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Showing results for tags 'economy'.
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So I've been thinking about something recently. Consider the following: 1. Amulet Coin and Pay Day. 2. People have a lot of free time. 3. There is no money cap (at least, none that we yet know of). 4. Spending time accruing a resource that gets people nothing in particular that they want (or at least, doesn't dent their wallets) won't feel good to the player. Assuming it's okay for people to trade money for Pokemon (also known in our society as "selling" -- it's on the Big List), those prices will be high. But think about this: Say you wanted someone to breed you a shiny of a particular nature and IV set (obviously you can't control all IVs but you can get one or two relevant ones). You approach them and make them an offer of, say, 8 million Pokedollars. This seems like a reasonable price to you, as it is basically all of your money, and it took a lot of time to accrue it. Now ask yourself why the breeder would ever accept this offer. ... What are they going to do with it? You just offered them a valueless resource. They already do the only thing worth that much money in their spare time instead of earning the money to begin with. And you can't assume that they will higher yet another breeder, etc. etc. ad infinitum -- some people just don't want to breed; and plus, if everyone is spending money to have someone else breed, but they get the money to pay for it from breeding for someone else...Eventually people will just breed for themselves. There needs to be an outlet that people can dump their money into in the endgame. This lends itself pretty easily to the dangerous idea of PROFESSIONS. There are a few kinds of people who play Pokemon, but right now we're going to look at people who play a functional or team-like role already in known Pokemon gameplay. ROLES: -Tournament players -Breeders -EV trainers It may make sense for people to become these things officially, in game, and give them slight purchasable advantages for their chosen roles. Tournament players' purchasable advantages might be rare but good hold items and berries (when they get implemented). Breeders might get bonuses to correct nature/IV chance, and EV trainers might get temporary multipliers to their EV gains, or EV gains to all Pokemon in their party, or something like that. These items would be tiered by a person's "skill" in their role; how many "successes" they had had in doing what they do. An "S-rank" breeder might be able to purchase the ability to guarantee a nature and an extra IV, might be able to purchase the ability to have an insanely low chance of breeding twins, etc. An "S-rank" EV trainer might be able to purchase the ability to guarantee the next Pokemon they fight to have Pokerus, that sort of thing. What do you guys think?
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[Denied]Monetary gain for battling legendaries
TheSpiritsBlithe posted a topic in Suggestion Archive
I searched "legend reward" and all it came up with was the legend thread, so I feel like this is hopefully a new post. A small reward in poke-dollars, but not totally negligible, 2k Maybe, for winning a battle while you have a legend like mewtwo. That way there's more of a reason than just for kicks, 'cause if you're good you could rack up some money. However, I don't think this money should be taken from the loser. That would make some people not want to fight to have mewtwo at all. Edit, and maybe a higher amount of money for winning against someone who has a legend. 10k maybe. 'Cause wynaut? Thoughts? To prevent abuse, something like -
Implementation of usable currency in PokeMMO. The main characteristics of currency are (1)durability, (2)divisibility, (3)transportability and (4)noncounterfeitability. I would like to share a thought on how to implement this into the PokeMMO game. My idea is, to create a currency based on the value of lucky eggs. Seeing how the value of this item remains relatively stable. In real life, you may compare the lucky egg to the value of gold. Throughout history currency has been often been in direct relation to the value of gold. See gold coins for example. (1) and (4). So, with this being said, I would sugest to implement an exchange office. In this office you can trade a Lucky Egg for 95* "Tyronecoins". AND trade 100 Tyronecoins for a Lucky Egg. update: I sugest making Lucky Eggs untradable between players, as this leaves room for price discrimination. These Tyronecoins can be stacked up to as many as you'd like and are put in the key bag slot and are tradable between players. (2) and (3). edit for clarity: The only way to obtain these Tyronecoins are: 1. Trade your lucky egg in the office for Tyronecoins. 2. Trade your TMs/pokemon for another player's Tyronecoins. update: Another way to receive Tyronecoins could be the implementation of a few daily quests. For example: Faint 15 Sneasels in Icefall Cave to receive 3 tyronecoins. Defeat 20 players in a row in the trainer tower to receive 5 tyronecoins. The main idea here is to create a fun way to receive the currency, also a way that can not be abusable. Adjusting the numbers to create a time and effort relative to the reward received isn't something I can do. With these Tyronecoins, one could also set the value of casino coins. I've read that about 10 Hidden Power/Return Tms are worth roughly one lucky egg. So The value of one TM10 would be 10 Tyronecoins. And the value of Icebeam etc could be 6 Tyronecoins. One could create a list of values of Tms so it becomes clear how much each TM is worth. edit: Setting a constant price for TM's isn't a good idea. TM's are subject to price changes because the demand or supply may vary. update: The creation of a story-line only TM shop, which sells all the story-line TMs for Tyronecoins (prices depending on how far in the story and usability). This will act as a sort of money sink as well as create a easier method to obtain TMs. In addition to this, I sugest making these story-line TMs untradable between players and sellable to the store for 1/3 of the buying price. The untradability between players is to keep the rule of 'one price' in order. Game corner TMs will remain as they are. The value of shiny pokemon WILL REMAIN a result of supply and demand. This means that prices of shinies are fluctual as opposed to constant. What this sugestion does do is increase the market for common shinies. No longer will that shiny tangela, pidgey and tentacool be difficult to value or trade because the value of an egg is too high. Please give me some constructive criticism and other ideas concerning this kind of implementation of a currency in PokeMMO. green edits were made shortly after the thread's creation. red updates were made august 4th after some discussion with a teammate