So, Cyrene is new in an existing universe and hopes to bring in many new players.
One of the problems starting a new character now is probably the very long climb to even lower medium level.
The economic idea should be to try and keep as many players actively happy as possible.
Let me assume a large number of players willing to spend $10, $20 or $30 a month.
As the main chance of staying close to break-even while skilling up is to use mark-up (mu), it follows that some players WILL be spending more if they buy the items with mu, while more sparing players will be treating themselves to clothing, vehicles etc less often, but still be part of the economy by being a part of the materials chain.
In the soft launch we have seen a couple of potential possiblilities for 'slower-spend' newbies to 'play-pay' their way up: the good mu on one common low mob loot and the reward/imperium tokens idea.
I can easily see the spear vehicle as stabilizing the mats required price for the mission at 5 peds or so, but I think the mission chain should be a bit longer before getting access to the spear mission to deter alt farming. However, I do think it fine that people can take a final short cut by buying the finished mats off someone (or auction) instead of crafting them themselves. The final short cut is the 'mu price' that many people will pay happily while giving some others a workable market.
On tokens, I have no idea what value the tokens should settle at on the market, but I imagine it depends on what nice goodies can be bought with them. If I assume a reasonable 'subsidy' of daily mission work to be in the order of 30-40 pecs per token, then a purchasable item for 200 tokens would need to have an effective value of 60-80 peds to the purchaser (but maybe very little initial tt if unlimited but worth using or having for show). It occurs to me that desirable bps may fulfil the function of very low tt for the pp but high value to the crafter. Whatever the items on offer are, they will have to be worth an effective mu, however.... (doesn't seem to be the case yet).
The thing is, once markets pick up, then the gains for each element of 'work' should be small, but make a difference over time. This would also enable some people to play sparingly for for more hours, but also deter the creation of alts for repeat farming.
I would also like to see some way of making it easier for the lower players to sell their stacks of mats, maybe by creating a kind of marketplace where buyers can stand in certain places or rooms/areas of isolated chat. It could be as simple as painted squares on the ground with signs saying 'robot parts chat and trade' etc, instead of all buyers trying to stand on one tyre near a main tp . If a mat can be exchanged here for 110% or so, with an auction mu of 115% maybe, then players will be getting 30-50 pecs mu for every 3-5 peds of mats that they store from their activities, while the buyer also gains at a reasonable rate by standing there. Maybe there should even be 'official' market times where the pp or advisors etc help out here and create a certain market stability against lower prices... but I realise this would require 'organisation'.
Finally, the mission areas (for repeatables) seem to me to probably be too small if a good number of people start doing them on a regular basis.
I've called the thread scaling/skilling up because at the moment the planet is there with nice lands, but almost nobody there doing stuff. If only a small portion of people with higher skills return in the near future, then it will have to be new players on the long slow climb up the skills ladder.
I would also suggest returning the direweeds to level 2 or whatever, by the way - at least for 4 to 6 months or so.... I love the idea of the planet developing, but make it at a rate that the average new player can grow with
Ty for reading.......
One of the problems starting a new character now is probably the very long climb to even lower medium level.
The economic idea should be to try and keep as many players actively happy as possible.
Let me assume a large number of players willing to spend $10, $20 or $30 a month.
As the main chance of staying close to break-even while skilling up is to use mark-up (mu), it follows that some players WILL be spending more if they buy the items with mu, while more sparing players will be treating themselves to clothing, vehicles etc less often, but still be part of the economy by being a part of the materials chain.
In the soft launch we have seen a couple of potential possiblilities for 'slower-spend' newbies to 'play-pay' their way up: the good mu on one common low mob loot and the reward/imperium tokens idea.
I can easily see the spear vehicle as stabilizing the mats required price for the mission at 5 peds or so, but I think the mission chain should be a bit longer before getting access to the spear mission to deter alt farming. However, I do think it fine that people can take a final short cut by buying the finished mats off someone (or auction) instead of crafting them themselves. The final short cut is the 'mu price' that many people will pay happily while giving some others a workable market.
On tokens, I have no idea what value the tokens should settle at on the market, but I imagine it depends on what nice goodies can be bought with them. If I assume a reasonable 'subsidy' of daily mission work to be in the order of 30-40 pecs per token, then a purchasable item for 200 tokens would need to have an effective value of 60-80 peds to the purchaser (but maybe very little initial tt if unlimited but worth using or having for show). It occurs to me that desirable bps may fulfil the function of very low tt for the pp but high value to the crafter. Whatever the items on offer are, they will have to be worth an effective mu, however.... (doesn't seem to be the case yet).
The thing is, once markets pick up, then the gains for each element of 'work' should be small, but make a difference over time. This would also enable some people to play sparingly for for more hours, but also deter the creation of alts for repeat farming.
I would also like to see some way of making it easier for the lower players to sell their stacks of mats, maybe by creating a kind of marketplace where buyers can stand in certain places or rooms/areas of isolated chat. It could be as simple as painted squares on the ground with signs saying 'robot parts chat and trade' etc, instead of all buyers trying to stand on one tyre near a main tp . If a mat can be exchanged here for 110% or so, with an auction mu of 115% maybe, then players will be getting 30-50 pecs mu for every 3-5 peds of mats that they store from their activities, while the buyer also gains at a reasonable rate by standing there. Maybe there should even be 'official' market times where the pp or advisors etc help out here and create a certain market stability against lower prices... but I realise this would require 'organisation'.
Finally, the mission areas (for repeatables) seem to me to probably be too small if a good number of people start doing them on a regular basis.
I've called the thread scaling/skilling up because at the moment the planet is there with nice lands, but almost nobody there doing stuff. If only a small portion of people with higher skills return in the near future, then it will have to be new players on the long slow climb up the skills ladder.
I would also suggest returning the direweeds to level 2 or whatever, by the way - at least for 4 to 6 months or so.... I love the idea of the planet developing, but make it at a rate that the average new player can grow with
Ty for reading.......