Part of managing an online game is keeping track of the economy within the delicate ecosystem of an MMORPG.
This means close monitoring of both supply, demand and the number of rare items in a given server. Fail to this, and the economy will falter. A game with a super-inflated economy will lose players faster than you can say “dupe”.
How do you monitor economies?
Hit jump to find out.
How Rich Is the Average Joe?
The first rule to measure the success of an in-game economy is to identify the cash flow. Most GM or game-system tools have a way for us to track the richest dudes in the game, the total number of currency, and also the total number of active users inside the game. What you do is – first, get the total number of cash in a server then divide it by the number of active users, the final integer will be the average wealth of a given character.
What do you do with this number? Simple. If this number is too big, this means that most characters are @#$^&$ filthy rich. Items sold by the NPCs lose their value since ‘everyone and his brother’ can buy ‘em. The rare drops will be sold for horrendous prices. If this happens to a game economy, managers better watch out… too much inflation will mean that players get bored easily and will start to “churn”, quit and look for greener pastures.
Don’t Screw With The Drop Rates
There are other ways to monitor. Here are other pointers…
Let’s start by keeping watch over the rare stuff.
- First identify your top 10 items in the game.
- Get the “percentage chance” or “drop rate” that a monster or quest will drop or give out that item. For example, once every 1,000 spawns.
- If the monster spawns once an hour, this means that it will spawn 24 times in a day or will give out a rare drop once (at least) every 41.666 days (that’s 1,000 / 24)
- Figure out how old the server is. For example, if the server has been going on for a year (365 days), this means that there will be approximately 9 items in that given server given the mathematical odds.
Odds and statistics don’t need to be exact. You can be off (plus or minus) by around 10% to 20%. Now if there were 50 copies of that rare item vs. the mathematical odds of only having 9 items, then someone’s either cheating or something fishy is going on.
That’s why I always train my people to NOT screw with the drop rates. There’s a reason why items are considered rare. This also applies to giving away too many powerful items as prizes for in-game events.
In conclusion, monitoring game economies is vital to the continued success of a game. Be diligent and don’t forget to do your math. It’s good to figure out screw-ups before they blow out of proportion. Hope this helps!
I’d love to hear your thoughts about the matter too… (comment below)
Ciao,
GM T
in the world of electronics everyone has a variety of electronics like computers,televisions,home theater cinemas, laptop computers,dvds,note books,digital cameras in which most of the companies offer free accessories of these products like wires,batteries and installation.
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