Deleted
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Post by Deleted on Apr 7, 2016 14:12:17 GMT -5
Both brilliant success and utter failure are gauged by financial gain, yet in my brief stay in clans I saw only trades being made out of boredom.
How would you make it more tangible? Would you remove coded clans entirely?
Extra points for effectiveness vs implementation complexity.
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jkarr
GDB Superstar
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Post by jkarr on Apr 7, 2016 15:21:10 GMT -5
quickest way = oocly limiting player roles to non-coded clan groups (maybe a few exceptions for crime or mercenaries, but with less virtual coded power) or enacting a near eotw hrpt that upends most existing power structures/civilizations leaving v/n/pcs having to fend for resources(ie finances) via smaller group trade/conflict
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Apr 7, 2016 19:27:42 GMT -5
Supply and demand is the core of every single economic system that has ever existed and will probably remain that way for a long time. Just implement that idea in game and you'll be fine. That means that you need staff monitoring the players to see what they want and what they don't want. If every player in game wants a special sword made from a rare substance then that is your demand right there. High demand, low supply = high profits and rare. Low demand with high supply is the opposite. Defining supply and demand for every single item coded in game would open up the economies of a lot of games.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
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Post by punished ppurg on Apr 7, 2016 21:01:10 GMT -5
How to fix the AoD:
Put out a role-call for an AoD Lieutenant. That AoD Lieutenant is given incriminate, pardon, etc. that the Templars have. He is now the head of the AoD (under the virtual captain of the Jade Sabers Legion, long may his name be forgotten). New compound, but keep the old ranking system; there's now modular ability for however many Sergeants needed for the active members of the clan, like the Byn.
The Templarate is opened up for the different Ministries already in Allanak: Ministry of Trade, of the Mind, of the City, of War. Any applying Templar can choose from these ministries, and take advantage of the already-coded spells they have (evidenced by the wikileaks). The AoD is now these Templars' tool to make things happen, much as the Byn is everyone's tool to make things happen.
Right now, the Templars are War Ministers spinning their wheels because there is literally no war to fight, nor any external conflict; as an extension, the AoD flounders terribly. With the different Ministries opening up, the Templars can actively oppose each other without one being slapped virtually by their Red Robe. It would be glorious, and would create the needed tension and subterfuge that Allanak needs. As well, it would give the AoD a reason for existing -- something it lost around the time it lost me (heh?).
Do this and you fix part of what's broken in Allanak.
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jkarr
GDB Superstar
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Post by jkarr on Apr 8, 2016 3:36:17 GMT -5
Right now, the Templars are War Ministers spinning their wheels because there is literally no war to fight, nor any external conflict; as an extension, the AoD flounders terribly. With the different Ministries opening up, the Templars can actively oppose each other without one being slapped virtually by their Red Robe. It would be glorious, and would create the needed tension and subterfuge that Allanak needs. As well, it would give the AoD a reason for existing -- something it lost around the time it lost me (heh?). Do this and you fix part of what's broken in Allanak. #datbrokecrosstho
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Post by Prime Minister Sinister on Apr 8, 2016 7:51:50 GMT -5
Step 1: Make it fucking possible to be poor without having to do things that make zero sense.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Apr 8, 2016 12:31:53 GMT -5
How to fix the AoD: Do this and you fix part of what's broken in Allanak. Or actually allow good players the opportunity to claw their way up the political chain. One big mistake made at Arm was making templars into these noble priests that serve their King. That's so ludicrously bad compared to darksun. In DS templars serve their own selfish interests. They aren't all nobles, in fact the highest ranking templars often started as commoners and worked their way up, proving their usefulness to their king.
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
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Post by punished ppurg on Apr 8, 2016 12:59:19 GMT -5
Yeah, but Tektolnes is dead ergo nobody can prove themselves of any use to him.
This way we capture the essence of bureaucratic nightmare that the Armageddon staff loves.
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Post by BitterFlashback on Apr 8, 2016 19:29:37 GMT -5
It's not like economies would be difficult to code provided you planned for them from the start. You'd just make it so every time something were sold or bought it would be tracked as part of a running average. Players could be randomly assigned a modifer at login the determines how many VNPCs they represent. Some portion of VNPC simulation would also be done in the background, as well as having hard caps, to prevent people from gaming the system or impoverishing themselves.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Apr 8, 2016 19:50:06 GMT -5
Yeah, but Tektolnes is dead ergo nobody can prove themselves of any use to him. This way we capture the essence of bureaucratic nightmare that the Armageddon staff loves. Okay so there is no ultimate force or presence. What that means is the commoners should have probably overthrown the city a long time ago. The only reason any city-state has ever persisted for thousands of years is the stability that the sorcerer-kings brought to it via the dark lens. Giving magic to the templars to deal with the city or going out and doing it themselves if they have to.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Apr 8, 2016 19:51:07 GMT -5
In fact knowing that tektolnes is dead just makes Arm looks even more ludicrously designed.
