• Why have Economy mods died so much in garrys mod?
    32 replies, posted
I am just curious as to why economy addons never stick around. What was their flaw that they failed? Also do you like economy in RP servers? I can see how there can be flaws with people crashing it.
Because people that set up servers with economies pretty much never know how to manage an economy.
[QUOTE=bliptec;42944836]Because people that set up servers with economies pretty much never know how to manage an economy.[/QUOTE] So I guess it's just like in the real world then? :v:
[QUOTE=bliptec;42944836]Because people that set up servers with economies pretty much never know how to manage an economy.[/QUOTE] if you want an ingame economy to do well, don't manage it.
You definitely shouldn't micromanage it, but it needs to be distributed properly and the infrastructure has to exist to allow people to manage and use their own money effectively. [editline]22nd November 2013[/editline] and if you're really into role-playing and somebody crashes the economy, I think that the government should have some tools to be able to respond to that.
Because these 'economy' mods aren't actual economies. Just some terrible bar that's typically dependant on a single factor.
Where any of them like runescapes economy? The ones I have seen where as Teddi Orange described and where not really dependent on items bought really. It was probably just a bar set to math.random :v:
A real economy in a game is probably the hardest thing to do for any gamemode, and I've never seen it done well inside gmod.
Technically speaking, if your money system is set up in a way that results in limited amounts of stuff overall, it should generate it's own economy. Supply and demand in places (Games) without money makes it's own sort of economy. Example: Let's say there's a server where people often trade at spawn (Maybe there's money, maybe there's not.). Alot of people want diamonds, but only a few people supply it. The result is that consumers will end up paying lots of cash for diamonds because suppliers can charge what ever they want. I used to play on a MC server that, in terms of money, only had a simple cash plugin. You'd be amazed how dynamic pricing was week to week. One week diamonds were 25H (H being the server's currency). The next, they were 75H. If a faction/group raided a huge base and found lots of diamonds, the price of diamonds immediately hit the floor. The point is, supply and demand can be it's own form of economy. And it's almost entirely controlled by players.
[QUOTE=TheMrFailz;42950946] I used to play on a MC server that, in terms of money, only had a simple cash plugin. You'd be amazed how dynamic pricing was week to week. One week diamonds were 25H (H being the server's currency). The next, they were 75H. If a faction/group raided a huge base and found lots of diamonds, the price of diamonds immediately hit the floor.[/QUOTE] I think that works well on MC because a large percentage of MC involves spending actual time mining, there is more of a permanence in MC, and also all of the resources are present at the start of the game. In GMod those resources have to come from somewhere, and there and this has to be very carefully engineered as to get the time/reward balance right.
[QUOTE=rhx123;42951004]I think that works well on MC because a large percentage of MC involves spending actual time mining, there is more of a permanence in MC, and also all of the resources are present at the start of the game. In GMod those resources have to come from somewhere, and there and this has to be very carefully engineered as to get the time/reward balance right.[/QUOTE] You've got a point there. I'm not 100% sure how I'd go about creating a supply and demand in Gmod. I could possibly see something like the following (DARKRP as the gamemode in example): You cannot purchase bullets via F4 menu. Someone has to go out to a factory or something, do boring shit such as carry boxes from one side to the other in order to activate a bullet part making machine (I say bullet part as gunpowder, brass, etc. would be too complicated for my example.). You do this booooring as fuck process all day, get a bunch of parts, and make bullets at 5 parts per bullet(s?). Because bullets are far less common if for example one person is making them, then everyone will have to purchase bullets from them. The worker person then can set what ever prices they want. If another man does the same thing, the first guy will have to compete via prices. If bullets are expensive, people buy less and have to do more jobs/work to afford them. If there is a reason for them to need lots of bullets, there will be a high demand and therefore, people will want to sell things to buy bullets. In turn they go manufacturing crap for money. This is supply and demand. Have important but hard to get items set up like this and you've got yourself an economy.
