Money stats
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This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
Re: Money stats
i cant believe 70th percentile only 1k
*hijacks guys above Q3*
& standard deviation is huge to imply unequal society :p
*turning to robinhood*
*hijacks guys above Q3*
& standard deviation is huge to imply unequal society :p
*turning to robinhood*
check for toilet paper before sitting down...
Re: Money stats
http://server.themanaworld.org/moneycount/res1286111706 Oct 3rd
Since a little over a month ago total carried is 110kk less and stored money has been reduced by about 30kk. Just a small update since the topic of the economy hasn't been discussed in awhile. Do we still need to keep ferry prices high? Thoughts...Parsed a total of 25069 lines in save/athena.txt
The stats for player held money is:
Sum = 714976255
Count = 25069
Mean = 28520
Simple Variance = 178741946721
Standard Deviation = 422779
Lower bound = 0
10th Percentile = 31
20th Percentile = 50
Q1 = 50
30th Percentile = 50
40th Percentile = 50
Median = 50
60th Percentile = 144
70th Percentile = 870
Q3 = 1712
80th Percentile = 3803
90th Percentile = 18244
Upper bound = 30067650
Parsed a total of 3726 lines in save/accreg.txt
The stats for bank held money is:
Sum = 524261008
Count = 3726
Mean = 140703
Simple Variance = 2642886838163
Standard Deviation = 1625696
Lower bound = 1
10th Percentile = 50
20th Percentile = 132
Q1 = 394
30th Percentile = 849
40th Percentile = 1000
Median = 2536
60th Percentile = 5763
70th Percentile = 13675
Q3 = 22000
80th Percentile = 33196
90th Percentile = 100000
Upper bound = 59683165
"Every problem is an opportunity in disguise..." Inara, Firefly
Re: Money stats
Yeah, but lately the amount in game has been going up againAcegi wrote:http://server.themanaworld.org/moneycount/res1286111706 Oct 3rd
Since a little over a month ago total carried is 110kk less and stored money has been reduced by about 30kk. Just a small update since the topic of the economy hasn't been discussed in awhile. Do we still need to keep ferry prices high? Thoughts...Parsed a total of 25069 lines in save/athena.txt
The stats for player held money is:
Sum = 714976255
Count = 25069
Mean = 28520
Simple Variance = 178741946721
Standard Deviation = 422779
Lower bound = 0
10th Percentile = 31
20th Percentile = 50
Q1 = 50
30th Percentile = 50
40th Percentile = 50
Median = 50
60th Percentile = 144
70th Percentile = 870
Q3 = 1712
80th Percentile = 3803
90th Percentile = 18244
Upper bound = 30067650
Parsed a total of 3726 lines in save/accreg.txt
The stats for bank held money is:
Sum = 524261008
Count = 3726
Mean = 140703
Simple Variance = 2642886838163
Standard Deviation = 1625696
Lower bound = 1
10th Percentile = 50
20th Percentile = 132
Q1 = 394
30th Percentile = 849
40th Percentile = 1000
Median = 2536
60th Percentile = 5763
70th Percentile = 13675
Q3 = 22000
80th Percentile = 33196
90th Percentile = 100000
Upper bound = 59683165
<Kage_Jittai> ... are you saying I am elite
<thorbjorn> Yes.
<thorbjorn> Yes.
Re: Money stats
What are the main sources of money in-game?
What are the main NPC sinks?
AFAIK you do not have any NPC sinks after you obtain everything currently obtainable.
Expensive, but necessary potions and equipment upgrading (which can destroy items) are nice ways to include infinitely functioning sinks into the game.
What are the main NPC sinks?
AFAIK you do not have any NPC sinks after you obtain everything currently obtainable.
Expensive, but necessary potions and equipment upgrading (which can destroy items) are nice ways to include infinitely functioning sinks into the game.
This message used to be meaningful.
Re: Money stats
I suggested having a log of how much each sink removes from the game awhile ago but I don't think that could have been easily applied. As a player, I rarely use any of the sinks. I did the Terranite quest which took almost 1kk so this might be where people have tried to spend money on this past month. With the new no multiboxing rule, this should also slow the money growth too.
The main sources of income atm, is hunting red slimes for drops and I don't think that's being abused. Alternatively people sell quest items which works nicely if you know/meet the right people but usually that's a one off (when the quest is done).
As for continuous functioning game sinks this idea could justify balancing the 3 main styles of gameplay. You would imagine, the higher the cost to play a certain class the better this style of play should be, otherwise what's the point?
At the moment, archer is the only class that actually constantly requires money to play thus in theory should be noticeably better than the other classes. Mages have to get ingredients which works as a kind of sink but since money is harder to come by now, mages just directly look for the ingredients themselves rather than buy from players. Being able to play this way their money increases with no money out. Warriors, obviously, don't have any constant cost to play so they have no real money out either.
If each class had to spend equal money then they could be considered to be on equal footing rather than having 1 class standing out quite noticeably. Of course, combat rebalance is still in the works so I'll reserve judgement on that but just stating how I see gameplay styles affect the economy.
I believe, in any online rpg game, players should be able to earn money and be able to save up without being forced to see their money go out if they don't want it to. This means the total amount of money in a game should gradually increase rather than be a straight horizontal line on a graph over time. Some players play for a time, save a lot of money and stop playing for a few weeks/months. This money doesn't disappear but the money statistics still counts this money. New players join to play and more money is added.
This means, with this type of game economy, there should be more and more money over time. This is an inevitability. If the rate at which money is accumulating is the problem then this is solved by faster release of new quests and shop items. New ideas for sinks such as Candor should be made, this is a game and players who have done all the current quests really have nothing else to do except kill and grind. The player killing in the Terranite caves is evidence of this. In the end, everything comes down to charging to have fun or else the money will just accumulate.
Apologies for the long post.
The main sources of income atm, is hunting red slimes for drops and I don't think that's being abused. Alternatively people sell quest items which works nicely if you know/meet the right people but usually that's a one off (when the quest is done).
As for continuous functioning game sinks this idea could justify balancing the 3 main styles of gameplay. You would imagine, the higher the cost to play a certain class the better this style of play should be, otherwise what's the point?
At the moment, archer is the only class that actually constantly requires money to play thus in theory should be noticeably better than the other classes. Mages have to get ingredients which works as a kind of sink but since money is harder to come by now, mages just directly look for the ingredients themselves rather than buy from players. Being able to play this way their money increases with no money out. Warriors, obviously, don't have any constant cost to play so they have no real money out either.
If each class had to spend equal money then they could be considered to be on equal footing rather than having 1 class standing out quite noticeably. Of course, combat rebalance is still in the works so I'll reserve judgement on that but just stating how I see gameplay styles affect the economy.
I believe, in any online rpg game, players should be able to earn money and be able to save up without being forced to see their money go out if they don't want it to. This means the total amount of money in a game should gradually increase rather than be a straight horizontal line on a graph over time. Some players play for a time, save a lot of money and stop playing for a few weeks/months. This money doesn't disappear but the money statistics still counts this money. New players join to play and more money is added.
This means, with this type of game economy, there should be more and more money over time. This is an inevitability. If the rate at which money is accumulating is the problem then this is solved by faster release of new quests and shop items. New ideas for sinks such as Candor should be made, this is a game and players who have done all the current quests really have nothing else to do except kill and grind. The player killing in the Terranite caves is evidence of this. In the end, everything comes down to charging to have fun or else the money will just accumulate.
Apologies for the long post.
"Every problem is an opportunity in disguise..." Inara, Firefly