i am just saying in general… for some/an average ammmount the finite ammount of coin WILL be an issue in a player-based economy if here is going to be no extra way of income apart from shops/foot-fall (as @Dulki says you odont get much… unless you are a capital etc i was only getting 2>4 form footfall a day)
And the over powered feats (towards the later ones) and the objectives (which are finite)
Depends on where you have a high traffic location. Aquatopia is getting rebuilt and people are going to want to visit there. I’ve already been told I can setup a shop in the city too. So I’ll get shop sales plus footfall coin.
You don’t need to be a capital city to generate footfall at a reasonable amount. 2 to 4 coin per visit at this early in the game isn’t bad. Be lucky that you can even get that this early in.
At least there aren’t shops springing up selling stuff as stupid high prices day 2 into the game’s pre launch.
It works the same way every game economy works: sinks and faucets.
Faucets are feats, objectives and footfall. Sinks are tax and warps. Since both of these are infinite sources there will always be coin. Warps are a major sink early-universe and a minor sink once portal networks exist. Tax is percentage based (and 0 on low items) so it acts in a self-calibrating way.
Keep in mind that for every coin you earn you create roughly 10x as much turnover in the economy - so prices will always appear high in relation to footfall/objectives coin (as in about 10x higher than you’d think).
Build it and they will come…
One of the early objectives, to be sure, but there’s a valuable lesson there regardless.
Aquatopia, Steam City, Therka Market, Moebius plaza, these were massive player built “cities” and i can only imagine the sheer amount of footfall that they generated. So, its up to us to start more “cities” to attract the newcomers when they are allowed in ie: pre-orders and PS4 players. There’s infinite potential here. Optimism my friend.
Extra Credits did a video on game economies that is insightful, it’s somewhere on YouTube but I’m at work so I can’t hunt down the link right now.
One of the issues I remember is that you can have players who accumulate a lot of wealth then stop playing for a while / forever. This can really harm an in-game economy with a fixed quantity of currency.
The idea with the sink model is that the devs can tweak the flow parameters as needed to deal with any economic issues that might arise as the game universe develops. Our real-world central banks sort of do the same thing, or at least they’re supposed to (the real world economy is far more complex so they make mistakes, also they deal with real money, so the temptation for corrupt behavior is great).
If there is a unbalance, there wil be a change by the devs, I’m sure. And since they oversee the whole matter they will realize if something is going wrong there. But for now, let’s build up an economy (which may take weeks or even months) and then let’s see how it develops. Also keep in mind that coins by leveling will still be a thing after lvl 50, so there is never a point of falling to zero coins permanently, even when playing as a hermit on a solo world (rented server, which come later)
It wasn’t an issue before IF you played along by joining large community of portal runners. I think the same will be true here. I do see cubits beings an issue though but not for a lack of trying but rather it’s just not smoothed out just yes. I think it will be ok.