meso diff: +73,836,191,804 sunk diff: +21,924,105,882 1 week total meso gain: 95,760,297,686 1 week sunk %: 22.89 It's hard to know how much of the incoming meso needs to be sunk in order to prevent inflation, but this rate seems to be working pretty well. I wonder if there's some ideal sink %?
especially hard to know because the total mesos number includes banned and inactive players. How many mesos have been sunk simply by people quitting (of course that's not really a question that can accurately be answered)? But I think that the market in general is doing well, and I suppose that's what really matters - though if that's an increase in supply of things like ws, ap resets, etc. due to new players (whooooo summer!) or not, I don't know.
My rough take at the situation: I think to maintain stable prices, the goal should be to have the meso supply increase at the same rate as the value of the total economy. That way an item is always worth the same amount, since there are always proportionally the same amount of mesos "accounting" for that given item. Some guy here wrote that the value of a mmorpg economy should be thought of as a function of time. I'd like to modify that a bit for Royals and describe it as a function of player-hours, since # of players has changed drastically recently. If we assume (my assumptions are open to inputs, I haven't been around here that long) 2013-10-01 to 2014-05-31 : 300 active players 2014-06-01 to 2015-03-31: 500 active players 2015-04-01 to 2015-05-27: 700 active players, That means MapleRoyals economy accumulated 270*24*300 + 300*24*500 + 50*24*700 = 6.384 million player-hours worth of value from server wipe to 2015-05-20, and an additional 120K player-hours of value from 2015-05-21 to 2015-05-27. Since we want the economy value and meso supply to stay constant, solve for X in : 2.008 trillion / 6.384 million = X / (6.504 million) X = 2.045 trillion So if all the assumptions are perfect (they're not), it would've been ideal to have seen 2.045 trillion as of 5/27, compared to the actual 2.082 trillion. Honestly though, this analysis is not that useful because small changes in assumptions can throw the whole thing off by quite a bit. For example, accounting for average character level in ability to generate economic value (which I should probably do since that's actually really important) would lower that number by a good amount, since accumulated player-level-hours wouldn't have changed as quickly as accumulated player-hours, with newer characters being lower level. Unless we can get precise data which might not even exist that can help us better quantify royal's economy over time, AND we get many more data points for mesos at a given time, I would not draw any definite conclusions from this. TL ; DR - Economy is anywhere between "doing fine" and "slight inflation". Hard to say for certain without more data.
People are blowing this way out of proportion. Just have a general feel of the economy with knowledge of most weapon prices and you'll know that we're just 2-3 money sinks from having a stable if not more meso draining economy. Taxes, albeit many were against, was a great addition to the game. I wouldn't be against raising it high slightly because it's been doing so well and hardly anyone notices anyway.
For the short amount of time I have been here I have not actually seen any price inflations that seem to be due to a lack of money sinks. The main problem that I see (that can't really be fixed unless you lower rates) is that once you know where/how to make mesos at a consistent rate at some of the best places...the money just comes in so fast if you put in the time that it is kind of ridiculous. Instead of everyone having excess mesos that causes inflation, my guess is it really is just the 1% that is going to have stupid high incomes and can afford to pay for pretty much anything at any price.
Keep in mind that prices are strikingly similar to what they are now than they were more than half a year ago. They stayed relatively stable even after two of the biggest money sinks (owls and taxes) were implemented. Either people are too lazy to set up higher prices (whether they're just following my guide being lazy or its because it's the actual market worth, idk) or it's just a clear number set by the nostalgia factor (GFAs were very similarly priced during this era). There is still a looming problem coming in the next few months because the new source will bring tons of new people in and back and, as far as we know, nothing will cushion the load of billions and billions more mesos coming into the economy.
Agreed with the lack of recent inflation part. I daresay I've actually seen quite a bit of deflation on white/chaos/bvm prices recently. Two things. One, you can argue that everyone has access to the same information and everyone CAN make that money. I mean, it's a game after all and some are gonna be better than others. Two, once those 1% players spend the money, the mesos go back into the economy and so it's fine, right?
agree with both of these Well that's what I mean. The increase of white scrolls from 300-320m when I first started 2 months and 3ish weeks ago to 370-390m was due to a decrease in the supply rate (end to red envelopes) combined with some people perfecting, then as of recently raised slightly again from what was a small drop when ty/tim/pure etc. started perfecting and they were selling for 380, then decreased as of recent to 330-350 because tim finished his, ty may have finished or slowed down (rip 1/54), and me and pure are buying less/more slowly now (i think he is at least) combined with an increase in supply (big increase of players). I would say those are the reasons for the price changes in something like a white or chaos scroll compared to increases/decreases in the amount of mesos in the economy. Yes that is true, everyone does have access to the same information and everyone can make that money, but whether or not a large amount of people relative to the server population is actually going to use this information and for a long enough time for it to be an impacting factor, in my opinion, is going to be very low aside from outside the already top 1-5% of royals players. sorry for spelling/grammar errors or weird wording i doubt current me can type well rn
Imagine an npc that exchanges mesos with mapleroyals items for currency. such as: golden sacks that are worth 100m ea and can be traded between players/npc with very low tax, this way people could hold billions of mesos on one char and actually trade fairly without worring about your money when buying items that are worth more than 2.1b (by multi trading, etc.). TLDR: LF>Currency system.
How come? You can always use high tax rates for these items, such as 1b currency for 6-7% tax, 2 problems solved with 1 simple solution.
I Think the whole currency thing for private servers is a must, because even servers with "low" rates like mapleroyals, allow players to reach max meso real quick by selling drops with the high drop rate. @Matt please consider? (Maybe even for the new source)
There can't be much inflation when people save their mesos rather then use them, if the players with real funding. e.g. 60b cape, that's some inflation.
I understand the reasoning behind it but it sounds like it would make us need to do nasty hack-jobs like if you are trading one of these 100m items to somebody, we'd need to check if the player has X mesos available to be able to trade it, and then take X mesos away from the player depending on how many he's trading. And also apply this to every other method of trading. Would also need to make the item undroppable whilst keeping it tradable which would be another hack-job since you can't set an item to be tradable and undroppable normally. It just sounds like it would make things more complicated and messy.
How about if you buy said item for 2.1b, but when you go try and sell it back, you'll only get 2b back?
But then people would still be able to trade them without being taxed? Unless you mean make them untradable and people have to sell them to cash in the mesos, but that would probably defeat the purpose and make expensive trades have to be done over multiple meso exchanges which still leaves a trust issue?