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Economic Simulation in vidya
Lincoln Bell
Camden Walker
You are a goon.
Lucas Moore
In no particular order, in 2007-2009 they:
-Got rid of the ability to attack players in the wild, making it a giant useless desert
-Implemented a new game value on items that was only loosely tied to player value, so now jagex had an iron fist over the economy
-Banned free trade between players, and instead could only trade for within 5% of values of items that jagex deemed they were worth (see above)
-Introduced the grand exchange, which again didn't allow players to set their own price, but rather only within a 5% margin of the game's set value; this lead to buys always wanting to buy 5% below, and sellers only wanting to sell 5% above. This resulted in a bizarre stand off between the resource gatherers and users, and some items shot up in price while others plummeted seemingly at random.
-Split rune essence into members vs free, which meant that a nice beginner path to make money was now closed off to any free players. This was an attempt to stymie the bot problem, but it crashed the runecrafting market and had a domino affect so now high level players had a harder time earning money through abyss running.
-They introduced the God Dungeons, and then a year or two later re-implemented player attacking in the wild. Since the god swords were never meant to be balanced in a pvp setting, they became OP as fuck resulting in a very shitty pvp scene and all the oldies leaving again.