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MMO Economies - How to Manage Inflation in Virtual Economies

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Author
Crumplecorn
Eve Cluster Explorations
#21 - 2014-09-18 02:01:13 UTC
Remiel Pollard wrote:
Crumplecorn wrote:
Remiel Pollard wrote:
All I want to know is, why is the rum gone?
Inflation.
That's not good enough.
What's really going to upset you is the rum forecast. Brought to you by "Extra Credits: How extrapolation works".

Witty Image - Stream

Not Liking this post hurts my RL feelings and will be considered harassment

Remiel Pollard
Aliastra
Gallente Federation
#22 - 2014-09-18 02:11:55 UTC
Crumplecorn wrote:
Remiel Pollard wrote:
Crumplecorn wrote:
Remiel Pollard wrote:
All I want to know is, why is the rum gone?
Inflation.
That's not good enough.
What's really going to upset you is the rum forecast. Brought to you by "Extra Credits: How extrapolation works".



https://www.youtube.com/watch?v=WWaLxFIVX1s

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Crumplecorn
Eve Cluster Explorations
#23 - 2014-09-18 02:14:26 UTC
Remiel Pollard wrote:
https://www.youtube.com/watch?v=WWaLxFIVX1s
My face when the video isn't called Do Not Want

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Not Liking this post hurts my RL feelings and will be considered harassment

Charax Bouclier
Silvershield Universal
#24 - 2014-09-18 02:19:55 UTC
I don't think this is an important concept for EVE. It would be different if we were spending ISK on fixed cost items from NPCs. Look, if a piece of ore cost 3 ISK a few years ago, but now ISK is twice as accesible and a piece of ore costs 6 ISK to acquire, your purchasing power remains the same.

The only thing that inflation does is to encourage players to not sit on fat wallets and instead invest in other items that are more inflation-proof and easy to liquidate.
Sibyyl
Garoun Investment Bank
Gallente Federation
#25 - 2014-09-18 02:34:53 UTC
Doc Fury wrote:
Crumplecorn wrote:
Doc Fury wrote:
Is this supposed to be relevant?


If you work for Zorg it is.



This is all good and fine until Mr. Shadow makes a phone call..

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Derath Ellecon
University of Caille
Gallente Federation
#26 - 2014-09-18 02:53:48 UTC
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#27 - 2014-09-18 04:14:51 UTC
Over simplified but yes. Although I don't agree with the effect of giving in-game money RL monetary value. From what I've seen, when this happens, it actually causes a period of inflation (Too many no-life gamers with more money than brains). It would've painted a better picture if it went more in-depth to just how the government and banks can control inflation through the use of automatic and fiscal policies.

The biggest problem with game economies is that there is a disconnect in the cycle. You have isk sources (bounties) and then you have isk sinks (clone upgrades, isk based LP purchases, war dec fees, etc.)

Now compare this to a RL "source" and "sink".

Employment Insurance (source)
Tax (sink)

In a game, the source prints new game money while sinks remove it but the two above in RL don't. The money paid out by the EI is money collected by taxes.

So in a game, this disconnect could be filled in.

Take EvE for example. Rather than having the infinite potential that currently exists where players can simply farm isk and flood the economy, the game could have a finite isk pool behind it.

Basically sinks fill the pool while sources drain it. You will see bounties on NPCs actually go up or down in relation to the amount of isk in circulation vs the amount in the pool.

As the pool decreases and the amount in circulation increases, bounties would decrease (along with other isk sources) and taxes & fees would increase (along with other isk sinks). Then as the scale tips the other way, bounties would increase while taxes & fees would decrease.

This would essentially be an automatic policy to help control inflation.

The fiscal policy, which would be governed by CCP, would be to inject or remove isk from the pool directly as needed. With all the sources and sinks controlled by equations, CCP need only change a single value instead of changing dozens.

Of course there would have to be a few unfavorable changes for this to work. Without these changes, people would continue to amass wealth as they do now leaving CCP no choice but to inject isk into the pool. Resulting in the infinite potential that currently exists.

One such unfavorable change is taxing personal and corp wallets. As a %, the more isk you have saved, the more you have to pay on a periodic (weekly or monthly) basis.

The way to avoid this taxation is to have your assets in the form of ships, modules, ammo, etc. and not as raw isk. Isk in escrow would be exempt taxation.

This encourages people to spend their isk (invest it) as a way to keep it moving. With it moving, it becomes subject to transaction taxes and fees.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Vyl Vit
#28 - 2014-09-18 13:51:21 UTC  |  Edited by: Vyl Vit
How do you know there's inflation? You have an economy! Inflation is a tendency, not a condition. You can manage it. You can't stop it. It's like saying how do you know it's rain? It's wet outside. It tends to rain. Get rid of rain, you get rid of a lot of other stuff TOO, including YOU. So, the next time you see rainclouds...don't complain...

What's bad about runaway inflation? That's the question. It drives down the value of your currency. That's the answer. Why don't we use leaves for money? With all these trees, everyone would be rich! (Thanks Douglas Adams, and 42 right back atcha.) The profusity of leaves, the sheer abundance would make the concept of currency as a means of exchange absurd. Of course.

