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Diablo 3 economics deep level explore

Diablo 3 economics deep level explore

This article is the second chapter of the second edition of the Diablo 3 economics, I believe a lot of players opinions read the first edition of Diablo 3 economics, but also read what I wrote the first chapter of the second edition of articles has not science books, so from now on class, if you really want to obtain benefits in the virtual world by Mankiw's economics basis, then please read carefully, I have selected for you a few points for your reference Chapter II may be used in the Diablo 3 game, I hope more players to join me in exchange. Such as the reader does not read Diablo three economics first and second editions of the first chapter, please use the forum search function to access.

The first chapter with the Ten Principles of Economics on the Diablo 3 would look like. Some principle there is no need to explain very clearly the principle of the first edition is also stated in the final of each principle.

We discussed in the core of this theory point heavy sound again: a gamer team faced with many decisions. It must decide each team member what to do, and each member can do: who in the course of the game to collect the trophy? Who can play the higher DPS? Who can get more coins? Who has the right to choose the spoils of war? Team must take into account each member's ability to pay and aspirations as well as in each of its members to allocate scarce resources. In this chapter we will find our theme has been almost fully untied.

In this chapter, we will continue to focus on the discussion of the Ten Principles of Economics may occur deeper in D3.

(1) Think like an economist. A brief opening.

The nature of science is the scientific method - to establish and test the various theories of the world how to run calmly. This method is suitable for the study of some of the designated locations currency trading phenomenon. As Albert Einstein once pointed out: "all science, but the refinement of everyday thinking.

(2) the scientific method: observation, theory and further observation.

This is also no detailed description. Mentioned above, the nature of the scientific method.

Three assumptions.

Do not have to introduce more. I suppose I have 5 million RMB and then all burned.

(4) economic models.

Biology teacher plastic biological model to teach basic anatomy. They use the most simple and intuitive way to tell an important organ of the students' biological composition together. We also used the economic model together D3 auction house to look at the assumptions and production is reflected in the economic model. Biology teacher with a plastic model ignores the vast majority of the details of the bio-economic model will exclude a lot of economic details, but this did not hinder us to understand that the auction house or a person's decision-making is how to generate and run.

5. The first model: the production possibility frontier.

The book, for example the economic model of the computer manufacturing and automobile production. Diablo 3 in the production of thousands of items. However, we can assume that a produce only two goods - One-Handed Axes and Two-Handed Axes - the players and the online time of 12 hours a day. The production of these two items common to all factors of production in the economy Diablo 3. The production possibility frontier is a graph, it shows that established when the factors of production and production technology. A player can produce output - in this one-handed ax and hand ax - the number of various combinations.

Figure 1-1 is an example of the production possibility boundary. If players of all factors of production (cost) all investments in the hands ax, this decision will make his production of the 100 hands ax, not a single hand ax. On the contrary the same reason.

More likely that the players into his costs in both production, production of 220 single-hand ax, 60 hands ax, point A shown. Or 200 single-hand ax, and 70 hands ax, point B shown. Since resources are scarce, so imagine each is not feasible. Online 12 hours a day, this player will never be a point C (If you can direct M: Do you find BUG? Tell me brother..) Have the player can use his resources on the production possibility frontier and within production, but he can not be produced at any point outside of this border.

If a player from his limited time on-line all the things he can get, said such an outcome is efficient. Production possibility frontier (not less) of each point represents the level of production efficiency.

Analysis from the perspective of the auction at point D, point D represents the result of inefficiency, for some reason is because your server number of players is too small, no more players to achieve efficient production servers and other The server always there is a difference. Important to note here the assumption that the concept of efficiency and scarce resources: assuming that the scarcity of resources is server A certain mineral resources, mine sites to refresh takes time, if server A mining profitable enough players, so players can cover out of this ore refresh time (efficiency: at any point on the production possibility frontier). And some not so many players the server B and the above example, the server ore prices are not the same, because it is impossible to override the refresh time for all mine sites like A server (inefficient: point D).

The first chapter we mentioned that the basic theory is that people are faced with trade-offs. Fluctuations in auction prices also fully explain the entire server, the player facing the trade-offs. Once we hit the border on the efficient point, then more of a goods only way to reduce the production of goods of another, for example, move from point A to point B.

Starting from a personal point of view to look at the decision to move from point A to point B production decisions when faced with the cost of such trade-offs to help us understand the opportunity cost mentioned in the first edition. When your production move from point A to point B, then to 10 hands ax and give up 20 single-hand ax, in other words the opportunity cost of each to hands ax two single-hand ax.

The opportunity cost measured by the number of one-handed ax with both hands ax is constant in this model and depends on the player how to make the adjustment of production volume, concave to the original point of production possibilities in Figure 1-1, so when this player to produce a lot of hands ax produced only a small number of one-handed ax, for example, E. Higher the opportunity cost of production of single-hand ax, the production possibility frontier is steep; when the players decided to produce a small amount of hands ax and a large number of single-hand ax, for example, point F, the production possibility frontier is flat, and the production Handed Axes lower opportunity cost.

Production possibility frontier to simplify the description of most of the market (auction) is how to change in order to emphasize some basic but very important concepts: scarcity, efficiency, opportunity cost.

Players feel that the article feel about WOW, yes, I applied to WOW, a lot of feelings, after all, I do not know the economy would look like in Diablo 3, I provide a platform to provide some basic things, as the article mentioned, the scientific method: observation, theory, and further observation. The economy could only wait for Diablo 3 come out, we will know how to run a real Diablo 3 economy is. I hope when we explore together.

The only interception of the players may be used in some sections, no matter what the time to see any of the auction price when you are not confused about is my greatest wish.

Chapter III Preview: tell you how to create the best interests and you base the Friends!



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