A true economy requires resources, items to be made with said resources, and the needs/means to purchase and sell those items. The closest thing you'll ever see to a gamemode with any form of economy is GMStranded, and that's because everything is made by the players, for the players.
also, minecraft servers may have more realistic economies because they can have hundreds of players. compared to the typical 30 to 40 i see in most gmod rp servers
[QUOTE=TheMrFailz;42951889]You've got a point there. I'm not 100% sure how I'd go about creating a supply and demand in Gmod. I could possibly see something like the following (DARKRP as the gamemode in example): You cannot purchase bullets via F4 menu. Someone has to go out to a factory or something, do boring shit such as carry boxes from one side to the other in order to activate a bullet part making machine (I say bullet part as gunpowder, brass, etc. would be too complicated for my example.). You do this booooring as fuck process all day, get a bunch of parts, and make bullets at 5 parts per bullet(s?). Because bullets are far less common if for example one person is making them, then everyone will have to purchase bullets from them. The worker person then can set what ever prices they want. If another man does the same thing, the first guy will have to compete via prices. If bullets are expensive, people buy less and have to do more jobs/work to afford them. If there is a reason for them to need lots of bullets, there will be a high demand and therefore, people will want to sell things to buy bullets. In turn they go manufacturing crap for money. This is supply and demand. Have important but hard to get items set up like this and you've got yourself an economy.[/QUOTE] See I was thinking about that too, but if you make it where everything is made completely from the resources people mine, it would not end well. Like it has a chance of making picking certain jobs useless. Plus I am sure most players would simply ignore the market and just sell guns at the price they want. I am sorry to say this but most people are greedy and been if they had a huge supply of something they would not drop the price because they know you wouldn't know what they had in their pockets. I sorta feel the system would need to be on its on thing, but at the same time not limiting.
[QUOTE=bran92don;42953768]Plus I am sure most players would simply ignore the market and just sell guns at the price they want. I am sorry to say this but most people are greedy and been if they had a huge supply of something they would not drop the price because they know you wouldn't know what they had in their pockets.[/QUOTE] I'm not sure you realize how often this actually happens in life.
[QUOTE=bliptec;42954630]I'm not sure you realize how often this actually happens in life.[/QUOTE] Yea it does happen, but in a game there are no real consequences that will make people think twice about doing it. Sure you could be banned but so what, it is not like there are not 50 million other servers. Plus I am sure many server owners would get sick and tired of hearing people screaming "I HAVE BEEN SCAMMED!!!". Not saying that it should be prevented because that would take away control from the users defeating the purpose of a economy. I just feel there would need to be some regulations or something.
I think some of you are missing the point here. The reason it works in Minecraft (and it can work in GMStranded to a lesser effect, but not so grand) is there's a solid enough resource system with scarcity involved (just a few basics here mind) that allows for values to be established on a number of things. The fact there's a start end end process to attain many of the items only further establishes that of a basic economy. Now lets take the average Garrysmod (supposedly) RP based gamemode. You have buy commands, these range from - - Drug labs / money printers. Typically low initial cost that will typically give you 2-3x the return value. These are often made even worse in favour for those who pay because they either gain greater ROI (Return of Investment) or lower starting costs. - I'm not covering 'drugs' because the mechanics behind this are usually stupid anyhow. - Gun shipments. These often cost a static amount and you're guaranteed to get a static amount back, all of equal quality and it doesn't matter who manufactures them, they will [B]always[/B] be the same. For this reason it's absolutely moronic to pay any more than 20% of the cost for a gun from a batch given that the factors for creation and distribution are static. As a basic example, lets take 12 pistols in a shipment. This shipment costs 12000 in some currency. Base Price = Cost of Shipment / Pistols in Shipment In this case 12000 / 12 = 1000. 20% markup = 1200, tasty profit for the seller, reasonable cost for the buyer. [I]B-But wait a minute Teddi, what's to stop people from selling any higher?[/I] The key problem in many of these servers that promote a "free" economy is that they enforce that these sellers (typically some terrible gun dealer class) have to sell regardless and a petty argument that I've seen more than once is "he's refusing to sell because I don't want to pay his prices!". This is a violation of the rules, thus banned from server / class / whatever. That and people are often after quick bucks because there is no long term goal in these servers. These are only minor examples which contribute towards false economies in GMod. This is unlikely to change in the near future, so either people need to shape up and make changes, or else deal with the fact your game is effectively Cops 'n' Robbers.
