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  1. #10
    Player
    Kam's Avatar
    Join Date
    Mar 2011
    Posts
    429
    Character
    Kamara Barrett
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Kilta_Firelotus View Post
    lol that was the most dumbest reads ever..... Who ever wrote it must have forgoten that AH are still PLAYER RAN and still have PLAYER MADE PRICING.
    Make up your own pricing and judge what is fair. That how stuff works.
    Watch how thirf stores are run or pawn shops. There is no blue book in ffxiv. Just make what you feel is a fair price.
    A think on chronical/ inside eddition (i forget which) had a few stores like this. one person said
    "it is better to buy the item and to find it at a lower price, then to miss out on an item completely"
    So MMO economies need basing on small market trading?

    In conclusion, there are a number of valuable lessons all MMORPG designers should take into consideration when developing their virtual economy. First and foremost, give players the tools they need to be an active participant in the game economy without undue burden or stress.

    Secondly, ensure that all types of players ("market players", casual players, and everything in between) feel like the market works for them.

    Thirdly, make sure to balance all your opportunity costs: don't let the MIMO trickle cause too much inflation. Continual money-out outlets like Player Housing are a fantastic way to keep your economy in check. Finally, remember that you're making a game. It should be fun to play. Empower your players, not just with sword and powerful magic, but with the chance to make dreams of riches on the market a reality too!
    Kilta. Please come back with a decent.. or semi-decent, relevant arguement. If you can.

    I'm all up for debate, but almost everything you state is ignorant. (you haven't played or participated in the economy enough)
    (2)
    Last edited by Kam; 05-25-2011 at 11:14 AM.