IDEAS FOR RYZOM


Adjustments following players population

Heernis
I'm a pretty new player. Was just informed about the entry. The real problem for new players is not that they do not come to the materials or whose craft has no corresponding levels. But the money system. When you can accumulate endless money, that's a problem.

There has to be a balance between material and money. Like a capitalist economy. At the moment it seems more like socialism to me. You need to know people who can build something or have equipment, or join a guild. Markets are not filled and it's not worth selling good equipment for lower levels for higher levels. That needs to change.
In my not very humble opinion, being able to accumulate endless money is not a "problem" -- it is inherent in the very premise of the game.

Item: Money is a marker for expressing barter at one remove.

Item: Capitalism is based on the ability of a person or group to gain and control access over raw materials and based on the fact that on Earth all  resources are limited.

Item: Human societies in areas where nature produces more than the society needs for survival and civilization do NOT INVENT MONEY.

Item: Atys is a growing plant, illuminated by the sun(s), and therefore producing material without limit.

Conclusion: Capitalism will not work on Atys -- nor should the game be adjusted to make capitalism and the economy of scarcity a viable mode of exchange.  This is not socialism, it is post-scarcity society.

The statement, "There has to be a balance between material and money" is an axiom based on the idea that there is an inherent scarcity of raw materials. This axiom is false to fact in Atys and therefore null and void.

There is nothing sacred about the idea of money.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>
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