time is money is more than just an expression, it's an intermediate currency that represents the amount of time it takes a player to generate value. The value of items is influenced by its quality in comparison to other items, and the numeric value of the price tag is going to be directly proportional to the amount of time it takes to acquire the item, and inversely proportional to the amount of money that a player of the average level on the server can be earned in the same amount of time. Then supply vs demand brings it up or down accordingly.
So when a player finds a method to introduce plat to the economy, eventually the means of acquiring plat by playing the game begin to lose value (for everyone) - and logically following, so does playing the game, as content is rendered useless - and players entering the game find themselves at a huge disadvantage. So, it's important for the health of the game to prevent situations like this when they occur, identify them rapidly, and reverse the damage done. But don't think that we depend solely on some server red flag to identify plat entering the game, or that it's set to some arbitrarily high number because the guy got to 21 million in one day, or that we wouldn't have known if he hadn't been flagged. There are a lot of methods - both active and passive - that are taken to keep on top of things. | ||
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Last edited by Uthgaard; 11-11-2010 at 08:43 AM..
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#9
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Sounds good!
What are the developer thoughts on reducing the money supply, like the casinos did on Live? On live it was used as a reactive method, have you thought about a preventive method? | ||
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