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Post by sirra on Apr 8, 2016 22:24:34 GMT -5
I made a huge post at one time, ejaculating on about clans and economies (both here and on the GDB). Some of the stuff I suggested, actually ended up getting implemented in the game after the fact, like warehouse NPCs that GMH agents can buy from instead of needing a staffer to load each item upon special request.
But the greater problem is that there is just no economy at all. An economy requires a kind've organic life cycle. A Hunter goes out kills stuff, brings back meat and hides. Merchants do stuff with it, or prepare it as food, or they sell it to others. This process is pivotal to any kind of survival rpg.
Instead, most clans get more or less unlimited free food, water, and sids (in a round about way). It takes a lot of the urgency out of being involved in the organization. I've never felt more involved in a clan or tribe as when I actually had to hunt and prepare food for it, or acquire water.
Some people on the GDB were agitated that clans would have trouble keeping themselves fed. Well. This is A) Bullshit. Even one decent ranger with some time on their hands can keep like twenty people fed. And B) If clans are that disorganized or shitty, they should fail.
The only exception I'd have made, would be for the militia and Byn to keep getting free gruel which provides both food and water, as the 'mess hall culture' is essential to those clans.
Any noble would have more than enough sids to buy food from a grocer, and have an aide whip it up. There've been many aide PCs on this game who would've been thrilled with having that kind of responsibility. Instead, Lord So-and-So just grabs a half dozen mek steaks whenever he needs them. Nobles could still get free water from the fountain.
I'm not saying the results would be perfect. I'm only saying it would create a better gameplay environment than exists under the current status quo.
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m
staff puppet account
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Post by m on Apr 9, 2016 8:13:11 GMT -5
How would you make it more tangible? Would you remove coded clans entirely? Extra points for effectiveness vs implementation complexity. The greatest problem in Armageddon is that all clans have gained a monopoly on each commodity (whether that commodity be clothes, jewelry, silk, spice, mercenaries, mages) and so they have no ability to succeed or fail. Regardless of what any PC leader does, the clan will continue on just as it has since around 2008 (if not earlier) without any meaningful change to it's status. Back in the day the T'zai Byn was exiled from Allanak and forced to operate out of Red Storm. In today's game of Armageddon this will never happen. Clans are simply too big to fail and so PCs cannot have any meaningful impact on a House's status. Hope people don't mind me discussing AthasMUD in this thread. If you do let me know and I'll edit it out of this post. Supply and demand is the core of every single economic system that has ever existed and will probably remain that way for a long time. I believe Armageddon has a primitive form of this. In AthasMUD we'll be doing something similar with each item having a material type. Each marketplace (with NPCs flagged as belonging to a particular marketplace) will have a rarity value for each material type. So in Tyr Iron is common and as such the price for all iron items would be modified by being multiplied by 1 for NPCs flagged as belonging to the Tyr marketplace. In Urik obsidian would be really common and so the price for all obsidian items would be modified by being multiplied by 0.75. Assuming we stick with the modifiers from the Dune Trader supplement the modifier would range from 0.75 (for really common) to 10 (for really rare). We'll be keeping this modifiers in a database so they can be dynamically altered by staff, allowing us to react to in game events fairly quickly. Tying this in to players and clans, if a player of a merchant house manages to negotiate a contract that allows them to increase the export of iron from Tyr then the rarity modifier for iron goods would be decreased in Urik. Future PC nobles and templars would be free to but a stop to the deal and cause the rarity in Urik to increase once more (unless of course said House was stockpiling iron in an undisclosed location to prepare for the eventuality of the deal being stopped). Just implement that idea in game and you'll be fine. That means that you need staff monitoring the players to see what they want and what they don't want. It's not like economies would be difficult to code provided you planned for them from the start. You'd just make it so every time something were sold or bought it would be tracked as part of a running average. These two comments have inspired me to re-examine how we were planning on having the marketplace operate and we've added an additional modifier to the price of goods to account for player and virtual supply and demand. When these additional modifiers will be ready to implement is still a question (it's not a priority at this stage). But as mentioned in this post we are putting the infrastructure there so that when we do get around to implementing it, we won't be trying to retrofit it to an existing system.
