Player Market & Player Homes/Spaces

Jul 31, 2016
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#1
I seriously loved the market in firefall, you could post a weapon for sale and sell it to other players looking at the market or you could buy any weapon you want given you were the correct level. I'd love to see this implemented into Em8er as I think it would bring a whole new life to the game other than just going out to grind some mobs. you could test your might at guessing price changes over months like you would in real life with stocks and what not. a certain weapon/armor/misc item might be 10,000 now but this one popular youtube just said it looked really cool and started using it so maybe its gonna raise a whole ton pretty soon.

I realise ap layer market is honestly hard to maintain and firefalls was truly player maintained give or take a few resets near the end of the games life. Now a game I do play at the moment that has one of the best player markets is Black Desert Online. Their market is based on a standard amount that each item can be sold at, a high and a low. a battle axe can be sold at a low of 1mil and a high of 1.8mil, and as expected more buy orders for said axe will be on the low side and more listings will be on the high side. BUT if more players are listing it on the high side than orders than the price average can change, from 1mil - 1.8mil to 1.7mil to 2.4 mil and so on. obviously that gives the players to almost set the price of nay weapon given enough people agree on the price and act on it.

What I love about all this is it gives the community a sense of ownership and accomplishment over what items and prices there are on the market. certain items may be easy to get but someone might buy it all up from the market and raise the price of the item. they can say, although I don't know why, "Yea I caused *wooden armor* to go from 12 to 300 in a day." I do know that it's hard to implement because of the freedom to raise prices and the difficulty of moderation, but if there are a few standards put into place I think em8er will be able to have a wonderful thriving player economy.

Now onto the player homes/spaces.

Player homes have kind of been a show off point for some mmos in the industry. I understand that it's not the most popular thing among devs because it may create a weird void of cash grabiness to the decorations and what not. I also understand that being a Firefall successor, Em8er probably won't have homes for players, it will have bases to visit. Now what if we have a few areas in each town or base that could be purchased? Possibly skill or level tiered so that more dedicated players could have a more lavish home. These *homes* or *Personal Quarters* could act as log in and out points just like how GTA:O does it. not too much customization, maybe a room style you pick but not much else.

Obviously the personal quarters is a far reach of a feature and probably won't be much more than an idea. But I think maybe if there was some workaround to have something similar to a personal space each player had, that would be pretty sweet. Maybe like how Warframe has the ships, you could have a room in the drop ship you lived in and deployed into the game from there.

This isn't a fully thought out Idea so don't rag on me for suggesting such a ridiculous idea. Thanks!
 

PartTimeJedi

Em8ER Adjudicator
Staff member
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Nov 13, 2018
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Holy Terra
#2
I seriously loved the market in firefall, you could post a weapon for sale and sell it to other players looking at the market or you could buy any weapon you want given you were the correct level. I'd love to see this implemented into Em8er as I think it would bring a whole new life to the game other than just going out to grind some mobs. you could test your might at guessing price changes over months like you would in real life with stocks and what not. a certain weapon/armor/misc item might be 10,000 now but this one popular youtube just said it looked really cool and started using it so maybe its gonna raise a whole ton pretty soon.

I realise ap layer market is honestly hard to maintain and firefalls was truly player maintained give or take a few resets near the end of the games life. Now a game I do play at the moment that has one of the best player markets is Black Desert Online. Their market is based on a standard amount that each item can be sold at, a high and a low. a battle axe can be sold at a low of 1mil and a high of 1.8mil, and as expected more buy orders for said axe will be on the low side and more listings will be on the high side. BUT if more players are listing it on the high side than orders than the price average can change, from 1mil - 1.8mil to 1.7mil to 2.4 mil and so on. obviously that gives the players to almost set the price of nay weapon given enough people agree on the price and act on it.

What I love about all this is it gives the community a sense of ownership and accomplishment over what items and prices there are on the market. certain items may be easy to get but someone might buy it all up from the market and raise the price of the item. they can say, although I don't know why, "Yea I caused *wooden armor* to go from 12 to 300 in a day." I do know that it's hard to implement because of the freedom to raise prices and the difficulty of moderation, but if there are a few standards put into place I think em8er will be able to have a wonderful thriving player economy.

Now onto the player homes/spaces.