Teddi's devblog has some other examples of what he was talking about by the way. [URL="http://bbroleplay.co.uk/devblog/?p=250"]BBRoleplay Dev Blog - Economies and You[/URL] [URL="http://bbroleplay.co.uk/devblog/?p=332"]BBRoleplay Dev Blog - McDonald Burger Buns Pt.1[/URL][B] ( RECOMMENDED )[/B] [URL="http://bbroleplay.co.uk/devblog/?p=346"]BBRoleplay Dev Blog - McDonald Burger Buns Pt.2[/URL][B] ( RECOMMENDED )[/B] These are some pretty good critiques of the current economic woes in most Garry's Mod Roleplay gamemodes, and also give examples of how a true economy would work in the long run. I have also made some theories in the past regarding issues in Garry's Mod Roleplay that relate to economics, player freedoms, ect, labeled under [I]Broken Cog Theory[/I]: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=132459542"]Steam Community - Broken Cog Theory[/URL] All in all, Garry's Mod has never experienced any true economy system, and the only possibility of one in existence as Teddi said, is GMStranded.
Put into account that half of the GMod userbase is pubescent/pre-pubescent children ranging from 7-15.
[QUOTE=Amish Steak;42961089]Put into account that half of the GMod userbase is pubescent/pre-pubescent children ranging from 7-15.[/QUOTE] I have seen 12 year olds manage entire economies with a deep understanding of monetary fluctuation in Runescape. I fail to see your point.
The problem with Gmod economic systems, and economic systems in most games, including Minecraft, is the fact that the primary drivers of economies don't exist. Scarcity is a huge part of how economies function, and in Gmod, you either have an incredibly limited amount of something, or an overabundance of something. Nothing has value because everything is in infinite supply, or can be obtained relatively easily. It also comes from how currency is distributed. The amount of money in circulation is incredibly important, but because most server's economies are handled by money being given in intervals, there is really no "source" of the money. In most cases, you'd be creating money through banks and bonds, but in this situation, money just comes into existence regardless of work or control; ironically, this doesn't cause inflation in a traditional sense, but it does devalue the money to the point that players either leave when they have a large amount, give it away because there are no things to purchase in the market besides guns, or simply hoard it. Economies in GMOD can't work unless someone really puts their minds to developing an addon or gamemode that can address those issues.
[QUOTE=Loriborn;42972439]The problem with Gmod economic systems, and economic systems in most games, including Minecraft, is the fact that the primary drivers of economies don't exist. Scarcity is a huge part of how economies function, and in Gmod, you either have an incredibly limited amount of something, or an overabundance of something. Nothing has value because everything is in infinite supply, or can be obtained relatively easily. It also comes from how currency is distributed. The amount of money in circulation is incredibly important, but because most server's economies are handled by money being given in intervals, there is really no "source" of the money. In most cases, you'd be creating money through banks and bonds, but in this situation, money just comes into existence regardless of work or control; ironically, this doesn't cause inflation in a traditional sense, but it does devalue the money to the point that players either leave when they have a large amount, give it away because there are no things to purchase in the market besides guns, or simply hoard it. Economies in GMOD can't work unless someone really puts their minds to developing an addon or gamemode that can address those issues.[/QUOTE] Post Nuke RP has a slightly better economy based on trading. The main reason is it tends to go the minecraft route where you have to collect resources via savaging which is somewhat slow. That and you need certain tools, semi-rare items, and the lot to make valuable things. Example: One part in the process of making an engine requires a diamond saw. (It's a diamond tipped buzz saw). In order to get the saw, you have to go and scavenge around a bit. Trash piles are common but give slightly less valuable loot/materials, part piles are quite limited and give fairly important resources that have a chance of dropping a decently important part (each pile type has certain parts that can drop from it) and chemical piles are one of the most valuable, but spawn somewhat infrequently. They are needed for fuel, bullets, medkits, etc. In my opinion, this is probably one of the best economies as the materials (AKA Scrap, small parts, chems) take some effort to get large amounts of and can be lost (a little) on death. The only farming machines are rather expensive and don't give too much profit as they require power which comes from fuel which in the grand scheme of things is somewhat expensive and just give low output in general. edit: also, materials aren't painfully easy to get and aren't painfully hard to get either. It really depends on the map/how many people are on as there's only a certain # of piles on the map (It's custom set up by the server owners) and they take time to regenerate.
