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Author Topic: (QOTW 05052008) Ensuring you find something interesting about Insurance...  (Read 17730 times)
Moll
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« on: May 05, 2008, 08:14:44 AM »

Hi everyone!

We're going back to older questions today with Angel Azrael's question - "How will you keep insurance from RUINING the economy?"


Property insurance in Earthrise does everything but ruin the game economy. In fact, it is a very powerful instrument in both yours, the player's, and our designer hands to balance the game economy and provide many interesting choices to the players. Insurance for the players is a tool that allows them to keep all the items they have insured when they die. The emphasis in the case is on the word "keep" - items are not duplicated thus creating inflation, instead the victim gets to keep his insured inventory and the killer gets only those items that were not insured (such as collected loot that has not yet been insured or safely stored). While this sounds unfair to the killer, here's a catch - the killer is then awarded with a percentage of the money the victim invested in his insurance. This monetary reward isn't inflation either – it is subtracted by what the victim paid to insure his inventory, thus it's still a money sink, however interconnected with automatic transaction of a dynamically defined ante. Suddenly, even people who always insure all their property become juicy targets for their enemies, because the more powerful items players have, the more they are motivated to keep them by insuring them, the higher the insurance prices and the more money the killer will receive if he scores a successful attack. Also, there's major difference between getting money for your kill and looting the player - while items won can be lost a moment later when the killer gets himself killed, money aren't lost along with inventory. Some killers will go for the great items they can get out of unsuspecting targets who have missed or cannot afford to insure themselves, while others will go for the much smaller, but guaranteed monetary reward. Some players will load themselves with the most powerful items and will become a walking piggy bank, while others will wear the cheapest equipment to make sure they don't reward their killers.

Things become more interesting in the grand warfare intended for the contested territories. In a siege battle, it's possible for members of warring guilds to die dozens of times within couple of hours - this is a huge loss of either items or money for insurance. If there was no monetary reward, war would bleed both guilds to the point where the rich guild wins out because they can afford the losses, while after the battle both guilds are so poor, they cannot support their defense against a third party guild. Monetary reward allows players to "win" money they need for their own next insurance out of their kills before they are themselves killed. There may be many interesting tactics - players who enter the battlefield in powerful arms, scoring kill after kill, while other players equipped in cheap stock equipment that costs next to nothing to lose on the battlefield, will gang up on those powerful, well-insured targets and the money won from that one grand kill would be enough to ensure some income for them. At the end, it's possible for every individual in a territory warfare to walk out with a hefty profit from the battlefield, thanks to the fact he was killed less than the number of people he has killed, even if not a single item was dropped on the ground. That individual's next destination would be the global market of his faction to make sure he gets all the cool stuff he has earned the dough for.

So there you go! What do you think?
~ m.

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[JOL]Dogmeat
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« Reply #1 on: May 05, 2008, 08:49:08 AM »

dam, already monday? Smiley time flies !
thanks by the way!

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the killer is then awarded with a percentage of the money the victim invested in his insurance.
This sounds great Smiley So you get money by killing people, i love it

that should settle arguments, now
« Last Edit: May 05, 2008, 08:53:48 AM by Zwarp » Logged

cid_mutation
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« Reply #2 on: May 05, 2008, 08:52:34 AM »

Wow...! Shocked I'm speechless... This is seriously the first time I get to find something that is interresting enough to support insurance.
I always though insurance was for the weak and kids.... And was getting in the way of PVP.

Well bravo for the idea Dev team, if this is the kind of creativity you guys are gonna put to all question we have, I just can wait....

Bravo
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Alucard
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« Reply #3 on: May 05, 2008, 10:59:55 AM »

nice  Cool

will there be terminals where u can insure items or will it be an interface thing?
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Joker
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« Reply #4 on: May 05, 2008, 11:56:27 AM »

This is really neat.  It really evens stuff out. 

So basically even if a guild loses the battle they might still get to come out of the battle with some sort of gain. Tho on the winning side they might have defended/won the territory but they still lost a great deal of money.  Am I understanding this correctly?

