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[Anzal] The economy of the disc today is divided in two. We have a super inflation in the money economy and a sort of deflation in the xp economy (the higher level you get, the lower the xp for killing things). It looks like that one of the main motivation factors is the title, and it can only be changed through earning xp. Therefore (almost) everybody are ultra rich and kill on sight quite randomly, cause there is nothing to use the money for and you have to kill everything that moves to get xp. Another, quite touchy subject, is reimbursing lost quest stuff. Most players have many quest weapons, if reimbursing is removed from the game, the players are forced to sell weapons to eachother, maybe to astronomical prices. I know it is unfair to the people losing stuff when logging in, and there is no way that i know about that can separate ie. the robbed corpse cases from those who have had an unpleasant meeting with the nasty item eater bug. Same is true for things lost in a room because of reset and the player on his way to get raised, in a real world things dont disapear in such ways. So this might be a thing that shouldnt be changed anyway. To change this situation i have the following ideas: Houses Sell houses to players for a lot of platinums and subtract a high rent from their bank account ie. every 4 playing hours. Houses should be locked to other players, like the player rooms in the UU and contain a chest like that one in the heroes guild so the players can collect items for their homes. Maybe we then would see that they started collecting things, filling their treasure chests with souvernirs from their life at Discworld. Ideally the rooms should save what's in the inventory of it at reset, but i have been told that this isnt easy to do with rooms, so till someone sorts this out the chest is better than nothing. Players should also be able to buy furniture, wich some creator codes into the room with add_item or as a object that is loaded. For poorer players a hotel should be built, you dont buy the house/flat but rent a room for some time. Should have a chest. And some inn that rents out rooms in the shades for though players that think its more in sync with their image to live down there. Should be cheapest of all and not have a chest, cause the other inhabitants of the shades steals everything anyway. Title Add the economical situation of the player to the who printing, then it wont be fun that everybody knows you are poor, titles might be Rich/Poor/Wealthy/Super Rich/Ultra Rich/... probably better titles than this. Zones for items If every item had a zone, it would be possible to make an item sold in ankh be sold expensive in ie. the rams or klatch, cheaper the nearer the home of the item it is. This might also be possible to do with coordinates, setting the coordinates of the first room the item is found/sold/whatever in as a property of the item. The effect of this is that it makes imports/exports to/from different areas profitable. Mules Animals that help players by carrying things when walking with a caravan in hope to earn some bucks on imports/exports. The cabbages can be used in this way today, but you have to make new ones all the time, the only way to get your stuff back is to eat the poor thing. So the mules must react to 'get X from mule' and 'put X in mule'. A caravan could be one leader that owns the mules, some other players to protect from attacks from bandits (guess the thieves will hide and wait for valuable caravans, probably fighters and the rest too :) ). The other players would then get paid by the leader when the caravan arrives and the owner sells the items/animals. Normal mercenaries could also follow a caravan. Domestic Animals Pigs, cows, sheep, chickens... Should be sold and bought on markets after haggling over the price, good hagglers should be able to earn money from this. You shouldnt be able to sell the animal back to the same market for a higher price, though. Should also be sold to npcs in the villages, ie. having chickens in the backyard is quite normal in the countryside towards the ramtops, i think. Auction Room Sells items and animalsas in a normal auction. This makes it possible to have auctions for cattle or rare quest items or whatever someone offers for sale there. Should be announced in some way, and the seller should be able to set a minimum price. The auction 'shop' takes of course percentages of the sale for its services. Horses Animals a player can ride to get quickly and automatically from one place to another. Horses should be expensive to buy, suspectible for theft when left outside a house (yes, horses can in fact not be ridden inside houses :) ), and demand regular feeding and currycombing to stay healthy. Should be sould in markets and stables. Stables should also take care of horses for a fee, then they cant be stolen. As horses are quite expensive, there might be a career to be a horse thief, or just buying and selling them like normal domestic animals. (for a closer look at what i think i horse should do, take a look at /w/anzal/ideas/horse.txt) Money loaner Some place where they lend you money and charge you interest when repaying. If you dont pay withing ie. 8 hours playing time, a pack of mercenary trolls should show up and start following and killing you. Might be profitable to lend a lot of money and buy mules and goods and start a caravan to another area. But you must be sure to get back and pay in time, else... Player owned shops The player rents the shop from the mud. The shop sells and buys stuff as normal, though the owner should be able to set buy/sell prices for items in the shop. Every 4 hours of playing time or so the owner gets a result sheet from the shop. If the result is negative, it withdraws money from the owners bank account, else it deposits the surplus. If the owner dont have enough money on her account, she loses the shop wich is then free for sale to other players. The owner also has to rent a npc shopkeeper to run the shop. The store should save its inventory on reset, else its no use buying expensive stuff, if you cant sell it withing at most 15 minutes you have lost that deal and a lot of money too. Making things Adding value to things might be done in many ways. You could assemble a thing or mix a potion that was more worth in one piece than as many parts. You could be able to fix things in the smithys yourself and paying just a small rent for the use of the smithy if your other.smithing level was high enough (ie. level 100) and sell the items for more money than when unfixed. You could go woodchopping and load the mules with wood that you sell to some market. Or maybe by writing books, you write a book in the editor and mails it to some printing house. If the book is good enough, it is made and put into the game for sale in a shop. The author gets percentages. This way we might get a lot of interesting books added to the game without too much work :) The present situation is as already said a neverending genocide. These ideas might change that to a capitalistic system, which perhaps isnt much better. But the players would have the choice between killing or earning money and buy other status symbols than the guild title. Some might say that this is what a new guild of merchants should contain, but to that i must say that all players should be able to buy and sell. Maybe a sort of club of merchants could be ok, a place where they teach haggling and auctioneer skills and has a board where houses for sale or whatever is listed, but all guilds should be able to join this club to make the economy large. Guess this will demand some changes and additions to the disc, but i think it is of the highest importance to start developing another economy than the xp rat race. Anzal.