[QUOTE=TheMrFailz;42972634]Post Nuke RP has a slightly better economy based on trading. The main reason is it tends to go the minecraft route where you have to collect resources via savaging which is somewhat slow. That and you need certain tools, semi-rare items, and the lot to make valuable things. Example: One part in the process of making an engine requires a diamond saw. (It's a diamond tipped buzz saw). In order to get the saw, you have to go and scavenge around a bit. Trash piles are common but give slightly less valuable loot/materials, part piles are quite limited and give fairly important resources that have a chance of dropping a decently important part (each pile type has certain parts that can drop from it) and chemical piles are one of the most valuable, but spawn somewhat infrequently. They are needed for fuel, bullets, medkits, etc. In my opinion, this is probably one of the best economies as the materials (AKA Scrap, small parts, chems) take some effort to get large amounts of and can be lost (a little) on death. The only farming machines are rather expensive and don't give too much profit as they require power which comes from fuel which in the grand scheme of things is somewhat expensive and just give low output in general. edit: also, materials aren't painfully easy to get and aren't painfully hard to get either. It really depends on the map/how many people are on as there's only a certain # of piles on the map (It's custom set up by the server owners) and they take time to regenerate.[/QUOTE] There are a few inherent flaws with a system like that though. That is probably the best we can get, but I'll try to explain it as best I can without going off to tangentially. Okay, so lets take a basic economy and translate that into a video game. Well first off we already have three problems with the conversion. The first problem is that there has to be a form of scarcity; this means that there has to be a limited number of natural goods that you can obtain. In real life, lumber and minerals like iron are good examples. In a small town scenario, you're likely to run out of such product very quickly, which then leads to economic stimulation through the development of markets, trading, and finding more efficient means of gathering said items. It also results in specific individuals attempting to get a foothold in a market over its competitors through prices and such, but I'll deal with supply and demand in a little bit. In a video game, or specifically Gmod, there is no way to create perfect scarcity. Items will always be spawned-in, and items that we have limited supply of in the real world, are infinite in the game. You can always wait for more to regenerate, or buy them through a special menu, or otherwise not have to worry about where your items are coming from, because you know that they'll always be there, and thus, the market never has to deal with competition due to that. Lack of scarcity is a huge reason economic systems don't work well in games, and while you can simulate scarcity with rare-drops, or uncommon items, it's only that, simulated, and the value of the item degrades very rapidly as a result. Similarly, many gamemodes have static prices, which literally prevent economies from functioning. The second problem is the way wants and needs are handled. In real life, both stimulate an economy in two distinct ways. A person needs food, but we wants a burger; this means he's more likely to purchase a burger, but if the market only supplies pizza, he'll more than likely purchase that instead if there are no alternatives, because of his need for food. In a game, wants and needs are both combined and butchered in ways that create a sort of mish-mash; players never "need" anything, everything they can get is a "want," and thus, value cannot be divided between objects that would normally be able to compete. Players simply have to stay alive, and while the accumulation of luxury items is still applicable in a game, the difference in personal taste is almost nonexistent. For instance, in real life, one may buy margarine or butter, depending on price and preference, but in a game, all players will always buy the statistically superior item. They will always purchase the item that is objectively better. If margarine cooks 3 bacon and butter cooks 2, players will obviously choose margarine instead, whereas in real life, there are a number of other factors that affect this. I'll use a Minecraft example, but because diamond can only be used in X number of recipes, there is never a change in the value of diamond due to changes in applicable usage, which is a huge factor in the demand of items. Players "need" minerals, but all the wants are the same; diamond. The last issue is that there is no work involved; all tasks are done from the comfort of a chair, and all require the same amount of effort, a few button presses. All players can equally get a hold of the same items just as easily as one another. In Minecraft, all players have the ability to easily get high-grade materials like diamond without much effort, usually without having to worry about much else. In real life, the inequality of people, the difference in skill sets, geography, etc, means that some individuals will be bakers, and some lumberjacks, and