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Skippy’s Dream MMO 3.1

August 4th, 2008 by skippy

I didn’t get a chance to respond to everything on my last ‘Dream MMO’ post. But people kept discussing game mechanics for the next week. So I figured “Why not keep this discussion going?”.

So evidently online game economy is a subject that the readers of my site have an opinion on.

Now, I still take the stance that inflation is inevitable, but can be mitigated from the design, although a lot of my readers disagree with that assessment. Or rather, in an ideal situation for an MMO there will be inflation. Because ideally there will always be more players, adventuring away and adding more virtual money to the economy.

One suggestion I saw come up a lot was to remove things from the economy. Which is true, if players are constantly having to replace their gear that would have a net effect of keeping their stockpiles of money down. Since that was the majority suggestion, let’s run with that tonight.

Of course, players get kind of cranky if you take their stuff away. I’m not saying that you should take players toys away on occasion, just that games need to be cautions about how they go about doing it. So here are the ideas I saw suggested last time, plus a few others.

Ways I think would be good to remove items:

Reduced Effectiveness With Use – It doesn’t force the player to ever give up a piece of gear, but it encourages the player to switch out as often as they can, in order to maintain peak effectiveness.

Damage – The equipment has it’s own sent of hit points, that are reduced by use. Eventually the equipment will break. Many games have systems similar to this. The best example I have seen was in the game Arcanum. If an item gets damaged, you could repair it. But instead of going back up to it’s maximum health when you repaired it, the current health and the max health would be averaged. So the more frequently you repaired you equipment, the longer it lasted. But that would make it cost more, and no matter what it will eventually break.

Binding – Once picked up, customized, or equipped, the item becomes locked to it’s owner. WOW made good use of this, as nearly all of the equipment from the first third of the game onward is binding in some way. Guildwars also did a neat job here, by making weapons customizable. You spend extra money on the weapon, to gain a bonus to it’s use, but then no other player can ever use it. They’ve basically found a way to get the players to pay extra for having their equipment bound.

Scavenging – WOW has this as enchanting, Auto Assault had a version of this. Basically you allow the players to turn the items they posses into the raw materials that they use to create new objects. As long as the player crafted items cost more resources to create than they yield when destroyed it shouldn’t be abusable. Especially is you make a separate set of resources that are *only* available from scavenging. If you link this to a damage system for the item, it could be rigged up that the less health the equipment has left, the less salvage it has. Which encourages the players to break their own toys as fast as possible.

Obsolescence – If the player has the best sword in the game, he will never spend money on another. So make a sword that is better than that. This is what every MMO would probably like to do. But there are practical limits to how many new areas, and new equipment the development team can get into the play-space. And they will never be able to make it fast enough to keep up with the ultra-hardcore players. Don’t get me wrong, I like this idea the best, and it’s part of the point of MMO’s. At least it’s part of the justification for the subscription.

One possibility to use obsolescence without breaking the developers backs, is to supplement it with a procedural one up system.

Let’s say that the best sword in the game is the Longsword of Leetness. It’s only available by doing a long and expensive quest, and at first, only the absolute most dedicated players have them. But months pass and more and more players have found the time to complete the quest. Once a certain percentage of end-game players have the sword the game determines that it needs to ‘one-up’ the Longsword of Leetness. So it releases the Battle-axe of Leetness. Which statistically is pretty close to identical to the Longsword in every way. Except that it has a bonus when used against a player who is using the Longsword. When enough players switch to the Battle-axe, it creates a super-powered mace, that has a bonus to take on the first two, and so on. It think a nice money sink could be developed by giving the end-game players a permanent arms race against each other.

So any comments on the ideas I listed? Any other ideas to remove stuff from the players?

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10 Responses to “Skippy’s Dream MMO 3.1”

  1. SPC Hyle Says:

    Arms races are fun.

    Reply

  2. SPC Hyle Says:

    Re: scavenging:

    Asheron’s Call had this system. Workmanship of the item related to how much of what material you’d get. This in turn affected the chances of successfully adding it to a weapon (with appropriate skill, of course). Low workmanship weapons were easy to modify, high ones were salvage.

    Oh, yeah: failing a tinkering roll meant it went kaboom.

    Reply

  3. Jason Says:

    This actually brings to bear something I was thinking of last time.

    Is the “ultimate MMO”
    a)Almost all PVP with some PvE to help support the economy
    b) a balanced mix of PvP and PvE, with players getting to pick one to specialize in or
    c) Almost all PvE with PvP thrown in as an afterthought?

    Reply

  4. Kilbia Says:

    I played Asheron’s Call long enough to see them introduce salvaging. You’d salvage items for raw materials, and depending on the workmanship of the item (and maybe the weight of the item) you’d get X units of Y-quality raw materials. You’d have to combine 10 units into a “bag” of raw materials, and the bag’s quality would be the average of all the units.

    Bags of high-quality raw materials became both highly effective currency in the player market, and sought-after items in their own right.

    Also, the Age of Chaos MUD introduced item decay somewhere along the way (it’s had a bunch of different names in the past). When the item first drops, it’s in excellent condition, and then the condition degrades with time until it falls apart. You can repair items, and part of how they make it worthwhile to do so is limiting how many of a given item there can be in the world (i.e. there can only be five Longswords of Leetness on any given server). If you’ve got one of the only five available, you don’t want to just salvage it and go try to pop a new one, because somebody else may beat you to it!

    I used to build for MUDs and I feel peoples’ pain about the arms race. What’s sad is that the hardcore players whine about there being no challenge, but strangely enough they don’t want to try and make the game harder for themselves by conquering the same foes without their overpowered gear.

    Reply

    SPC Hyle reply on August 5th, 2008 3:51 am:

    100 units, not ten. Oh, the bags of Sunstone I got from slaying Olthoi on the plateau…man, I miss playing AC now.

    Captcha: Germany’s Sewage.

    Reply

    Jon reply on August 5th, 2008 7:51 pm:

    I feel your pain about building for muds. Long ago I used to develop for Muddog Mud (develop hell… I ran the place) and the arms race was fully active there.

    Eventually I got sick of things that I made a weapon that just would destroy anything in it’s path, but to get it you had to do some pretty tough stuff. And since weapons on Muddog only lasted as long as you were logged in, this was not much of a problem, particularly since it rebooted once a day. :)

    Reply

  5. barry Says:

    the arms race idea rocks completely but combining those ideas would also help i think

    Reply

    Suomynona reply on November 28th, 2008 9:58 pm:

    You can’t really combine them all, or else you would get a system so complex that no one would want to play, which defeats the purpose.

    Reply

  6. pfc ward Says:

    i meant combine some of them not all of them

    Reply

  7. Suomynona Says:

    I like those ideas, especially the guild wars binding one. Along the obsolecense lines, instead of having one ultimate weapon, have a few of them, but they are all ultimate in a different way from one another, so that the hardcore players end up spending huge amounts of time and money to get them all. I personally think the best inflation deterrant is item damage, you could make it rather expensive to repair an item.

    Reply

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