Player homes have kind of been a show off point for some mmos in the industry. I understand that it's not the most popular thing among devs because it may create a weird void of cash grabiness to the decorations and what not. I also understand that being a Firefall successor, Em8er probably won't have homes for players, it will have bases to visit. Now what if we have a few areas in each town or base that could be purchased? Possibly skill or level tiered so that more dedicated players could have a more lavish home. These *homes* or *Personal Quarters* could act as log in and out points just like how GTA:O does it. not too much customization, maybe a room style you pick but not much else.

Obviously the personal quarters is a far reach of a feature and probably won't be much more than an idea. But I think maybe if there was some workaround to have something similar to a personal space each player had, that would be pretty sweet. Maybe like how Warframe has the ships, you could have a room in the drop ship you lived in and deployed into the game from there.

This isn't a fully thought out Idea so don't rag on me for suggesting such a ridiculous idea. Thanks!
Interesting.... All these different aspects of FF I never experienced. I, like many here, left FF in Beta when Grummz left. I actually am indifferent to a marketplace. If implemented correctly it could be very cool, but l could live with out it also.
 

Pandagnome

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#3
The things i like about a home/living area is inviting others or just taking a break from it all even styling it to how you like.

In warframe the little spaceship is nice and saying that wonder if the railjack is like a bigger home
that makes me wonder if our Em8er dropship is kind of like that and as it lands on the base acts as an additional room integrated to the base.

dropship = tactical room with space for mek
Base = home with upgradable facilities etc

What I love about all this is it gives the community a sense of ownership and accomplishment over what items and prices there are on the market. certain items may be easy to get but someone might buy it all up from the market and raise the price of the item. they can say, although I don't know why, "Yea I caused *wooden armor* to go from 12 to 300 in a day." I do know that it's hard to implement because of the freedom to raise prices and the difficulty of moderation, but if there are a few standards put into place I think em8er will be able to have a wonderful thriving player economy.
That would be more fair for everyone too.
 
Aug 14, 2016
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#4
In most games I never pay any mind to player run markets unless there was one of two reliable things keeping them in check.

One, the devs make an in-game stock market that tells you real price of things, average price other people by them at, the highest price people by them at, the lowest price people by them at, and how all but the set baseline price changes over time on a daily, weekly, monthly, yearly chart. The more information every player has about tradable things the easier it is to stop things like hyperinflation and price gouging from running wild in the game. Which in truth, is always the made thing that kills player run markets because nothing is linked to stable think to base the trade math on. Some games get away with this by linking some objects to real world money and smarter players use that do the math of how to set prices for everything else in the game, but that doesn't always help not everyone is using the same math. So that is why having the devs set a baseline price for everything helps to inform people when things are being over priced or under priced. Some games also give each player a sell history, showing you all the things that person ever sold in the game and what price they sold them for. This also helped to keep things in check because it allowed people to easily spot players who always try to over price things and cheat other people.

Two, this is more of a thing of the past nowadays has I have not seen one in any of the games I've played in over 18 years now. But tradesmen guilds use to be a thing in the early days of MMOs. They was guilds who's main role was to help all the members of the guild get rich if possible in a fair way. They would do things gather up and sell things at fixed prices making all the members sell and buy things at fixed prices. This forces other non-guild members to compete with their prices if they wanted to buy or sell anything. There also the element of quality control in the things they sell as they would sell poor quality things cheaper than higher quality things (for example a poor quality iron sword will only do 10 damage while a masterwork iron sword will do 20 damage. So they price changed on the same item based on that.). Large tradesmen guilds was also a good place for non-members to make money by working on contracts for them. For example, I often was part of mercenary guilds and PKK (Player Killer Killer) guilds back then. So I would make extra money by hunting and killing bosses for rare loot they needed or by protecting members of the tradesmen guild while they was mining/farming in a dangerous area or by protecting them form PKers as they traveled from town to town to sell things (lol, That is right I did escort missions with real people rather than with NPCs.).

In order for game economies to work they need to understand how people think and know a bit about how real world economies work. Otherwise things will get thrown off of balance so fast that economic students will be doing school reports on how badly things can go wrong using your game as an example. I'm not even making this up, this is something that really do happen in schools and even on a professional level as people use games to study how changes to the economy can effect things without the risk of destroying the real world economy.

As for the topic of player housing. I always thought that my orbital ship was going be my main home and hanger with my dropship being more like temporary home/base while I'm on the planet. With the option to later join a land base/town to own a larger home. The dropship is a small temporary living area, the orbital is a larger living that you can use to move from system to system using the gates, and you pick different towns on planets/moons or space stations for larger homes with more space for things like indoor swimming pool and bowling alley.
 

