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Weirstrass

Alpha Tester
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    Weirstrass got a reaction from Bambino in The Economy   
    In terms of macro economic simulation, i'm really excited about DU (because it add to the supply and demand and advanced guild mmo mechanics the possibility for the player to create and sell his own  constructs and scripts and if we come to this point the "all economic actors are players" doctrine).

    According to some historians and economists, in the real world, these hard economic times (Europe/Germany in 20s and 30s for example) were caused by an overproduction crisis. Capitalists were not anymore able to find market outlets and were left with just one option to maximize their profits: decrease wages, which lead to some vicious circle.

    But as it is presented, DU contrary to what is happening in the real world will not be a finite world but an ever-expanding one (even without the NPC economics). And economically, this change everything. 

    We will be more in DU in a logic of Triangular Trade from the late 16th to the early 19th than Contemporary economic one. At these times, overwhelming market outlet were discover in the same time than the "New World" were. And there, contrary to what was possible in Europe, investors could not rely on former farmer to work for them exploiting these opportunities. No, they were lacking work force. At this point the same historians and economists that I evoke in the beginning  state that this situation motivated the slave trade in order for the investor to maximize their profit. 
     
    But there will be a great difference, in DU, slavery (or for now robotics) is not possible. So what will happened? Will this change the situation between investors and workers due to worker relative rarity (in regards to the opportunities to exploit) and preciousness? 
    In Eve, if I understand well, this situation is answered with NPC that have influence over the supply and demand and DU want to begin in this way. But what will happened when -if this time come- there will be only players as economic actors? Will any players be in position to amass sufficient capital to become an investor?   I'm very eager to see!  

    One other question arise? If we want an enthralling and realistic game, do we have to consider the possibility to make DU, after some years, a finite world and then  deal with all the conflicts (economy driven) this can produce between organisations and players (in the case "all economic actors are players" doctrine is endorse else there will be no meaning in this)?

    Maybe I make some mistakes on my post. I'll be happy to be corrected. Feel free to point some problems in my reasoning. Either way I'm very eager to read you and have your opinion about the way DU can be of some interest as a macro economic simulation and how its differences from other mmo like Eve can create new economic logic.
  2. Like
    Weirstrass reacted to Wardion2000 in Preferred logout mechanics?   
    I prefer an immersive idea like the cryo unit or bed......   I don't think that would WORK but I would prefer it.  How about a mix?  If you log off in a cryo unit or bed you continue learning whatever skill you have selected.  If you log off onto a console whatever it controls still operates but under an in-game AI.  That would certainly help out on ships that need larger crews.  If you log off in the middle of nowhere....  Actually, how would they handle you logging off in the middle of nowhere?  For instance, I log off on the surface of a planet.  Another player comes by and builds a structure or digs a great big hole where I was previously standing.  Where would I go?  That might be a limiting factor on log off options itself.
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