MMOs, as experience has shown everyone, tend to generate currency, or money. The first, and most time-honored way games do this is as a reward for effort. REMEMBER? You get XP, you get some item or other that's "dropped" and you get MUNNY. Kill the mob. Get paid. Kill the mob. Get paid. Well, of course, each time you do this, "money" enters the digital reality. It wasn't there. Now, it is there. Unlike real life, you don't need a commodity - or an investment banker with a phd in math, to gin-up money out of thin air. A computer will do that just fine by entering a figure in the right spot on the screen. Here we call that the "wallet." Hoo haw.

When people list how ISK is made, I noticed not many people mentioned mission payouts. Mission payouts are probably the most significant "printer of cash" in any game. Gamers won't game without some sort of pay off. The rise in gear quality alone demands more munny more munny more munny. It is how we gauge our progress. (Say it ain't so.)

The problem arises when there is more money being invented by the game than is being removed by actions in the game. To tell you the truth, it's a mathematical impossibility for a corporation the size of CCP to generate content on the scale that would match the money creation being done by its player base using mission payouts for rewards. It is inevitable the currency will amass faster than it's removed. Therefore, inflation is like the rain. It's here.

How does this become a real problem for a game like EVE? One thing devs can do is recalibrate the prices and payouts. More more more until we're dealing with figures like 1,000,000,000,000,000.00 ISK for a single level IV mission. Why this? Think about it. How long does it take you to go from first-day n00b to owning your first battle cruiser? Isn't that BC the mark of just being able to get off the porch and run with the big dogs?

What if it took a n00b a year to amass enough ISK to buy the first BC? Do you think that player would be around for that long? How long did it take YOU to make that first purchase - unaided, just on your own effort and enterprise? How long is long enough? How long is TOO long? Like it or not, advancing in a game is tied to this equation effort=payout.
It's interesting. Is it solvable? I really don't think so. Is it manageable? Looks like we're finding out, don't it? Shocked

"Place all the economists end to end and they point in every direction." -Harry S Truman-

Paradise is like where you are right now, only much, much better.

Tippia
Sunshine and Lollipops
#29 - 2014-09-18 13:57:43 UTC  |  Edited by: Tippia
Vyl Vit wrote:
"Place all the economists end to end and they point in every direction." -Harry S Truman-

He also (supposedly) said “My economists keep saying ‘on the one hand … on the other hand’ — can someone please bring me a one-handed economist?”

H.S.T. wasn't a friend of the profession, it seems. P


By the way, I suppose it's only appropriate to throw out this list again, since the simplifications in their video (and in many posts) need to be recalibrated:

ISK Faucets:
  • NPC bounties: Exploration, Belt rats, Missions
  • NPC buy orders: Trade goods, Sleeper loot, Overseer effects, Tags
  • Agent rewards: Mission rewards, Mission time bonuses, Incursion rewards, Deposit repayment
  • Insurance payout
  • GM actions: Reimbursement for lost pods
  • Character creation

ISK Sinks:
  • Market taxes & fees: Broker fees, Sales tax
  • NPC sell orders: Blueprints, Skill books, Trade goods
  • NPC station services: Repairs, Jump clone installation, Medical clone installation/upgrade/station change, Ship insurance
  • NPC station office fees: Rent, Impound penalties
  • Science and industry taxes
  • Wardecs
  • Reimbursed player bounties.
  • Sovereignty fees
  • PI fees: Building PI structures, Import/export tax (from NPC-owned customs offices)
  • Corp & alliance fees: Corp creation, Alliance creation, Alliance upkeep, Creating/awarding medals, Corp registry ads
  • Agent fees: (Certain) LP store items, Locator agent services, Courier missions w/ deposits
  • CSPA Charges
  • Smuggling fines
  • GM Actions: Removal of bought ISK, Removal of insurance after ship reimbursement
  • Character deletion (including the “soft sink” of accounts being frozen or banned, and the even softer sink of accounts being abandoned forever)


Item Faucets:
  • Resource harvesting: Mining, Salvaging, PI, Moon mining
  • NPC Destruction: Rats & structures in missions/exploration sites, Belt rats
  • NPC Sell orders
  • Exploration mini-professions: Hacking, Archaeology
  • Agent hand-outs: Courier missions packages, Storyline mission rewards

Item Sinks:
  • PC destruction: Ships, POSs, POCOs, Personal deployables
  • NPC buy orders
  • Agent requirements: Courier, trade, kill-and-collect, and mining mission hand-ins
  • Using one-use items: Skill books, Implants, Drugs, Module charges
  • Siphons
  • POS Fuel

Item Transformations:
  • Industry: Manufacturing, Reacting, PI, Outpost deployment
  • Refining
  • Compression
  • (Certain) LP store items
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#30 - 2014-09-18 14:27:39 UTC
Thread has been moved to Out of Pod Experience.

ISD Ezwal Community Communication Liaisons (CCLs)

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