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xelander

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Posts posted by xelander

  1. In economics, **inflation** is a sustained increase in the general price level of goods and services in an economy over a period of time.

    All games that allow trading, buying, and selling of any kind is a potential target of inflation, inflation pretty much means that prices of items or services in game becomes very high, because of the value of the currency reduces. This can cause new players to have a very tough time getting into the game, and make them unable to enjoy the game and then stops playing. Games like Runescape, Fly For Fun, and Maplestory are perfect examples of where the inflation is hard to ignore, making it extremely hard to properly enjoy the game to the fullest without help from external sources(Buying in-game currency for real money is often very normal in these games). However, there's often a misconception that inflation is always bad, this is not true. Games such as EVE Online have extreme inflation, but on a controlled level, in a way that even if you do not have money for what you need, there's always a use for every player, since in the game, if your ship dies, it is lost, causing currency to dissapear, it's all about how the game is designed.

    Things that causes inflation is the increase of currency available among all players, but they don't disappear fast enough, currency dropped from monsters and gained from quests has to go somewhere, since people are greedy, they always want more, so prices slowly increase as long as people are willing to pay for it, and people will as long as they have money, and someone will always have money if they never disappear. Every quest finished, every monster killed, as long as it grants currency, it will add to the total pool of currency.

    I'll be talking about how you can potentially handle this, and different approaches to it, depending on how you want your game.

    Generally, a bit of inflation is good in your game, inflation causes people to keep playing, inflation keeps a player feeling that they are rewarded for their dedication. However, inflation also causes it harder for those who do not have a huge amount of currency to keep up with those who does, causing a rather unfunny environment for these people, therefore you have to be able to get a good balance of this, where you satisfy as many players as possible, _as long as you also are happy with the result_.

    Balancing your inflation can both be easy, as well as very challenging. The problem with Eclipse Origins, and all other public engines is that there's no way to track statistics reliably, almost all games analyze information such as how long it takes for each players to level, and how much gold everyone has, and how much gold they have compared to game time, how much gold a player has compared to the total amount, how much gold there currently exist split among all characters, and many other things like that. There's currently no such support with Eclipse Origins. Therefore, it's hard and a huge challenge to keep track of this in Eclipse, especially if you have no brain for it. If you are in a custom engine that has support for it, use it, or if you are using an open source one, or your own, add such support, it's huge, and there's way to little information about these things publicly available on the internet, so you can then also contribute to everyone by sharing it. It's hard to say when it's too inflated, since it's up to the individual.

    balancing the curve is the easy part, increasing some numbers here, lower some there, making it rather smooth, however, the currency that one gains, should be rather proportional to the currency that one loses, not 1:1, but it should be enough to make it feel like the gold matters. But the question is, how does this gold disappear? There's many solutions if you look around different games. Popular ones are durability on items, if balanced correctly, it will be one of the more fair systems, the better a player is and not die(assuming gear loses durability on death as well), the more rewarded he is by no losing more money to repairs, while also those who do not gain that much money, such as supporting classes that do not get damaged that much also do not need to waste a lot of money on repairs. The repairing system is usually pretty useless in many games though, due to the low cost in many games. You should have the cost be proportional to the level of gear, which indirectly will be proportional to amount of time spent and from there, currency available to the player.

    Other systems include food, or other healing items such as potions, bought from NPC shops. This has it ups and downs, it supports and allows easier solo play, but it also discourages supports, making them essentially useless if the food can replace them for the most part(See: Fly For Fun, the Support class was only really used for their buffs, and only healed because of the one damaging were to lazy to keep track of his own health). World of Warcraft used to require the player to have to purchase the skills and spells and upgrades to them up until 2 or 3 expansions ago, making that a huge gold sink in the game, to a point where people had to leave out several skills or spells that were not as needed for their role because they felt it was a waste of money, however this was replaced for a reason, it caused inflation because once you're level cap you didn't have to spend money on it anymore, and that's where the inflation started at that time, where new players had no money once they hit 60/70/80(depending on expansion), and the older ones already had expensive prices on essential things such as enchantments for their items, and gems for the sockets of them, potions, bags, etc, making it rather hard for a new player to get into the system.

    Whatever thing you may come up with that will remove money from the pool, it is essential that you keep track of it, if you just let it go by itself and hope it will be fine, your game will most likely not turn out how you want it to in the end.
  2. Isn't the default port for Eclipse 4000/4001? Could also be that you did not properly save the settings on your router when port forwarding. Don't use No-IP if you can't even get it to work without it, to be honest you shouldn't use it at all, it just adds unnecessary latency to your client while it doesn't do anything for you at all.
  3. There seems to be nothing that DxvbLib.RECT is defined as, meaning you are defining rec as nothing at all, either define rec as something else or define DxvbLib.RECT as something.
  4. I really like the actual details to it, and the obvious amount of effort taken into it for a single person.

    However, I do not really approve how it is built up as far as landmass, the desert seems really off, realistically the map would have to be way bigger in a vertical way, the desert seems way to close to the snow area. The environment seems to be changing a bit to drastically, there should be more than Snow-Forest-Desert, to make it feel more realistically. As for Asmoroch, I really like the idea of a northern island with lava and mountains, however I do not get the feeling of it being very northern by looking at it, since there's no snow, which in a way make sense, since it is filled with a very hot substance, but it just seems a bit off. Also, what are the Aupes Isle? it seems like a dead place, but it has some kind of forest, but it seems rather dry, I believe this kind of atmosphere is cool though, could be used more liberally around the actual desert to give a better transition.

