I just remembered my micro-economics class in college after I read the following links:
This one was a very intersting read: http://www.mine-control.com/zack/uoecon/uoecon.html
And this is similar, but is designed to go with a presentation and focuses more on the problems and solutions: http://www.mine-control.com/zack/uoecon/slides.html
This was posted by Agony-Aunt in response to a request for Player Economy. The coorelation with storage is the link between hoarding and the game's ability to keep running smoothly, i.e. server response time and game lags. The trade off is something one should consider before this is implemented. People are inherently pack-rats. I mean that when we think we are going to need something, i.e. socks for example, we don't buy just one pair, we buy several because, we can't wear the same pair every day. But some people when they need a blank cd buy 50 instead of 10, because they say in their minds that I might need them. This is a hoarding mentality.
The problem with this mentality and a video online game is that there is only so much bandwidth and so much server space and virtual memory (cloud storage) to handle the mass of stuff in the game. When this is compounded with several hundred thousand players all collecting "stuff" and storing it, well... you see instantly where this can lead. The last posted link in the quote from Agony-Aunt is an outline to the paper discussing the Ultima Online economy and the problems that crept in to the game's performance factors. Something to consider.
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