Player Owned Economy

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Alright folks this is going to be a massive post, so sit back, get some popcorn or something and prepare to start reading.

First off, this is simply an idea, although I will be linking it to a poll at a later date to see what kind of support this gains because it is a complete and total overhaul of almost everything you have ever known of this gamemode as well as requires a few things to happen which may be unpopular. It is a radical shift for the server and what I believe could contribute to far more fun and entertainment for all players because it encourages players to work together better and interact as opposed to purely being isolated to do their own thing without having to help the city or anyone else.

What I have in mind is in the most simple of terms, turning the whole server into a player owned economy, by which players will be in charge of producing/refining/manufacturing all items within the server. To start off I will list several new jobs which would be needed for this.

The jobs in which a product is produced from their actions will be required to sell directly to an NPC who is in turn linked to another NPC somewhere else in the map who then other players are able to buy from but that stock will take time to arrive at the dockyards, and if there is someone in the delivery job it will request them to deliver the item(s). Quitting the job while still having items will remove those items and gain no reward. Also each of these jobs will have a skill tree attached to it so you gain new unlocks as you rank up your skill in the related topic. The higher the skill required to make/grow a product and slightly adding in your current level, the higher the NPC will pay you for doing it, but they will only assign tasks which are most needed according to their stock at that time, and your highest level of ability. Doing as a job will gain less EXP than if you did it privately, but you essentially get paid to raise the skill since pay is mostly reward based.

Keep in mind all players will be allowed to do these actions as well but not on as large of a scale, and are not required to sell to NPCs, any items they gather/craft are theirs to keep either for him or herself or possibly to sell to other players for a more competitive price than what the NPC shop may be willing to since NPCs will have a standard markup while players are able to define their own price for what they think an item is worth. Additionally, they could sell to an NPC at the appropriate store if they so chose, which would stock that NPC with a direct stock where instead of having to wait to be delivered, players would buy directly.
  • Producers
    • ​Gatherer - A player who will obtain basic materials such as metal ores, unrefined plastics, broken glass, etc.
    • Refiner - A player who takes the pieces the Gatherer has retrieved and refines into useful ones such as piece of metal, chunk of plastic, shard of glass, etc. which are then purchasable at a store.
    • Farmer - A player who can grow new crops such as corn, watermelons, tomatoes, peppers, onions, rice, etc.
    • Fisher - A player who can catch certain types of fish depending on where s/he is fishing at that time, if it is the lake or at the harbor. More types of fish would be added for this.
    • Chef - A player who takes the items grown by a Farmer and/or caught by Fisher and creates meals with them which would be sold in the restaurant, the benefit to buying these meals is they recover more hunger with fewer items and aren't as likely to make your player throw up (which makes a player hungrier). (possibly adding a way for players to poison/drug foods, which can't be sold but could be dropped for another player)
    • Manufacturer - A player who is tasked by an NPC to create certain items based on what the NPCs have in stock. Meaning that things such as stoves, pots, etc would not necessarily be available in stores, but would be among the first things a player would learn to craft.
  • Others
    • Merchant - A player who is capable of holding more weapons/items than a normal player. This player would be not allowed to participate in any raids, their function is simply to sell their wares. Anyone would be able to sell, but not as many items as a merchant, nor could they carry the number of weapons.
    • Supplier (optional) - Instead of having NPCs automatically deliver items given by players to the related other NPC, a supplier would be required to take the goods from that NPC to the appropriate store.
Additionally, for personal crafting, you would be given the list of required materials and it would show the number necessary to make that item 100% of the time, but you would be allowed to gamble by using less materials (still at least 1 of each type) but your chance of making the item successfully would go down as you use less, although it's still possible. If you fail to craft it however, you would lose all the materials you attempted to create it with. However, since materials don't necessarily cost anything, unless you buy from another player or NPC, you could go gather more at little cost to you besides the time to obtain them. This change would make shop prices variable between different players and encourage players to buy from others. So to raise up crafting skill, you could decide if you'd rather buy materials with cash you've earned from doing other jobs or go gather yourself.

Right now, if you have money, you go buy from an NPC who has an unlimited resource which is highly unrealistic and not good for general RP, because it decreases the level of player interaction with one another. So it would make players have to make tougher choices in what their priorities are and how they would like to earn their money, because although drugs would still earn the most money, money doesn't buy you everything then if you can not find a source to get materials from to raise your crafting.

For any of this change to happen though, it would require both skills and items to be reset, due to fairness for all, anyone joining after this system were incorporated would have a much harder time getting firearms skill up. Out of fairness it would be nice to reset money,cars,genes as well, but I know that is highly unpopular, so all I would request to be reset is skills/items people have. Your money/cars/genes would all remain.

I will leave this idea up for a few days before creating a poll to go along with so do not do +support or -support on this, wait for the poll. I am posting this to explain the idea, and if anyone has any questions, please ask. I know this is rather complicated and I probably didn't do a great job of explaining it, but I am more than willing to answer any questions anyone has on it. Also if you see me in game and want to ask me questions then, I will answer there as well since it is easier explained using voice rather than typing it out. Anyhow, take care and hope you understood what this has to offer.

Edit: I should add that this change would take a long time to get complete, so don't think anything you do will be reset anytime soon.

Vote on what you wouldn't mind having reset here: http://perpheads.com/forum/server/server-polls/4257-player-resets
To give support to this idea, it requires skills/items reset, other choices aren't as critical but would be good for all involved. There will be rewards to having this idea approved to all players who are active the week it gets released.
 
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The whole idea of creating a 'player owned economy' sounds brilliant, I would sacrifice my skills/genes/cars/money.
 
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The whole system sounds genius, I would happely let everything get resetted for this
 
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This needs an accept, i think this idea sounds brilliant. ++++++Support from me ;)
 

ind

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This sounds awesome and would be awesome if it was implemented into the server, very good idea Stephen.
 
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I really, Really like this! I've always had this feeling that the player interaction is missing when crafting.
I'll take a nerdy example here:

In World of Warcraft you can gather ore, plants, materials and a ton of things to sell on the auction house. And you are earning money on going out there, gathering stuff and then selling it on >to other players
 
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No news officially, we've been working on other items that would be critical for it however, but are not directly tied to it. So when we tie up all those ends we can probably start in on doing this, also need to figure out what to give players that have been dedicated to what they have currently that would be neat for them, but does not unbalance the effect that this change would have.
 
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StephenPuffs;n5739 said:
No news officially, we've been working on other items that would be critical for it however, but are not directly tied to it. So when we tie up all those ends we can probably start in on doing this, also need to figure out what to give players that have been dedicated to what they have currently that would be neat for them, but does not unbalance the effect that this change would have.

add a demand vs supply system [low supply/high demand = suppliers get more money for delivering and just the oposit way around]
 
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Skill trees sound amazing, and its just the way I wanted to play. You my friend, are a genius
 
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+Support

All of those jobs are my favourites IRL.

Anyone know when it's coming out? I mean COME ON: Stephen made this post in October, it's been 3 months.
Stephen: I MUST KNOW :D
 
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