some farmers, and they will stick to those jobs; this forces them to rely on other individuals to satisfy their needs. If they exist in a market economy with currency, they also use that money to buy items that they could use to improve their own output. Two people are bakers, and they sell equal product; they'll have to find a prime price to sell at, and those prices will be relatively the same. However, if Baker A purchases salt for his bread, (assuming the demand for salted bread is high) now his product is improved, and Baker B either has to lower the price of his product, innovate, advertise, or otherwise compete better. You don't have this in video games. Now these are three major problems, but you also run into problems with how currency is handled, and other such things, and you realize that there are reasons there are not good markets in gmod gamemodes.
why not make it so there is a 'warehouse' containing all of the resources that the ingame city currently owns (guns, electronic components for printers, ammo etc). The warehouse is only refilled every now and then by deliveries which arrive at semi-random intervals and deposit stocks of randomly chosen items. All vendors purchase their items from the city warehouse and the prices go up as the warehouse runs out of stock of that particular item. Players have inventory and bank accounts that save their items permenantly. This would mean that all items ingame would naturally fluctuate in terms of rarity and prices eg if somebody wants a rocket launcher and the gun dealers can't buy any because of resource shortages then you will have people hawking their stored rocket launchers for ludicrously inflated prices. There would of course be a lot of balancing such as a minimum price that overstocked items can go to to slow down the amount of money you could potentially gain from just buying overstocked items en masse and saving them for later etc.
Economies should be lead and enforced by the players, with the code of the gamemode enforcing random or calculated scarcities of resources based on the consumption and over-harvesting of certain resources. One major problem that will always stand in-front of any form of economic overhaul though is the constant usage of stuff like permanent inventories which ultimatley curbstomp any chance of monetary fluctuation and in the case of an economic overhaul which includes the addition of resource harvesting and weapon construction, you will end up turning the group of players who have done nothing but shoot and kill players, into a bunch of millionaires. Another thing which would have to be dealt with is balancing the limit of creativity with the limit of how much the economy actually effects the players. One example of this is dealing with how players spawn and use props. Do you allow players to spawn props for free, or do you make props based on the same resource system as everything else? Do you remove building tools and implement something like a SIMs or Grid-Based Building System in order to create a smooth roleplay universe? These things will always challenge how you implement your roleplaying and economic experience in Garry's Mod roleplay, and ultimately will determine how great of an effect the players have within the actual economy. My personal opinion is that the present Garry's Mod tools are somewhat archaic and prone to abuse, the only way to deal with that is by making a new building system. My personal concept is the usage of a Player Appearance Customizer system that's a little more streamlined on a grid-based system, and you place props down and all that, and then are giving a chart of resources needed to complete your dream building. This would create for a unique experience, and players would be allowed creative freedom and such, but would still be required to act within the economy of the server. One example I have is that you want to build a cabin. You purchase the land for the house and a small backyard in the Grid System, and have to pay rent and all that for the land. From this point on, you can essentially build upon that land in the limited gridspace you have rented, and can make whatever you want on that land within a PAC Building system. Once you save the design, you get a blueprint item in your inventory, and from that blueprint item you are told how much resources, machines, and otherwise are required for the building of this household. Thanks to this system, you have not only pushed the players into working within the economy or just going out like a lone wolf to harvest resources, but you have also dealt with several issues that plague the present Garry's Mod RP experience. Things like Propkilling, Propsmashing, Propblock, and all that will have been dealt with through this system, and with a minimal grid allowance, players will not be able to simply go, "hurpderp, purchase all land :3" and will have to play with their money in order to purchase other real estate to build their dream house. This system is really one of the only ways an actual economy would work. You may also include stuff like farming for food, construction of weapons and such for defense, and otherwise, but the players will always have to work with the economy in order to keep their house, and make a happy living within the RP Gamemode.
