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Macroeconomic system of Dofus touch
By matis84#9880 August 24, 2021, 11:01:42
WORKING PROGRESS
This topic aims to explain the ingame macro-economic system of Dofus touch in order to try to understand the different phenomena that can influence the economy and therefore that led to a generalized deflation on the oshimo server (and perhaps on the others). Here, we do not talk about the shop transaction, illegal transaction or ankama economie.
In dofus touch there are 3 major economic players : the consumer, the seller and the producer*. It is 3 economic actors who are all players and are often interconnected, a producer can also be a consumer.
*We differentiate between the seller who simply buys and resells items, the producer who consumes resources to produce wealth and then sells it.
There is a 4th economic agent that rarely interacts with the economic system and when it does its impact on it is very important, it is the developer.
The production and destruction of natural wealth (without the use of loopholes) in the player can be linked to the number of activities he can perform during his game sessions.
But the developer can also contribute to the creation or destruction of wealth through various features or updates that adds in games.
On the other hand, we do not know the quantity of the balance between monetary creation and monetary destruction. In this subject it is considered not equivalent with a greater generation than destruction.
There are 3 different types :
Each type has different economic properties :
Everything that has been presented before was intended to briefly explain simple concepts in order to introduce the very generalized macro-economic system :
We can see here the presence of 2 markets :
There will be monetary destruction during most transactions because most of then are carried out in HDV (The sales tax represents 3% of the sales price).
Spending is income of others. Thus the money flows between the different actors via the very principle of purchase and sale goods or services (not represented).
However, not all of the wealth produced by the various markets is fully reinvested, and a large part of it accumulates in the form of savings. Saving (the dormant currency) is the whole of the capital that an economic actor possesses (resources, equipment, consumable and home) and wealth (kamas) that could be reinvested in an economic market. Money that is saved is money that no longer circulates in the economy which results in a shortfall for sellers and producers. This is a very dangerous phenomenon that must be avoided in particular.
I also estimated the presence of different types of items in both markets based on an economic logic : Indestructible items accumulate.Developers, even if he has ‘normally’ no control over the economy, can quite change it if he wishes.
In my opinion, a large part of the economic deflation is due to an overgeneration of resources, which are too large on the markets leading to a generalized fall in their prices but also in the prices of the items that make up their composition.
Theoretical ways
I think there are 4 generals ways to promote the economy :
Practical ways
*subject in creation
This topic aims to explain the ingame macro-economic system of Dofus touch in order to try to understand the different phenomena that can influence the economy and therefore that led to a generalized deflation on the oshimo server (and perhaps on the others). Here, we do not talk about the shop transaction, illegal transaction or ankama economie.

In dofus touch there are 3 major economic players : the consumer, the seller and the producer*. It is 3 economic actors who are all players and are often interconnected, a producer can also be a consumer.
*We differentiate between the seller who simply buys and resells items, the producer who consumes resources to produce wealth and then sells it.
There is a 4th economic agent that rarely interacts with the economic system and when it does its impact on it is very important, it is the developer.


The production and destruction of natural wealth (without the use of loopholes) in the player can be linked to the number of activities he can perform during his game sessions.
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But the developer can also contribute to the creation or destruction of wealth through various features or updates that adds in games.
.png?raw=true)
On the other hand, we do not know the quantity of the balance between monetary creation and monetary destruction. In this subject it is considered not equivalent with a greater generation than destruction.

There are 3 different types :

Each type has different economic properties :
- Equipment can be both an item considered in some cases as a resource.
- Consumable is an item that has a unique use that consumes the item.
- Resources are the central pillar of the economy because it is the one that allows the manufacture and production of the other 2 types of items.

Everything that has been presented before was intended to briefly explain simple concepts in order to introduce the very generalized macro-economic system :
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We can see here the presence of 2 markets :
- The primary market is the new market which concentrates all economic transactions and exchanges between two economic agents: the producer and the consumer. It's this market that produce item. If you want to represent it : It's a person who craft or generate something (creates wealth) then put on sale via different means of sale (HDV, exchange and merchant mode).
- The secondary market is the second-hand market and consists of two types of economic actors : the seller and the consumer. This is the market for speculation, there is no production of items in this market, the sellers are consumers who buy items on the markets and sell them on the secondary market.
There will be monetary destruction during most transactions because most of then are carried out in HDV (The sales tax represents 3% of the sales price).
Spending is income of others. Thus the money flows between the different actors via the very principle of purchase and sale goods or services (not represented).
However, not all of the wealth produced by the various markets is fully reinvested, and a large part of it accumulates in the form of savings. Saving (the dormant currency) is the whole of the capital that an economic actor possesses (resources, equipment, consumable and home) and wealth (kamas) that could be reinvested in an economic market. Money that is saved is money that no longer circulates in the economy which results in a shortfall for sellers and producers. This is a very dangerous phenomenon that must be avoided in particular.
I also estimated the presence of different types of items in both markets based on an economic logic : Indestructible items accumulate.Developers, even if he has ‘normally’ no control over the economy, can quite change it if he wishes.

.png?raw=true)
.png?raw=true)
In my opinion, a large part of the economic deflation is due to an overgeneration of resources, which are too large on the markets leading to a generalized fall in their prices but also in the prices of the items that make up their composition.

Theoretical ways
I think there are 4 generals ways to promote the economy :
- Prevent accumulation of savings
- Decrease trade on the secondary market
- Creating Innovation
- Decrease resource generation
Practical ways
- Taxes on wealth or augmentation of number(quantity) of ressources in receipts
- Higher tax 5%
- Creating New receipts
- Anti-bot/drop rate decrease
- Improve the demande (légendary weapon (with consumation of ressources)/ unlimited recet of caract/ temporary decrease of level / Diminution retrograde of caract of equipment in time*)
*subject in creation
Respond to this thread
- Old Server means a lot of old players who quit or have many sets, which results in a high supply market even without farming/creating new items. So the typical „evolution“ will be decreasing prices unless there are big equipmentchanges or the player base grows a lot bigger with newbies.
Creating Innovation- Fair Point would help.
Decrease trade on the secondary market (higher tax 5%/ more destruction)- Ofc the tax increase will decrease the monetary ammount we have but in the end it wont be enough and if it is rising to much people will simply use the tradechat more activly and the merchant mode.
Decrease resource generation (anti-bot/drop rate decrease)Creating Innovation
Decrease trade on the secondary market (higher tax 5%/ more destruction)
Decrease resource generation (anti-bot/drop rate decrease)