Everything in your inventory will be allowed to be insured?
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Hector
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« Reply #5 on: May 05, 2008, 01:17:17 PM »

Wonder what happens to your gear, if you don't insure it and it isn't looted?  If I choose not to insure my gear and keep running out there with basic equipment that no one wants, or can pick up because their inventory if full, I'm assuming I can loot my own corpse?  They get 0 dollars for the kill, I assume.

How is the insurance money split up when you are grouped?
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« Reply #6 on: May 05, 2008, 01:31:42 PM »

Wonder what happens to your gear, if you don't insure it and it isn't looted?  If I choose not to insure my gear and keep running out there with basic equipment that no one wants, or can pick up because their inventory if full, I'm assuming I can loot my own corpse?  They get 0 dollars for the kill, I assume.

How is the insurance money split up when you are grouped?

Yeah, I'd prefer not to have my leftovers disappear instantly. T_T

*crafters would most likely disassemble the items that were left and create new ones, well the scavenging crafters that is*

 Lips sealed
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Joker
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« Reply #7 on: May 05, 2008, 01:51:18 PM »

Wonder what happens to your gear, if you don't insure it and it isn't looted?  If I choose not to insure my gear and keep running out there with basic equipment that no one wants, or can pick up because their inventory if full, I'm assuming I can loot my own corpse?  They get 0 dollars for the kill, I assume.

How is the insurance money split up when you are grouped?

I would hope you could get your corpse back.  But this just brought something to my mind.  What if you are killed by a guard and you do not insure it.  Will the guards take it away?
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Tyrus Dark
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« Reply #8 on: May 05, 2008, 03:01:40 PM »

I assume that uninsured loot will simply drop to the ground.

Some interesting implications in this post that weren't directly stated:

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dynamically defined ante. Suddenly, even people who always insure all their property become juicy targets for their enemies, because the more powerful items players have, the more they are motivated to keep them by insuring them, the higher the insurance prices and the more money the killer will receive if he scores a successful attack
I wonder if this means each piece of equipment will be a progressively higher price or simply that it's "dynamic" in the sense that each item is appraised independently for salvage.

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In a siege battle, it's possible for members of warring guilds to die dozens of times within couple of hours - this is a huge loss of either items or money for insurance
This implies a couple seperate things:
A) Equipment is intended to be cheap enough, or easy enough to come by that either you can stockpile it, you can reinsure immediately, or basic (and thus readily available) equipment will be of sufficient fighting value to allow you to re-equip on the fly.
B) Re-spawning is going to be readily available during siege battles, or siege battles will be exceedingly long.

Overall that seems to be a MUCH better system than what I was imagining, it sounds like if balanced out properly it will be a great system.

As usual, Great information devs!!!
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« Reply #9 on: May 05, 2008, 11:47:10 PM »

Wow great info. Thanks devs.!  That is a great twist!
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Akrux
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« Reply #10 on: May 06, 2008, 01:42:36 AM »

A few questions

- How will the kill be allocated when many players are involved in killing a single player? A shared kill for cash value is easy but I am assuming that only one player can actually loot the victim. The concept of the killing blow was badly abused in EQ1. If the player that does the most damage gets the loot then that leads to players gear and skills that are only centered on burst damage. It also penalizes anyone from developing healing skills. If its range related then snipers will never get any loot.

- Will there be partial insurance? Can you insure the 3 great pieces of gear that you are wearing without having to also insure all the crappy stuff?

- Why would a guild siege another guild during busy server times? There would be more defenders than during off-peak hours. They would be smart to attack when the defense is weak. Personally I hated the 4am alarm clock settings for relic raids in DAoC. How will you encourage sieges to occur during reasonable hours?

- Small guild A starts to seige small guild B. Large guild C waits until A and B are weak and then charges in killing both sides. Is that your intention? When it sucks to be in small guild A or B then everyone joins guild C the big guild. How will you prevent a few large guilds from controlling the game through sheer numbers? Personally I would prefer a game where individual player skill is more important than numbers.

