Shattered Kingdoms

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The Economy Code . . .
Makes SK worse 80%  80%  [ 35 ]
Makes SK better 20%  20%  [ 9 ]
Total votes : 44
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PostPosted: Fri Dec 17, 2010 12:43 am 
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grep wrote:
Beyond sales tax?


a command given to tribunal leaders allows them to put money into the economy, my first leader in this economic state was an MCer, and we took the empire out of achernar's "worst" depression and made it the best economy for years to come!


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PostPosted: Fri Dec 17, 2010 1:22 am 
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Oh, so you're saying a tribunal leader can gold farm for their kingdom.

Wooop de poop.


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PostPosted: Fri Dec 17, 2010 2:43 am 
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SK Character: That one guy who pk'd you.
Teh_Peso wrote:
a.) shup Trag.
2.) I agree with the first three posters, obviously generating my immense popular voting scheme to make this economic CRISIS change!


A and then #2? I think the economy system is only beat by CRS and that whole recall costing xp thing for a while.

BTW: the next update will have toilet rp, so you will have new messages like "you have to pee." Failure to void will affect your abillity to hit and dodge.


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PostPosted: Fri Dec 17, 2010 2:58 am 
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I would love to know if the same mind came up with CRS, Recall costing XP, and the current economy system.


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PostPosted: Fri Dec 17, 2010 1:16 pm 
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Nice to see you're playing again Baldric.


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PostPosted: Fri Dec 17, 2010 1:51 pm 
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Terrus wrote:
Nice to see you're playing again Baldric.


I'm not. I was just looking for something to do that wasn't writing final papers, so I made that post. Maybe some day I'll be back. In the meantime, I'll just make posts geared towards improving the game, so if/when I do return, the game will be even better than I remember it.


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PostPosted: Fri Dec 17, 2010 1:54 pm 
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to sleep
perchance to dream


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PostPosted: Sun Dec 19, 2010 9:48 am 
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Dulrik and Justin Bieber clearly teamed up and voted that the economy code makes SK better.


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PostPosted: Sun Dec 19, 2010 2:07 pm 
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If you buy a gallon of milk, and then realize you need to buy another, that second gallon isn't already going to be more expensive. So one of the problems is prices update far too quickly. They shouldn't update more frequently than once per tick, and even longer periods of time would probably be better. There's nothing wrong with prices rising in accordance with heavy demand. The prolem is that the increase price gets other people to start producing since they can make better profits. This increases supply which brings prices back down. This would be a great reason to get some merchant and industrious classes going, so that the IMM staff need not make new shops and what not, but let the playerblase actually help in the stabilization of prices.

Not knowing how the code works, I would say that eliminating the intrinsic values one sees when casting identify would help. Items do not have a value inherent in them, but only have value that people place upon them. Items can be more useful and more easily reworked, that in general people will place enough value on them and even potentially use them as a medium of trade like money. So maybe if you say try to sell some obscure sword in Teron, versus say a sword made by some famous smith, the guy doesn't pay you based on an arbitrary amount set in code, but rather on say the amount and type of material you sell. You sell a medium iron sword that weighs 5 pounds, he figures if he can't sell it, well at least he has that much iron that can be reworked into something else. You try to sell a wooden or stone piece, and he's not so interested since he can't readily rework them. This could bring up the possibility of secondary and tertiary materials, such as a steel sword inlaid with gold and silver. Of course this might be way to huge of a code update.

Banking fees, while sucking would be a great place to start too. Having someone else hold your wealth and making it accesible to you in a variety of places is a service, and one you would normally be paying for. The only reason we get free checking accounts in real life is because of fractional reserve banking, which often leads to bank runs, which often leads to governments taking over and creating central banks (Of course that could be cool too. If the Empire was worth its salt, they'd be filing down coins to incrementally steal from the citizenry to help finance all their wars).

This brings up a completely unimportant tidbit and thats obsidian coins. Theres a reason the only obsidian coins I've ever heard of come from a makebelieve universe. Obsidian has a quite high melting point and fractures readily, meaning its really hard to work. Assuming addamantite is considered a metal, this would be a much better choice, and it would more reasonably reflect the high value people place on adamantite armor.

Wow, sorry that this got as long as it did.


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PostPosted: Sun Dec 19, 2010 2:25 pm 
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All of this economy talk is way beyond the scope of the time period which I think SK is trying to emulate. Yes, these forces act in the modern world, but capitalism and other such things weren't even a footnote until around the 1800s.

I would believe that we've only advanced thus far to the 16th century in SK time periods (landsknecht as evidence). I'm, however, wondering where our guns are. It wouldn't even be imbalancing to add 16th century guns to the mix of weaponry as they would lack the range and accuracy of the bow and crossbow. Just my two cents anyway.


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