Pandagnome

Kaiju Slayer
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#5
yes can imagine this one the thumpr would be the bowling ball but the platform can move so timing the right moment and path to hit those skittles the skittles would deflate and get smaller to make it harder but if you get a strike you can have inflated skittles on the next go that explode when you hit them and this would cause your thumpr to change in psychedelic colour fashion it means you could reuse the thumpr until the psychedleic colour flicking dies down just like in super mario after he has eaten the star!
 
Likes: Omnires
Aug 14, 2016
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#6
yes can imagine this one the thumpr would be the bowling ball but the platform can move so timing the right moment and path to hit those skittles the skittles would deflate and get smaller to make it harder but if you get a strike you can have inflated skittles on the next go that explode when you hit them and this would cause your thumpr to change in psychedelic colour fashion it means you could reuse the thumpr until the psychedleic colour flicking dies down just like in super mario after he has eaten the star!
Now I'm just picturing calling down my Thumper from orbit and playing a little mini-game as it falls though the air. If you hit all the targets with the Thumper on the way down it'll make a much larger impact and AOE when it lands that can be used to kill near-by enemies. Plus get a little bonus in drilling speed and stuff as you already fractured the ground in the landing making it easier to dig in that spot.
 
Likes: Pandagnome

Wyntyr

Omni Ace
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Jul 26, 2016
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#7
Now I'm just picturing calling down my Thumper from orbit and playing a little mini-game as it falls though the air. If you hit all the targets with the Thumper on the way down it'll make a much larger impact and AOE when it lands that can be used to kill near-by enemies. Plus get a little bonus in drilling speed and stuff as you already fractured the ground in the landing making it easier to dig in that spot.
Troll mechanic incoming!
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
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#8
Now I'm just picturing calling down my Thumper from orbit and playing a little mini-game as it falls though the air. If you hit all the targets with the Thumper on the way down it'll make a much larger impact and AOE when it lands that can be used to kill near-by enemies. Plus get a little bonus in drilling speed and stuff as you already fractured the ground in the landing making it easier to dig in that spot.
I think we need this right away!
 

Wyntyr

Omni Ace
Ark Liege
Jul 26, 2016
6,336
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#10
Shhh... I'm trying to find ways to recreate the old artillery thumpers in Em-8er. Remember how much fun we use to have in FireFall killing enemies but dropping thumpers on them? Lol
Shhhh....you're trying to find ways to recreate the old trollin' thumpers in Em.8ER. Remember how much fun we use to have in FF killing players by dropping thumpers on them? lol
 

Pandagnome

Kaiju Slayer
Fart Siege
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Jul 27, 2016
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#11
Shhhh....you're trying to find ways to recreate the old trollin' thumpers in Em.8ER. Remember how much fun we use to have in FF killing players by dropping thumpers on them? lol
If a micro thumpr appeared from above would it tickle or cause more pain i am reminded by the little gun in men in black
 
Aug 14, 2016
978
1,554
93
#12
Shhhh....you're trying to find ways to recreate the old trollin' thumpers in Em.8ER. Remember how much fun we use to have in FF killing players by dropping thumpers on them? lol
What, you didn't have fun playing games like Thumper chicken with other players? The person who stays inside the thumper's drop zone the longest without being hit by or killed was the winner. It was a test of skill and courage in the early days. Plus in PVP killing someone by dropping a thumper on them was bigger finisher and insult than bashing them in the head with the Scan Hammer.

I still remember this one time in PVP the panic a friend of mine had when I used my Mammoth to teleport besides him and used my shield dome to trap them in place with me while I also called down a thumper at the same time. Lol, good times, good times.

If a micro thumpr appeared from above would it tickle or cause more pain i am reminded by the little gun in men in black
Hmm... having a weapon that is just a flying drill is not they far off from the truth. After all, we them in real life as way to try and mine like asteroids and comets. And in many sci-fi one of the main types of anchors that ships and mecha use are rocket powered drills with grapple arms that they used to grab onto things with and not drift off. Also some mecha use them to do things like walk up walls or hang from ceilings. So I can totally see someone using those anchors as weapons.

While fighting an kaiju on Em-8er a pilot yells, "My drill is the drill that will pierce the heavens!" and drill falls out of the sky into the monster's skull.