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by MrLeap
3482 days ago
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I'd be interested to know the parts of Eve's economic system only 'kind of work'. I just checked the isk price of plex, it's only about 40% higher than it was 3 or 4 years ago when I last played. The yearly graph looks like a nearly perfect sine wave. I just spot checked the ships I used to fly and all of them are the same price or slightly cheaper than they used to be. Frankly, for a system where the only way to get most ships is to buy them for other players -- that's amazing! It's awesome to know I could log in and my savings is still enough to outfit the same kind of thing I could half a decade ago. Eve heavily regulates a player's ability to print money. Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely* lost when you screw up or are murdered. For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets. I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe. * insurance is irrelevant when we're talking about an officer fit machariel. |
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Most of the great faucets are not risk free endeavors, and efficiently exploiting them requires expensive ships that are completely lost when you screw up or are murdered.*
The really good faucets in nullsec when I was playing in the mid-oughts were largely dominated by big alliances. There wasn't as much opportunity to strike out on your own and stake a claim. (I quit when wormhole space was new.) Also, the way risk was used as a sink didn't quite do a good enough job of encouraging players (especially the modestly resourced ones) to build their own "civilization." I think the way very capable items were used as an ISK sink also basically favored very large alliances.
There were also other anomalies. Players selling ships for below what it cost to make them, for example. Was that money laundering?
For any "hardcore" players that play enough to screw up the economy in other games, it's much more lucrative to spend your time on arbitrage than suckling on the isk faucets.
This is something I don't know a lot about. Tell me more.
I'd call that as successful an economy as you could hope for in a post scarcity sci-fi universe.
To heck with post scarcity sci-fi whatever. That has almost nothing to do with what happens in a real working economy, or making a fictional economy workable. I'm thinking that many of the problems with MMOs stem from how their economies dysfunction, and that a good way to solve the problems is to simply not let players print money. Only banks will be able to print money. There simply shouldn't be any arbitrary ISK faucets.
(I suspect that under the covers, Eve Online in the mid-oughts was basically largely "crony capitalism.")
EDIT: Something that just occurred to me: in Eve, player characters basically pay to get to fight. (Or pay to get to fight with better equipment.) Instead, player characters should be directly paid for their willingness to fight. (Killing NPCs on missions doesn't count, as this is just dressed up grinding.)