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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jan-2024 00:32:43 JST iced depresso > no balance to the economy
i had some experiments on game economies :blobcatgoogly: mostly it involved setting some maximum growth rate of goods, and then drop tables are allowed to sample from it, which guarantees no matter how much farming happens the economy grows at a static rate (you just stop getting loot.)-
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jan-2024 00:39:36 JST iced depresso @Cara when i MMO'd still i wanted the world to feel less dead.
one of those experiments was using the neural network thing from the Democracy series. but feeding player events in to it. so people grinding bandits in some area would cause the bandit node to disable, which could in turn change other levers.
Democracy fakes complexity that way. you have stuff like a "crime" node which has +/- connections to other nodes, and the "laws" are the same thing. they +/- other nodes. so it runs turn by turn with these influences to create the "country."
moonring does a thing where merchants are sent on a route and if they are killed before they make it to their target town, that down gets a depression debuff.
star citizen's "quanta" bullshit is supposed to do something like these. you have a small set of NPCs that run AI scripts on a tiny version of the universe, and are supposed to sample from that when players actually go somewhere. so it only runs ex. 300 NPCs for the galaxy, and watches their traces to determine which systems are well stocked etc -
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cara@miruku.cafe's status on Thursday, 18-Jan-2024 00:39:38 JST Cara @icedquinn@blob.cat I think gw had something like that, lowering drops if you spammed one area, it's a pretty cool thought
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iced depresso (icedquinn@blob.cat)'s status on Thursday, 18-Jan-2024 00:42:45 JST iced depresso @Cara another thing i fiddled with but didn't write, was having "rich people" play like a version of a web rpg or something. the ones where people casually log in and fiddle with stuff for an hour and leave. except the "CEOs" actions actually just make jobs in the actual game.
basically, trying to tie stuff in so it actually involves gameplay. alpha clans are unavoidable but maybe we can find ways to make them dependent on plebs :blabcat:
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