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Old 08-04-2014, 12:44 AM
Davood
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Join Date: Jan 2005
Posts: 488
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Now that is something I would be willing to lose sleep over.

we could have something like the EVE economy. the only question is. what is the main driver for the development of the economy.. on EVE its about developing your corporation and building up a fleet of ships- trading stealing etc technologies and making backup clones

What would be the equivalent in EQ?

First you need some slowly developing but extremely painfully expensive process like developing skills but x1000 and have it be given the opportunity to degrade.

Also, you would need to not have any "finished" loots on monster drops, except in rare cases of a quest line or special boss monster (like the end encounter for an expansion).

Then you need to have systems that you hook into with those skills to do stuff - your a smith - OK great - I would then make some system where items are crafted with simple ingredients and certain items can be upgraded along clear paths - but as groups of items rather than linear item -> item paths (few small db changes to store data). Also I would take the item DB and add/change all aug slots on all items to "hidden" and then each permutation of an item with xyz etc augs hidden on it would have an id number based on the augs installed and the original item id.

this might also require a # based interface.. but i digress

returning to the item creation
-> item creation would be semi deterministic but the result of a combine might have many possible outcomes, including producing an inferior product to what you were building / whatever.
-> when you are the first to create an item then you can make that item again later on purpose - other players cannot automagically make that item on purpose, they would have to hope to get it when they combine for that type of item. So if you managed to make a fine steel short sword with some damage augs and such, you could make it again on purpose if you have the ingredients you used. this would be valuable to other players as each item will have (7 aug slots and thousands of augs? so lets say 5000^7 possible combinations for each item?). Also if you stop making the items you "discovered" for more than x amount of time, you lose the "ownership" and someone else can claim it if they manage to make one - or "disassemble" one for parts

the above scenario would satisfy the item creation and patenting aspect of the economy.

as for the actual economy.. nothing would be "nodrop" per se except some crutches for quests and such.

items would have to be available "offline"
ownership of item creation shoudl be tradable somehow which would make for an extremely valuable asset on a pvp server if you get lucky and get 7 lifetap augs and your server allows multiple procs - that patent is monay.

yes yes yes davood that is great but where does the actual base money come from????
regular game quests.
slaughtering monsters
and the above aspects.

yes yes yes davood but why should i care about money if im the top of the game with my items ive made?
because there should be some other methods to make / sink money maybe selling AA points or buying access to temporary mercenaries / pets like oh 10 mlllion plat buys me a one shot summon of rallos zek himself who follows me around until he dies or i do.

thats nice davood but what if you are offline and i want one of your specially discovered holy swords you invented?
oh ok so my offline trader can have "me" in npc form provide to you the item if you have a price ive set + the material(s) for the item group.

well mr davood im going to write a script and farm me up 100000 item combinations and ill come back later if a nice one appears and farm those out

ok sure but you better take into accoun the possible "good" combinatiosn you want for that particular item because I am going to be limiting you to 100 "invented" items with only the latest ones counting with item create repeats putting that repeated item back at front of the line.

ok im happy with this mr davood but what about the items themselves.
oh ok thats easy if we are continuing this thought experiemtn.
lets take a basic peqdb
every item in there that is equippable or clickable in some way -> run it though my magic formulae (which already have) to determine its value and tier. then categorize by type - count the number etc and generate some random crap to use as the combines. lorewise it wouldnt be pretty, but it can be cleaned up later. SQL-wise its super easy to do.

that way you could deterministically create a rusty short sword but you have a chance of getting various abilities on it each time you make one, and if you are the first for a particular combo, you can repeat it on purpose. etc

that concludes mental diareah for tonight
stay tuned tommorrow when davood meanders on about his project M plans.
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Demon Overlord of Alakamin
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