An MMO without an economy is missing the point. Why would you design a massively multiplayer world where players can't meaningfully trade, accumulate wealth, or provide goods and services to one another? Currency, direct trading, and an auction house aren't just convenience features. They're systems that create interdependence, specialization, and player-driven goals.Without trading, you can't hire bodyguards, pay mercenaries, commission equipment, supply new guild members, fund allies, establish businesses, or build a network of suppliers. You're removing entire categories of gameplay and player interaction. A player-driven economy also gives people progression beyond combat. You can become wealthy, specialize in production, control supply chains, compete for resources, establish a reputation, or dominate a market. You don't need another gear tier or dungeon reset to have something worth pursuing.Research on Aion, analyzing 94,870 players over 91 days, found strong correlations between direct trading networks and social interaction. Trading was correlated with private messaging (r = 0.72), party participation (r = 0.71), and friendships (r = 0.64). Even transactions through its centralized marketplace, the Agency, were positively correlated with messaging, parties, and friendships. Economic activity wasn't separate from the social experience. It was intertwined with it. That's what I think the genre is missing: worlds where players have reasons to depend on one another beyond grouping up to kill something.A themepark gives you activities to complete. A functioning economy gives you a world to participate in.
>>750909843cool story grok
Here's the paper.https://www.researchgate.net/publication/324513896_Unveiling_a_Socio-Economic_System_in_a_Virtual_World_A_Case_Study_of_an_MMORPG
How did the French manage to make the best MMORPG of 2026?
will dungeon fighter stay afloat this patch? its bleeding veteran players
>>750911215It's been one of the highest-income MMOs. I'm sure it'll be fine.
>add features that strongly incentivize bot and alt usage
Bot thread.
>>750911761Players using alts and bots is a design failure, not an argument against player economies. I don't think the few people that bot are a problem, and you can restrict characters per account to one. Botting specifically doesn't require any design finesse besides full loot.
WoW cannot be fixed.
Because most players want to play a good game. They don't desire to bot for RMT or do digital drop shipping for a hobby.
How is a "player driven economy" a revolutionary idea in your eyes. Every MMO has one.
>>750909843Our only hope to capture WoW vanilla's magic one more time is riot's MMO, they have a stacked team, with lot's of talented mofos who worked decades on WoW, if that fails it's truly over for MMO's
>>750913802Not everyone is in their late 30s.
>>750914031What do you mean by that?
>>750909843Because some faggots always control it through out of game means and fuck everything up.
>>750912916>can restrict characters per account to oneYou're retarded. OSRS limits to one character. Also known for having a massive bot economy on paid worlds.
>>750914067Todays target audience for online games wasn't even born when the original WoW was around. No one is going to develop a game for a tiny niche of people who want to relive their wasted teenage years.
>>750913630People universally want to make money and be rich and powerful. An MMO with a deep, everybody's relevant from the start (no leveling or bind on) economy would be one of the most fun things in the genre/industry.>>750913747Leveling economies aren't novel. WoW, specifically, made all non-max professions irrelevant. But what is novel is a living world.>>750914118So make a real money auction house and let players cash out, play more (concurrent and user hours), and thrill-seek massively increased risk:reward.
>>750914321OSRS doesn't have full-world full loot.
>>750914757WoW also has a ton of restrictions for crafted items at max level.
>>750914874And looted items.
>>750914321>You're retarded.Says the clown too stupid to realize he's replying to a LLM.
Has anybody talked with Grok, Gemini, ChatGPT, or Google Search AI about MMO design?
>>750914757>>So make a real money auction house and let players cash outGo fuck yourself retard.
>>750914945Nutriments faggot isn't an LLM, he's been doing this since before LLMs took off.
if mabi eternity launched with fresh progressive servers that diverged from the combat update and it was just classic mabi with modern graphics and UI the MMO industry would be saved.MMOs should be about unemployed young people grinding out their youth in obscure games that confuse and befuddle everyone who doesn't play them because any video or screenshot they see of it makes it look utterly retarded, and any attempt to explain the game does not help.
>>750915252That's literally the solution.
>>750915138i asked them to give those female enemies tiddies in erotic poses
All right, /v/, gathering and crafting mini games, or no?
>>750917183no
>>750917267Yeah, I can't justify it in an early version of the game. It would cost a lot of development resources. It would combat bots to an extent, but I really like the pure experience of holding down a button and rocking a metal node.
>>750918825>rocking a metal nodeLMAO.Did you know that ice is a rock?
>>750909843You're correct, but at the same time, a good game economy doesn't make a game fun.
>>750922938I disagree. If the game has serviceable combat, a good economy is not only hours and hours of lastingly playable content, it's probably most of the game.
Should an MMO have an NPC store?
>>750924156I don't want it to generate money, but I want it to sink money and items and generate items.
How do I figure the value of items? Drop rates, affixes -- everything has to be a set $/hr.
>>750926306That's not how economics works.
>>750926418Yes, it is. Gathering rate and amount, crafting quality, and DPS all affect time-based activities.