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Every game that’s created with a points system has to manage the flow of points in and out of the economy. But what features do you think work best for sinking points out of the economy?
Personally, I feel that introducing high-rarity items that cost a significant amount of points is a great way to remove points from the economy.
Also, having a questing system that’s based on item rarity could also help. Some quests may ask players for expensive items or cheaper or common ones, but the prize might not always be worth the investment, thus creating a natural point sink.
Another effective point sink could be a donation center where users can donate points for other users to collect. This method helps keep the economy flowing and also encourages point circulation.
You could also implement random events that function similarly to a tax system, where users randomly get hit with a small fee and the points are removed from the game. Neopets had a similar system in place, and it helped balance their economy. Better yet, you could have a main NPC feature where users can choose to pay a tax and, in return, receive a chance to win special or exclusive items. This could act as both a point sink and a reward system.
Another great point sink could revolve around high-end pets. If users have the desire to obtain rare or special pets, you could tie them to high-cost items like potions or paintbrushes, creating another effective way to drain points from the economy.
What are some of the best or worst point-sinking features you’ve seen in pet games or virtual economies?
Personally, I feel that introducing high-rarity items that cost a significant amount of points is a great way to remove points from the economy.
Also, having a questing system that’s based on item rarity could also help. Some quests may ask players for expensive items or cheaper or common ones, but the prize might not always be worth the investment, thus creating a natural point sink.
Another effective point sink could be a donation center where users can donate points for other users to collect. This method helps keep the economy flowing and also encourages point circulation.
You could also implement random events that function similarly to a tax system, where users randomly get hit with a small fee and the points are removed from the game. Neopets had a similar system in place, and it helped balance their economy. Better yet, you could have a main NPC feature where users can choose to pay a tax and, in return, receive a chance to win special or exclusive items. This could act as both a point sink and a reward system.
Another great point sink could revolve around high-end pets. If users have the desire to obtain rare or special pets, you could tie them to high-cost items like potions or paintbrushes, creating another effective way to drain points from the economy.
What are some of the best or worst point-sinking features you’ve seen in pet games or virtual economies?