- How will you prevent gangs of players simply rampaging across the map for the loot and insurance reward? I forsee entire loot guilds that do nothing but wreak havoc on other players in the game. Is that your intention? If so then you have just lost me and thousands of players like me as subscribers. Believe it or not most players like some kind of order in the game. I play games for fun not to be part of a gang of looting rioters. One way to prevent this is to allow players defending their own guild territory to not be looted and not have to buy insurance. The defenders big advantage is that they can wear their best gear without fear on guild territory. They will actually make money by killing players that attack their guild. The attackers will lose money while attacking and can only make money by taking over the territory and utilizing the resources in the territory.

If you find that a lot of posters on this thread actually like the concept of "loot guilds" then you know that you have a problem. In real life the good citizens in a city move away when the gangs control the city. In a game the good players will just play a different game if they cant have fun in this game. Once all the good players leave the game then the economic side of the game will collapse. You will be left with gangs of roving looters. That gets boring in about two weeks.
« Last Edit: May 06, 2008, 02:40:13 AM by Akrux » Logged
Tyrus Dark
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« Reply #11 on: May 06, 2008, 03:37:28 AM »

A few questions

- How will the kill be allocated when many players are involved in killing a single player? A shared kill for cash value is easy but I am assuming that only one player can actually loot the victim.
I wouldn't assume that at all.

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Will there be partial insurance? Can you insure the 3 great pieces of gear that you are wearing without having to also insure all the crappy stuff?
That's certainly implied by the OP
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the killer gets only those items that were not insured (such as collected loot that has not yet been insured or safely stored)
(Although this does raise the question of what "safely stored" means in the non-equipped inventory)

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Why would a guild siege another guild during busy server times? There would be more defenders than during off-peak hours. They would be smart to attack when the defense is weak. Personally I hated the 4am alarm clock settings for relic raids in DAoC. How will you encourage sieges to occur during reasonable hours?
IIRC There's a player-discussion thread on this: my take is simply that, well, that's when people are awake and thus that's when people will attack. Might be a reasonable topic for a QOTW or subquestion

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Small guild A starts to seige small guild B. Large guild C waits until A and B are weak and then charges in killing both sides. Is that your intention? When it sucks to be in small guild A or B then everyone joins guild C the big guild. How will you prevent a few large guilds from controlling the game through sheer numbers? Personally I would prefer a game where individual player skill is more important than numbers
It simply can't be guaranteed. That said, players will get massively bored in a single super guild. Interest in combat and idealogical differences will keep people seperated just fine. I seem to recall somebody saying Neocron occaisonally had this problem but that the superguild invariably fell apart. I'd say with A) Sufficient Territory and B) A sufficient playerbase, that this problem will solve itself.

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How will you prevent gangs of players simply rampaging across the map for the loot and insurance reward? I forsee entire loot guilds that do nothing but wreak havoc on other players in the game. Is that your intention?
God I hope so. 
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I play games for fun not to be part of a gang of looting rioters.
THAT IS FUN!!!

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One way to prevent this is to allow players defending their own guild territory to not be looted and not have to buy insurance. The defenders big advantage is that they can wear their best gear without fear on guild territory. They will actually make money by killing players that attack their guild. The attackers will lose money while attacking and can only make money by taking over the territory and utilizing the resources in the territory.
that would SEVERELY unbalance the ability to attack a guild. It would make it next to impossible to take over anything, since the attackers would constantly be at a disadvantage. This game is PvP centered, loot heavy, and has a player-run economy that needs item turnover to have crafting as a viable profession.  Frankly, what you just described really does make me think maybe this won't end up being the game for you: That said, I'm sure that the WHOLE game won't revolve around this, I just don't see why this isn't "fun", the danger and such that this game presents in PvP as a sandbox world makes me really excited for it

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If you find that a lot of posters on this thread actually like the concept of "loot guilds" then you know that you have a problem. In real life the good citizens in a city move away when the gangs control the city. In a game the good players will just play a different game if they cant have fun in this game. Once all the good players leave the game then the economic side of the game will collapse. You will be left with gangs of roving looters. That gets boring in about two weeks.
I guarantee next to nobody who plays games like Eve or the old Ultima Online will have a problem with the concept of a "loot guild". In fact, I announced my intention to conduct that kind of warfare nearly the day I joined the forums.