    As for how the actual landmass looks, I am not a huge fan of how there's just a big island with some smaller around it, it feels like a very empty world as far as exploration outside of it goes, assuming it would be possible in the world that this is in.

    All of this is sort of assuming the world is in a somewhat realistic environment.

    Also I'm sorry for the extremely poor structure in this, I just wrote as I came up with it, if you want me to elaborate about anything, tell me, I am in a tad of a hurry.
  5. You can edit your main post instead, there's absolutely no reason to "reserve posts".

    The way you explain is rather wonky, not that well constructed, and rather confusing. Consider making a base structure before writing, the introduction were poor, it feels like you were writing on the spot, and very little were actually explained beforehand. I am not telling you this as an experienced writer, but as a consumer, and from a consumers point of view, the "reserved posts", poor structure, and no actual content so far doesn't give out a good vibe, and as a somewhat experienced programmer, and one who studies languages, as far as I know, learning something with such a precise goal is not good, it limits your view, especially if you're actually pretty new yourself to programming, learning from a beginner has it's pros and cons, the pros being that he can easier relate to his pupils, the cons is that he might be teaching poorly, or just plain wrong, doing poor decisions in his coding that a more experienced one may not do.

    However with that said, I can say that I still like how straightforward it is, since it will attract a lot of people who have nothing else in mind, and if those individuals are smart they'll take what you teach with a bit of salt and learn a lot more. It will also help those who do not have a lot of motivation to speak about, and a very straightforward goal might be what they need.

    Keep it going, I'd like to see how it develops.
  6. > You make custom songs? Or only those on the site? I'm producing a side scrolling MMORPG, and would like a proper soundtrack style game Maple Story, as recommended in the album I noticed (Happy Music) only 2 tracks attracted me.

    Pretty sure if you looked at the website you'd know the answer to this.
  7. I hate halloween, I just get dumb kids at my door with their 10€ outfits with little to no effort put into them, if even that, trying to take all of my candy, and then they DARE to threaten me with eggs and toilet paper.
  8. Went to my locals and played some MtG with a friend for two hours or something, she plays a w/g token deck against my w/b aggro warrior deck, I won the majority of the games.

    When I got back home I picked up my "DECK BUILDER KIT 2015", and put together a r/u burn control deck, and a w/g something deck, they're kind of hard to get a gimmick to without any other cards, but I am also going to try to build a graveplay g/b deck, missing to many cards though. I have spent 3 hours straight with this now, maybe it's time for bed.
  9. SAO has an English version, but in international tournaments you can play Japanese cards as long as there exist an English equivalent, which it does for almost all cards. Double check with your locals how they do it, since there's sometimes custom rules about this.
  10. Played the Weiss Schwarz tournament, only 4 people entered, since a vanguard tournament was at the same time, went 2-1 and won first place, not a big price, but two boosters and got some great draws for my deck. Met some cool people and bought a Magic deck as well, got the KHT W/B Event deck, I'll be heading there tomorrow, or thursday, or something, probably the latter, and will buy a booster or something, and play some games, after that I'll be heading to another city and play wixoss with a friend with a newly acquired deck.
  11. Nice Thanks a lot, I'll take note of those cards, I'll be heading to my locals tomorrow for a Weiss schwarz tournament and stuff, and I'll be holding my thumbs they have the Event deck that I want in store, and the land singles as well.
  12. @Henrik

    As I mentioned in OP, I am probably going to start playing Magic, and I am interesting in a White-blue deck, however since I don't have a huge budget right now, I'm thinking of getting a Event Deck, more specifically, Inspiring Heroics Event Deck, my friend lent me that very deck when he was teaching me Magic, and it seemed really fun style, however how worthwhile are Event decks in general? Will I able to hold myself at casual locals, what are some singles to consider?
  13. With the increased interest for card games, I'd love to have some discussion about it!

    What card games do you play? Which ones have you tried? For how long? What do you like/not like about it?

    I currently play Weiss Schwarz and will be participating in a tournament tomorrow, I have previously played Yu-gi-oh and Hearthstone, and I have tried out Vanguard previously, and just recently got introduced to Magic, I'm considering starting to play it.

    What I like about Weiss Schwarz aside from the cute anime pictures is the rather high skillcap, yet possible to win no matter what situation with the luck, it is also what I dislike, that you can lose due to bad luck as well.

    I stopped playing yugioh since I can't really afford it in real life, since, while not as expensive to play in a tournament as in Magic, it requires a bigger budget for just getting started.

    Hearthstone is not to bad, but I don't enjoy it since it feels to simple, I'd rather play Magic.

    Magic seems like the perfect card game for me, but I am unsure where to start, I have only recently got introduced to it, and I enjoyed it a lot, and while you can buy an event deck and play casually, playing in a tournament seriously is extremely costly, which a student like me can't really support.

    Vanguard seems fun, but it doesn't have a lot of depth into it as far as I have seen, and games seems very quick and snowbally.
  14. > The rules are simple, you can do whatever as long as you don't lag out my internet, my server computer,

    Oh well fair enough could be interesti-

    > or start a firestorm by trolling, griefing, raiding, slaying, stuff like that.

    So practically it's the same as any other vanilla server? Boring as hell.
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