When items are bought and sold their material type will be tracked in a database and it will increase or decrease the price of all goods of that same material type in that marketplace. Coupling this with having NPCs having a small cash pools (that regenerate quickly) we are hoping to be able to avoid having to implement a "NPCs can only buy 5 copies of any given object" and instead have the marketplace more closely resemble supply and demand by increasing or decreasing the price that goods are bought and sold for based on how much of that material is being stored and waiting for people to buy it.
How much price variance will occur is something we'll likely have to tweak. We could have it be "prices can vary from 0% to 100% of the base price" but once you start introducing multiple marketplaces then you can create very easy to abuse scenarios. Instead we'll likely have a smaller variance (e.g. prices range from 80% to 20% or 60% to 40%. Once a marketplace has reached 20% or 40% then everyone stops buying objects of that material type until the game resets or the supply decreases). The exact values are not decided and will likely be tweaked as we monitor the player experience and get it in line to something that is sane and fun.
Another variable we're hoping to implement will be the virtual supply and demand. So in Tyr the virtual supply and demand for iron will even out. While in Tyr the virtual supply of obsidian will be 0 and the demand for obsidian will be 10*. Whereas in Urik the virtual supply of Iron may be 5 but the virtual demand for iron will be 40. In this way, iron will quickly get gobbled up in the Urik market while there is a demand for obsidian in Tyr, it's nowhere near as high.
The code shouldn't be much harder to implement then Armageddon's current system. But we're hoping it will be more dynamic.
* This is not a real value but is simply to illustrate the point.
One big mistake made at Arm was making templars into these noble priests that serve their King. That's so ludicrously bad compared to darksun. In DS templars serve their own selfish interests. They aren't all nobles, in fact the highest ranking templars often started as commoners and worked their way up, proving their usefulness to their king. I was pretty shocked to learn this in Dark Sun. Needless to say we will be sticking with the Dark Sun canon in AthasMUD which we're hoping will alleviate the "templars get bored and constantly store" problem Armageddon has. That said, I don't understand why people can't aspire to become a templar in Armageddon. It's not like templars need any special training. Not really. Their coded power doesn't come from their advanced slashing skill, but comes from their political might and their spellcasting. Neither of these should be impossible for a noble to acquire. Furthermore, it is Armageddon canon that family members of the Great Merchant Houses can become templars (i believe a PC may have even succeeded once way back in the day before my time). And yet this has all but been forgotten by modern day Armageddon staff and players alike. You want something for PC merchants to do? Dangle the ability to become a templar in front of them. Built in plot right there. Any noble would have more than enough sids to buy food from a grocer, and have an aide whip it up. There've been many aide PCs on this game who would've been thrilled with having that kind of responsibility. Instead, Lord So-and-So just grabs a half dozen mek steaks whenever he needs them. Nobles could still get free water from the fountain. I'm not saying the results would be perfect. I'm only saying it would create a better gameplay environment than exists under the current status quo. Unfortunately such a massive change to the status quo of Armageddon doesn't seem likely. Fortunately it could be possible for other MUDs to be setup like this! (Dunno if we will or not. It'd depend on the size of the playerbase most likely).
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jesantu
Displaced Tuluki
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Post by jesantu on Apr 10, 2016 1:08:00 GMT -5
Both brilliant success and utter failure are gauged by financial gain, yet in my brief stay in clans I saw only trades being made out of boredom. How would you make it more tangible? Would you remove coded clans entirely? Extra points for effectiveness vs implementation complexity. Ultimately this requires an active clan imm who isn't fatigued by all his or her volunteer "work". Anyone can engage in trade for whatever personal reason they conjure up, a reason which rarely benefits or impacts the rest of the clan in any way. But if you want to see heavy interaction and trade taking place, individual clan imms need to create that need. Under the newer administration (of the past few years) there has been an aversion from imms toward building projects. These are frowned upon and discouraged. You can't even exchange a curtain for a door or get a key for a room without a lot of fuss, clearly. But I see it a different way from the fatigued bleary eyed imms who struggle under the weight of all their volunteer efforts. Building projects should be a constant routine. So should destroying them. How is it the same retarded mul outpost has been there forever when all it would (or should) take is some war to smash it into oblivion? Why not tear it down in some rpt? Then let players (not you or your staff avatar....players) work toward erecting a new settlement. Do damage to that settlement. Require repairs which only the wealthy merchants dominating the economy can provide. And make the threat of losing their little fort to someone else a constant struggle. None of this is possible without an active staff presence with vision and ambition. But slink and rgs are happy with the nothing that currently happens and damn any of you for having an opinion to the contrary.
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delerak
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Post by delerak on Apr 10, 2016 3:01:46 GMT -5
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