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Found 15 results

  1. We've talked about the "drone doctrine" and runaway AI controlled guns going on killing sprees being the precursors of Skynet, but what do "robits" mean for the economy? https://medium.com/basic-income/self-driving-trucks-are-going-to-hit-us-like-a-human-driven-truck-b8507d9c5961 In a society that sees greater and greater mechanisation and automation, where does that leave the working population of that society in 30 years (if that) time? For every industrial revolution the world has undergone (and the lack of capitalisation of "industrial revolution" is intentional, as is the use of t
  2. We all know this particular problem - we start the game penny-pinching, carefuly selecting purchases and then, at a certain point (usually towards the end), the money ceases to be an issue whatsoever. Our adventurers' pockets are so laden with gold it's a wonder they still actually bother with quest rewards. I think we can assume that the problem will be somewhat (or perhaps even completely?) solved by the player stronghold, which will probably be a huge money sink. It certainly helped in NWN2. Will there be other money sinks in the game? Will the game be playtested in that regard?
  3. Be it rumor dispensers or loot drop-off points (or even just a "trade" button attached to some NPC or other", I think merchants and shops could stand to get some attention and personality. While I guess there won't be any "not buying x" types of deals you could have different things be worth different prices to people? There could be some rules, traits or themes certain shops have, not even necessarily affecting the player, like a sign in front telling you to wipe your boots on the doormat before entering. Interesting shops like Sorcerous sundries, Lucky Aello's Discount Store and A
  4. I noticed that Skeeter's is quite as the grave just now. Are we ALL economising on kit?
  5. I'm surprised there isn't a thread for this yet. So, what do you think could happen? Is a debt default even possible constitutionally? Are there senators who believe a default might be a good thing? After all, if nobody is willing to borrow money to the US, it would be impossible to maintain a big government and military, so that's another way of cutting the budget. Who will suffer from the eventual effects (it would seem the Republicans already do)? A bit down on this page, there's an interesting S&P 500 scenario analysis. While I think most people agree that a delay i
  6. This topic is more straightforward than the ones I usually post, but here I'm simply asking how you'd like the mercantile skills to work in Project Eternity. In most DnD-based games I've played its given an abstraction centered around haggling and persuasion, and while this is part of getting favorable prices it obviously isn't the whole picture. Historically, there was of course quite a strong tradition of traveling merchants in medieval times, and I'd guess that this is because prices then varied between locations, just as they do now. Very few games make use of this in my experience, and I
  7. This is a magic item valuation system which aims to make the game economy sustainable. It applies for merchants but has far reaching consequences on the world design. In short: Merchants pay very little for magic items and there is a good in-world (lore) reason for it.In not short: Non-magic equipment is bought and sold as usual - with some markup by merchants but not much (e.g. PC buys Mail for 200, sells for 140). Magic equipment is traded at extremely high markup (buy Mail+1 for 1000, sell for 20) because: In the game world everyone knows it is dangerous to keep (quality) m
  8. Josh Sawyer said: "I've heard people complain about having too much gold in every game I worked on. Until the end of F:NV when we introduced (entirely optional) GRA unique weapons that cost a fortune. Then people complained that the items cost too much." While I think gold availability is ideally suited to be a difficulty setting, there is the question what people really want. I would suspect that most of us wouldn't complain if they couldn't afford every weapon in a game, but I can't be sure. So here is another poll. If you think that too much money isn't a problem, think about this
  9. I am not going to make a poll in this thread but the recent update by Tim Cain does raise questions about the intended direction of economy in Project Eternity. There hasn't really been a thread on this before (There's been a couple on specific elements such as economy related to magic or difficulty, or currencies), but not a discussion of the economy in itself. So I am making this thread for us to discuss economy in Project Eternity. To start off the thread properly I'll need to do a fairly good main post so I'll try to cover everything I can think of. I'll try and open the dis
  10. I have been thinking about the role of magic in the economy of the Project Eternity universe. Most fantasy settings ignore this aspect of the magical arts, treating them like other goods, ignoring their supernatural nature and ability to revolutionize and even completely ruin the market. Take for instance the foundries. Fire magic would allow to reduce the demand for combustible materials to fuel the blast furnaces, increasing the profit margin significantly, but diminishing the woodcutting industry. Water magic would help breweries. Air magic the milling industry, and so on and so forth.
  11. Alright, so a small discussion elsewhere got me thinking about economic systems in RPGs and how they tend to suck. In previous Obsidian games, especially Neverwinter Nights 2 and its expansions, the player would earn literally hundreds of thousands if not millions of gold pieces, and there was nothing to spend it on other than gold sinks such as Crossroad Keep. While this is all well and good, it highlights bad economy design - it's not well-balanced, it's an afterthought to the rest of the gameplay, and it's not at all realistic (not that realism should be an end goal in itself, but a de
  12. As a follow up to the discussion on Resting, I was thinking about the kind of useful/optional activities a wilderness campfire might provide for your party. These ideas are based on class skills and/or "Background Professions", which have been discussed in a few threads already. Campfire activities take place outside of cities, and are an abstract way of taking time to achieve a desired result. They also involve an element of pseudo-crafting that should save you money, compared to higher costs in a city. Examples: If you're a Ranger or have the Hunting Profession: - Previously kil
  13. * 1st Should Economy cost more on higher difficulty? In Baldur's Gate (once upon a time) I played one game with "Tactical Settings". It made Bandit Raids more rough and more difficult, but more important for this thread, it made the Iron Crisis real. Items broke more often (due to the Iron Crisis), and due to the Iron Shortage all of the "iron" items cost a ton more (and breaking way easier). I think a Short Sword cost around 100~ gold or something similar, whilst on an original vanilla game it goes for something like 10-15 gold. * 2nd Adventurer's Hall also included? This question
  14. The economy of a game is, in my opinion, one of the least discussed and thought, but in many ways perhaps the most important element of maintaining the fludiity and enjoyment of early, mid, and late gameplay. This is for a number of reasons, but it really boils down to the fact the economy of any RPG is dependent on two factors: 1. The player and his current state in the game 2. The world and how dynamic or static it is I'm no economist, and I do not have a formal education in economics, so I base my ideas and concepts on my experience of playing many games and RPGS, MMOs, etc. wit
  15. I do understand that it is a cRPG and not a trading game. But could it be possible to own stores and participate to their success in a limited capacity in order to have a steady source of income? I've always liked to loose a few hours of gameplay on this kind of stuff. That or an elaborate crafting system.
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