[QUOTE=legendofrobbo;42986222]why not make it so there is a 'warehouse' containing all of the resources that the ingame city currently owns (guns, electronic components for printers, ammo etc). The warehouse is only refilled every now and then by deliveries which arrive at semi-random intervals and deposit stocks of randomly chosen items. All vendors purchase their items from the city warehouse and the prices go up as the warehouse runs out of stock of that particular item. Players have inventory and bank accounts that save their items permenantly. This would mean that all items ingame would naturally fluctuate in terms of rarity and prices eg if somebody wants a rocket launcher and the gun dealers can't buy any because of resource shortages then you will have people hawking their stored rocket launchers for ludicrously inflated prices. There would of course be a lot of balancing such as a minimum price that overstocked items can go to to slow down the amount of money you could potentially gain from just buying overstocked items en masse and saving them for later etc.[/QUOTE] Problems arise in that situation as I stated above. The warehouse has unlimited amounts of goods, and thus, the scarcity is not only fabricated, but also nonsensical. Because the warehouse is always restocked at a base starting price, and because prices rise as more are purchased, there will never be a true fluctuation in prices, as consumers and vendors know that the goods will always be available at restock for a certain price. The system fails because the items are being sold at a static price to the vendors, who then change their price to whatever they feel like. There are no shortages or surplus because prices are static, and demand is static; it's a very similar issue to DarkRP, where vendors purchase shipments from the server, and because these prices are the same, everyone knows the price the vendor will charge in order to make a profit, and no one will buy from them unless they start at a realistic price. On that note, you also have to understand that the "warehouse" just makes vendors the middlemen, because in reality, the warehouse is setting prices, not the vendors, as the vendors are just raising their prices because of how high the warehouse sold their prices. In reality, vendors would have much more say in their prices, and the warehouse would be priced more complexly as well. Having a "starting infinite system" is the worst kind of plan and would not work in stimulating actual competition and economic growth. [editline]26th November 2013[/editline] [QUOTE=JoeSkylynx;42990249]Economies should be lead and enforced by the players, with the code of the gamemode enforcing random or calculated scarcities of resources based on the consumption and over-harvesting of certain resources. One major problem that will always stand in-front of any form of economic overhaul though is the constant usage of stuff like permanent inventories which ultimatley curbstomp any chance of monetary fluctuation and in the case of an economic overhaul which includes the addition of resource harvesting and weapon construction, you will end up turning the group of players who have done nothing but shoot and kill players, into a bunch of millionaires. Another thing which would have to be dealt with is balancing the limit of creativity with the limit of how much the economy actually effects the players. One example of this is dealing with how players spawn and use props. Do you allow players to spawn props for free, or do you make props based on the same resource system as everything else? Do you remove building tools and implement something like a SIMs or Grid-Based Building System in order to create a smooth roleplay universe? These things will always challenge how you implement your roleplaying and economic experience in Garry's Mod roleplay, and ultimately will determine how great of an effect the players have within the actual economy. My personal opinion is that the present Garry's Mod tools are somewhat archaic and prone to abuse, the only way to deal with that is by making a new building system. My personal concept is the usage of a Player Appearance Customizer system that's a little more streamlined on a grid-based system, and you place props down and all that, and then are giving a chart of resources needed to complete your dream building. This would create for a unique experience, and players would be allowed creative freedom and such, but would still be required to act within the economy of the server. One example I have is that you want to build a cabin. You purchase the land for the house and a small backyard in the Grid System, and have