joshrmt wrote:People can theorize all day, but until the game is played, there is no use in stating things such as, "things will be mass produced because bots". The reality is, 'minions' also consume resources. I think the assumption is that there is free labor in this game, and that is not the case. Minions come at great cost, and if you want to have them growing turnips then you better be cutting a profit on sales of turnips.
Until we're able to play theorizing is all we can do. It's better than a dead thread with no one talking about the game. At least there's interest.
Pardon the miss-logic, bots in most games are effectively free after all. I still apply that the concept holds when you look at players as a group instead of as individuals. The "near-perfect" script probably won't be hoarded, it'll be sold. Mainly because of the very logic you mentioned. If I can only really make 10 turnip workers, unless I've got a very large group of people as a clan, the profit that can be made for selling the script is a LOT higher than what you could get farming the turnips yourself (assuming a large enough game community).
Minions go up in cost per, so the minimum denominator for pricing (if the market is well built enough to allow very easy trade for smaller volumes of stuff) is defined by the cost of the cheaper minions, not the most expensive. Every noob will know the turnip script XX9 is awesome (if they read guides or ask for help), and will use it for their first labourer or two.
Basically it means resources (ie, the items those resources can produce) will have to be balanced on how easily they can be scripted to produce, which is a fluid concept. The fluidity of the balancing issue is what will be challenging.
I'm an amateur programmer, and the concept of building scripts within a game interests me. Keep up the good work, sandbox games need more options in the MMO world imo.