Hello there,
I am in the process of developing a new Persistent Browser Based Game and could use some advice on balancing the in game economy with player progression. The game is primarily focused on resource management and strategic development; with an emphasis on long term growth and competition among players.
One challenge I am encountering is ensuring that the in game economy remains balanced as players progress. I want to avoid situations where early adopters accumulate wealth too quickly, creating an insurmountable gap for newer players. At the same time; I want to reward players who invest time and effort into the game.
How can I scale resource generation in a way that supports player progression without leading to runaway inflation or deflation?
What is the best approach for setting prices for items; upgrades; and other in game assets? Should prices be static; or should they fluctuate based on player-driven supply and demand?
To what extent should the economy be player driven? Would allowing players to trade resources and items freely lead to a more dynamic economy; or could it introduce imbalances?
Also, I have gone through this post; https://discourse.pbbg.com/t/dynamic-and-repeatable-tilemap-generation-with-noise-mlops/ which definitely helped me out a lot.
What are some effective strategies for helping new players catch up to veterans without alienating the existing player base?
Thanks in advance for your help and assistance.