Ngl I would play the shit out of that if we had a Hexbear server and decent life skills to level up like cooking, farming, building, and tailoring. Minecraft doesn't really scratch that itch.
Take old school runescape for an example. Its the 2007 ish version of Runescape with some new content. "New" Runescape added a lot of ways to get materials easier and to train skills much easier. Old school only has the older grindy ways of getting it (except in certain situations where a boss drop has completely tanked the value, such as flax going from ~100 to 1 gold). Old school has a lot of bots as a result, and despite the community constantly complaining about it, if those bots didn't exist prices of common mats would be insanely priced, because no one is a 8 year old who wants to pick flax for 50k an hour when you can easily make 300k+ without paying attention.
Theres some super interesting economics all over Runescape. The newer version is continuous since the 90s, so there's some items that cannot be obtained anymore. Party hats go for 3x max cash stacks last I checked. But one party hat (Blue I think) significantly less expensive, because there once was a dupe and someone duped a load. There is also all of the "normal" market economics too. Panic when items might be changed, crashing because the meta changes, literally treating items as stocks (with day trading, called merchanting, being super common).
All this is in a lot of games. I just know Runescape because I'm a reformed man.
I mean they're just in game markets with items, and real people. Depends on the game. One of them that's really interesting, (albeit it is essentially gambling) is Entropia Universe, one of the only games that has a set real world value, that you can buy, as well as cash out.
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Ngl I would play the shit out of that if we had a Hexbear server and decent life skills to level up like cooking, farming, building, and tailoring. Minecraft doesn't really scratch that itch.
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What they're actually asking themselves is how many microtransactions can they cram into their always-online RPG to yield maximum returns.
mmo economies are pretty interesting to me
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Take old school runescape for an example. Its the 2007 ish version of Runescape with some new content. "New" Runescape added a lot of ways to get materials easier and to train skills much easier. Old school only has the older grindy ways of getting it (except in certain situations where a boss drop has completely tanked the value, such as flax going from ~100 to 1 gold). Old school has a lot of bots as a result, and despite the community constantly complaining about it, if those bots didn't exist prices of common mats would be insanely priced, because no one is a 8 year old who wants to pick flax for 50k an hour when you can easily make 300k+ without paying attention.
Theres some super interesting economics all over Runescape. The newer version is continuous since the 90s, so there's some items that cannot be obtained anymore. Party hats go for 3x max cash stacks last I checked. But one party hat (Blue I think) significantly less expensive, because there once was a dupe and someone duped a load. There is also all of the "normal" market economics too. Panic when items might be changed, crashing because the meta changes, literally treating items as stocks (with day trading, called merchanting, being super common).
All this is in a lot of games. I just know Runescape because I'm a reformed man.
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I mean they're just in game markets with items, and real people. Depends on the game. One of them that's really interesting, (albeit it is essentially gambling) is Entropia Universe, one of the only games that has a set real world value, that you can buy, as well as cash out.
Ever heard of eve online?