Frozenfire's Economy 102 Essay - January 2002
Ok, the UO
economy is down the drain. Inflation has already been covered and this update
will talk about risk to reward ratio– or rather the lack of one.
Players
turn to games for various reasons, almost all of which circles around
entertainment or fun in some way. Different gamers enjoy different games. While
all games are intended to be fun and a diversion, they have different ingame
incentives that players react to. In UO there are many things to do, so players
can choose what interest them the most. To keep these sub games interesting,
the game designers add rewards to give players incentive to participate.
Rewards in UO can be many things: fame/karma, slayer titles, magic items, semi
rare item drops or just plain gold and other more or less useful
items/resources.
So just
what should determine rewards? Great feats merits great rewards. My own
personal opinion as to just what makes a an accomplishment “great” are these
four factors in order: risk, player skill, time spent and appeal.
Risk is
very important in determining rewards.Who dares wins are just a couple of
sayings built on this fundamental principle. Risk could be risk of character
death, loss of possessions, temporary or permanent loss of skills (ie
pk/faction stat loss), resources lost or fame/karma loss.
Player
skill should be rewarded whenever feasible. It gives everyone a reason to keep
learning and practicing to become better. Playing as a team with skill should
also be rewarded. The downside is that differences in connectivity and computer
systems puts players on an uneven playing field.
Time spent
is also an important factor. A great feat that takes 5 seconds to accomplish is
not that great, is it? On the other hand, an epic 30 minute battle. Some skills
that take longer to GM, should provide some extra ability to gain better
rewards, compared to skills that are quick to GM.
Last is
appeal. Some activities in UO is inherently more fun than others. The
tediousness of some sub games, means that they should offer a good reward so as
to entive players to participate, even though there may be more fun sub games
to be found.
Those are
the factors I believe should determine rewards, and to some extent this is
already present in UO. The problem is that the game is dynamic and keeps changing,
and along the way, the imbalances have added up.
If we look
at PvM, pre UO:R, all the best spots in dungeons were PK hotspots. Does anyone
remember banking every 2K to minimise loot lost if you were Pkd? Compare that
situation with Shame today. In Trammel, you can safely farm Earth elementals at
300 gold a pop (+gems) and only recall once you reach your carrying limit. Risk
is definitely lower, the skill required has been reduced (no need to be able to
evade/fight pk:s) and yet the money made per hour is better. That’s the exact
opposite of how a good game should reward its players.
Clearly,
playing patters can quickly tell us where the most favorable risk/reward ratios
are to be found: Bards/Tamers are dime a dozen. Few even bother hunting with a
warrior, once they graduate from the basic spawns. The ranks of crafters are
increasing too, but the number of shops are falling (more on this in the third
and last update). Trammel dungeons are crowded, while Felucca mostly empty.
Not only
does the ease of moneymaking with Bards/Tamers fuel the inflation, but if
people want to compete with rich tamers/bards for houses or other attractive
items, they need to start their own tamer or bard or sink more time into
earning money. While OSI has made many different templates viable in PvP, it
remains a sad fact that there are, in reality, just 2 viable classes in PvM.
So if the
risk/reward is unbalanced, players will react and the result is a surge in the
sub games with the best perceived risk/reward ratio. Finding a perfect balance
is impossible, but there is much that can be done. Once these imbalances are
evened out, more sub games will be competitive when adjusted for risk, and
result in a more varied playing pattern. Once risk is reasonably adjusted to cap
the earning potential, the inflow of gold should at least slow down and lessen
the inflation. Add some gold sinks, mentioned in the previous update, and the
economy should show signs of recovery.
Next update
will focus on why self sufficiency is bad for the economy.
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