- Oct 2022
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bigthink.com bigthink.com
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The seeds had a typical shelf life of about a year. While this limitation might have had some benefits (preventing inflation and encouraging spending, for example)
minor benefits, trivialities really. /s
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- Jan 2020
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www.youtube.com www.youtube.com
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How To Make Thousands of Gold In Guild Wars 2 - Guide & Advice From The MMOs Richest Player [2019]
29.20 / It all comes down to trust. (ingame-otc desk instead of using game's own marketplace.)
Trading posts between servers.
Merchant Guilds with grand-bazaar like reputation tracking.
GW2 economy design decisions necessitates the formation of guilds / trading communities.
Bypassing tax of "Trading Post" via P2P bartering.
Reddit exchange.
Only reputation metric is your trading history in that specific subreddit. Use people with high reputation as escrow.
No middle-class in GW2. Rich records 2 hours long podcast for more players to make money.
Achievement system integrates with how fast you make gold and progress on other parts of the game. Golden idea to be included into social economy design!
"Do x,y,z like "recycle 1 ton of plastic" - earn "plastic recycler badge and get a %0.02 reduction on your bills." This can also get out of hand quickly, slippery slope. Still, implemented responsibly, can work wonders for a society.
We want money to flow through people and make it flow through your community first.
Sell to your community first. Then use global trade post as plan B.
When we changed the way we trade, the nature of gold in game changed. We were prioritizing materials, not gold. Resources became money, a multi-currency economy.
Community became tighter, engagement increased, people socialized more and started to enjoy the game more. Middle-class emerged!
Players learn how to achieve goals. Make money just playing the game.
"Trade post guilds" changed the whole game.
Peg the spirit shards value to play time value, all of a sudden everything matters (in the game)
Economical decisions in this game forces people to cooperate if you want to achieve a goal.
Maps (levels) are designed in a specific way, you are expected to flow through the entrance to exit and earn map currency.
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