to pay rent and all that for the land. From this point on, you can essentially build upon that land in the limited gridspace you have rented, and can make whatever you want on that land within a PAC Building system. Once you save the design, you get a blueprint item in your inventory, and from that blueprint item you are told how much resources, machines, and otherwise are required for the building of this household. Thanks to this system, you have not only pushed the players into working within the economy or just going out like a lone wolf to harvest resources, but you have also dealt with several issues that plague the present Garry's Mod RP experience. Things like Propkilling, Propsmashing, Propblock, and all that will have been dealt with through this system, and with a minimal grid allowance, players will not be able to simply go, "hurpderp, purchase all land :3" and will have to play with their money in order to purchase other real estate to build their dream house. This system is really one of the only ways an actual economy would work. You may also include stuff like farming for food, construction of weapons and such for defense, and otherwise, but the players will always have to work with the economy in order to keep their house, and make a happy living within the RP Gamemode.[/QUOTE] Who would you be renting/purchasing the land from? One of the problem with economy systems in Gmod is that they do not deal with currency. Physical money pops out of nowhere in the pockets of players over a given source of time, and the money in circulation grows as the amount of players grow, and thus the money would normally lose value. However, because there are constant unreliable loss of money that wouldn't normally happen in real life, the money doesn't ever inflate, and prices of items are always static because of F4 menu shops. The best way to deal with an economic system in Gmod would be as such: -edit incoming for the full list-
So which one would you guys aim for? 1. Default price that is increased/decreased depending on price. 2. Allow players to price what they want to sell a item for but keep a limiting price that is dependent on the amount of that item there are , so they can not price it to high. 3. Let players themselves pick whatever price they want, without a cap.
Neither. You never limit the price or sale of items. What we are aiming for is the creation of an economic system in which players are no longer constrained by rulelists or admins, and instead are constrained by economic reason and environmental sustainability. Players would forage for corn seeds in the ground, they would then sow these seeds in their fields, this corn would be watered and cared for, it would eventually grow, the player would then harvest and sell the corn at whatever price they please. You would then have players who purchase that corn for whatever they need it for. Maybe it's oil for cooking, maybe they'll eat it, maybe they'll make it into gasoline. No limits exist aside from what the coder is limited on. Imagine a RP server where players control everything. No admins, no rules, nothing. Maybe Police Officers on a whiteist, but for the most part, players control everything.
[QUOTE=JoeSkylynx;43010204]Neither. You never limit the price or sale of items. What we are aiming for is the creation of an economic system in which players are no longer constrained by rulelists or admins, and instead are constrained by economic reason and environmental sustainability. Players would forage for corn seeds in the ground, they would then sow these seeds in their fields, this corn would be watered and cared for, it would eventually grow, the player would then harvest and sell the corn at whatever price they please. You would then have players who purchase that corn for whatever they need it for. Maybe it's oil for cooking, maybe they'll eat it, maybe they'll make it into gasoline. No limits exist aside from what the coder is limited on. Imagine a RP server where players control everything. No admins, no rules, nothing. Maybe Police Officers on a whiteist, but for the most part, players control everything.[/QUOTE] That is my third option lol WHOOPS that was supposed to be without not with
[QUOTE=bran92don;43010267]That is my third option lol WHOOPS that was supposed to be without not with[/QUOTE] Haha, its alright. But yeah, the entire thing of having an actual economy in Garry's Mod is that its pretty open ended depending on how you look at it. New items can be added daily and new procedures/practices will be learned by players overnight on how to implement these new additions.
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