I would say, to the devs, if you find a lot of people getting annoyed with "hardcore" PvP and "the potential to lose items" (oh noes!) forge ahead and you'll be rewarded with a plenty sufficient and dedicated, and expanding, playerbase: people who enjoy high-risk PvP as an endgame mechanic instead of safety and PvE tend to subscribe to well-run games for much longer.

Oh yeah: the reason that people who enjoy this sort of stuff aren't a reason to "cut and run" is because THIS ISNT REAL LIFE! I am not a Real Life bandit or Police Officer. I don't own a plasma pistol. I can't be cloned repeatedly: they're creating a gameworld that simulates a WAR, not a stroll down the city street or through the forest.  We aren't "griefing" or "ruining" the game, we're playing the way the devs meant it

As a side note: intel channels, awareness of your surroundings, and a planned escape route VASTLY increase your chances of being able to survive a fast raid in to territory. Attackers are already at a huge disadvantage because they don't have ready reinforcements. You see a gang coming, run screaming for your home base and you'll get backup nearly instantly.

gah just saw another thing: what is your definition of a "good" player? You mean one who follows the law? I guarantee there will be PvP RP guilds who make it their business to police the wildlands on behalf of the continoma or Noir police force and root out bandits. If you mean "skilled" players: they'll flock to the game if it's like this because the challenge and risk and reward of combat is a huge draw to those who are skilled enough to keep up with the fighting.
« Last Edit: May 06, 2008, 04:43:48 AM by Tyrus Dark » Logged

Tyrus Tenebros of Eve [CVA]

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« Reply #12 on: May 06, 2008, 05:12:42 AM »

I think the group leader should be able to select the loot distribution method (random, FFA, sequential).

Let players sort it out themselves.  If a group leader is being shady it's not like you can't just blast her into bits.
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« Reply #13 on: May 06, 2008, 05:22:34 AM »

A few questions

- How will the kill be allocated when many players are involved in killing a single player? A shared kill for cash value is easy but I am assuming that only one player can actually loot the victim. The concept of the killing blow was badly abused in EQ1. If the player that does the most damage gets the loot then that leads to players gear and skills that are only centered on burst damage. It also penalizes anyone from developing healing skills. If its range related then snipers will never get any loot.
I can't be certain, but I'm guessing insurance will be paid as a % of DMG in a many vs 1 situation.  Making range and "killing blows" a non-issue would be a good thing.  Healers almost always get the shaft by any system, but any group that would require a healer usually takes care of them (or they end up going without).  Gear drops to the ground, forget loot systems and let players work it out themselves.
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- Will there be partial insurance? Can you insure the 3 great pieces of gear that you are wearing without having to also insure all the crappy stuff?
It's been said elsewhere that you only insure what you want to.
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- Why would a guild siege another guild during busy server times? There would be more defenders than during off-peak hours. They would be smart to attack when the defense is weak. Personally I hated the 4am alarm clock settings for relic raids in DAoC. How will you encourage sieges to occur during reasonable hours?
Actually this system does encourage peak hour assaults.  Since you can conceivably come out ahead in a losing assault, but only if you kill/loot many of their defenders.  NPCs (if available) and automated defenses probably won't be very profitable to attack unlike other players.

The guild situation:  First off I'm not sure that there is a better solution than to give guilds tools to make themselves different from each other.  From different possibilities for guild events (like the VR combat thing in PVP) and truely different forms of taxation/donation as in game differences, and there's always the people behind the toon factor.  Numbers might not be as important as you think, we still know very little about siege mechanics.  Plus there's certainly nothing stopping A and B from teaming up to topple C, nor is there anything stopping either of them from taking advantage of the same situation if C was the weakened guild.

Most of the rest is criminal related, and there are mechanics to make that somewhat difficult.
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Saulke
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« Reply #14 on: May 06, 2008, 07:06:28 AM »

Hey, not bad, game design that encourages me to keep my inventory clean(which is the bane of my existance in most MMO's)

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