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Posted

Re: [Guide]MC Economy

Hunger is a good idea, it would need to be balanced though so that users dont get too annoyed because they have to eat.

One way i was thinking was that users would gain energy slower if they didnt eat, like 2 every cron updates and the more the ate, they could increase this gain to the regular 10 or whatever its it.

I also believe that taxation can be effective. If you can get the total value of a players' assets house, money, bank, crystals, items etc. you can tax them a percentage of it, in my game which is medieval based, taxation was very high in those times, so if you dont use your money you will lose it....

Will be back later have to go to class :)

Posted

Re: [Guide]MC Economy

Realistically hunger would have to have an affect on all stats.

How often do you have the will to do anything when your hungry? Or full for that mater?

And health would certainly have to have an impact when considering hunger, as well as brave.

Even the strength, agility, labor, etc, would be impacted as well. As hunger is the a fact of life.

 

Taxes, certainly can benefit, however to make things more interesting and certainly random, it needs to have a inflation system as well, in which causes taxes and prices to increase and decrease accordingly to what the admins establish as criteria. It also needs to include optional tax brackets. It controls the economy, with very little forced actions from the admin, and allows the economy to become self-sustaining.

Posted

Re: [Guide]MC Economy

I realised today that in many games users get stuff for free or next to nothing energy, brave, will. There should be some cost attached.

Back to the hunger thing; maybe it can be that the higher you hunger the less you gain from anything. e.g.

gainsFromtraining = gainsFromtraining * (1 - (hunger/100))

efficiencyIncrimes = efficiencyIncrimes * (1 - (hunger/100))

Players would have to buy various kinds of foods to satisfy this hunger, if not they wont be able to do anything meaningful.

That kind of tax/price system would need tons of development

Posted

Re: [Guide]MC Economy

 

I realised today that in many games users get stuff for free or next to nothing energy, brave, will. There should be some cost attached.

Back to the hunger thing; maybe it can be that the higher you hunger the less you gain from anything. e.g.

gainsFromtraining = gainsFromtraining * (1 - (hunger/100))

efficiencyIncrimes = efficiencyIncrimes * (1 - (hunger/100))

Players would have to buy various kinds of foods to satisfy this hunger, if not they wont be able to do anything meaningful.

That kind of tax/price system would need tons of development

Absolutely agreed. Hunger affects have to impact alot, as it forces a new dimension on the game. However, having a hunger bar, may in fact diminish it's purpose, as in real life, hunger just happens. As for the Tax system it would be alot easier to create than a hungry mod.

But regardless, the MC economy simply still comes down the cost versus income, it doesn't need to become complicated. I could allow my members to make a dollar a day, that would without a doubt leave the economy short of money. And require alot of days worked before they can even attempt to buy anything. The challenge is finding the balance.

Posted

Re: [Guide]MC Economy

I had the same thought in mind with the hunger bar, but there really is no other way except if players just know that they have to eat 3 times a day or eat enough food.....calories depending on your level you would need a certain amount of calories, average calories = 2000. so instead of a hunger bar we would need a calorie bar.

This would facilitate different foods, with differing prices, and differing values. I think i'm going to have to design this and implement this into my game as well as the tax mod.

It won't eliminate inflation completely but it will definitely help. As soon as i finish this paper i'm going to start writing algorithms.

  • 2 weeks later...
Posted

Re: [Guide]MC Economy

Reset my game...Hardest crime (200 brave) pays out around $1,000. Easiest (1 crime) pays out $5. Crystal Market cap is $25. EXP needed to level up is a lot more. Any more ideas?

  • 1 year later...
Posted

Might Be an old topic Or might not be, not sure lol...

But anyways, When I owned games. I did something like....

On Input (Cash, Crystals, Special Items)

Such as, On streets. Or something similar

Was..

For everything a user gets. Through Streets, Markets, Donator Packs, I would insert them into a table via database.

So, I would have a table called (user_econ)

On Output I would update the table

And insert data into a new table

So, INSERT INTO user_econ

UPDATE out_inflation

And Log that Information

Doing a few algorithms, I had a forumla to calculate the average percentage of the games econ.

In my case, I would keep it around 13%.

So I would add

 

if$ir['bank'] AND $ir['cyberbank'] > XamountofCash);

{

// Code here, And Divide by 3

}

Hard to explain really.

But, It kept the game's economy at a low min.

Which worked for me.

Took alot of math and calculations to make it though

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