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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Junior Member
Join Date: Apr 2008
Posts: 26
Rep Power: 1
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This is an absolutely must have in my opinion. The only NPC shops and services should be in large cities. Other than that, if you can't find a PC shop/service, time to move on to someplace else.
Having players run the economy is vital to a sandbox game. Compare the economies of Pre-CU SWG and to that of WoW and you will see an overwhelming difference in player participation and the fluctuations closely associated with a real economy. |
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#4 (permalink) |
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Newbie
Join Date: May 2008
Location: Poland
Posts: 13
Rep Power: 1
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EVE realy great system, not only economicaly but it also grants the player to give away tasks to be done, like the courier missions that players can set. It would be very cool to have also a player set quests and jobs.
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#5 (permalink) |
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Member
Join Date: Apr 2008
Location: Italy
Posts: 493
Rep Power: 1
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Looking back. I believe UO had the best player-services feature by far. Players owned shops and ran them full time and it was fun. Being old UO players, i think the devs know what Im talking about.
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#7 (permalink) | |
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Member
Join Date: Apr 2008
Posts: 211
Rep Power: 1
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Quote:
On topic: I'm all for player driven economy's, as long as its spread out over the world. Instead of every1 bunched up in 1 or 2 maybe 3 "big" cities.
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Don't criticize what you can't understand |
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#8 (permalink) |
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Junior Member
Join Date: May 2008
Location: Florida
Age: 20
Posts: 34
Rep Power: 1
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I think that the idea would be that as you travel the land, arriving at different player run cities (owned by player guilds) the people from that guild will have shops set up in that city. Guilds could grow their cities by having the better economy and making their city a hub that "all roads lead to", so to speak.
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#9 (permalink) |
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Member
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I was a large fan of the UO system back when I used to play UO. However, if you were to log into UO nowadays, all that anyone uses anymore are vendors. Nobody sits at a blacksmith shop anymore and offers to make items. I can tell you why as well. It's because UO is item-based now.
Who cares if you can make everything in the game world if it takes you days to find the resources to make it? And of course people always want the good stuff. That's why there shouldn't be any "good" stuff. I'm not a fan of these Unique items or anything that isn't just normal. If normal is all we have to choose from then everyone will buy it. You can't implement something better than normal into the game and expect players to want anything less. The reason UO started to fail in this department was because everyone wanted shit that we as crafters just couldn't make right there on the spot. So if you were to want such an item you would likely run around looking at vendors for a pre-made item. The best days of UO were when a warrior would approach me and ask me for a full platemail set, or a ringmail set, etc.. Not a ringmail set of "+20 DMG, resist all, mage armor, super awesome, etc.."... That shit is just dumb. |
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#12 (permalink) |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,506
Rep Power: 4
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Player driven economy would be great but I would hire NPCs to run the shop and stuff and then I just get the money and invest it into the shop or go raid a caravan for my shops items.
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#13 (permalink) | |
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Member
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Quote:
I hope you understand what i am saying |
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#15 (permalink) |
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Community Moderator
Join Date: Apr 2008
Posts: 517
Rep Power: 9
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I don't know how the policy is going to be for us who are.. "inside" this community.
But im planning to be a smith. The best smith ever. And the highest prices. But the best items.. ;D
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#17 (permalink) | |
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Member
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#19 (permalink) | |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 429
Rep Power: 1
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Quote:
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie |
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#21 (permalink) | |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 429
Rep Power: 1
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Quote:
Would they be sufficient to supply enough gold? Initially half the loot that people will pick up will be non-cash items. If there are no vendors what are we going to do? Trade in-kind? Belief me, I would like no NPC vendors, but feel need to troubleshoot.
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie |
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#22 (permalink) |
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Member
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Well, it would be a slow start I guess.. But after a while coin would be plentiful enough. Until that time I'd imagine that we'd have to make due by trading items. Which is nothing new to the MMO genre really.. Have you ever played MU online? Some items were worth much more than the gold value that you could get for them.
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#23 (permalink) | |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
Posts: 429
Rep Power: 1
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Quote:
The thing that still bothers me is that to have a real economy should we not cut out all bottomless supply sources for gold? Which would include humanoid mobs. Because now we are getting off to a slow start but eventually the amount of gold in circulation still gets out of hand? Unless of course things like tax is instituted that can keep the total at a steady level per character. Is this even a valid concern?
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"Man will never be free until the last king is strangled with the entrails of the last priest." Denis Diderot - French philosopher and editor of L'Encyclopédie |
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#25 (permalink) |
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Newbie
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so thargan, your def of a player run economy is pretty much the same as the standard to mmo's now days?
NPC's sell the 'basic gear' and the 'pots' and stuff, but after you pass a certain level, you gotta find everything yourself... Or buy em from players. That's what im getting from you, nothing really different and entirely expected from the start really EDIT: The down side of a player run economy is the massive inflation. For instance, item crafting/upgrading materials would gradually increase as the community grows and then some people would farm these items and then sellling them for above average price, driving up the price even more and the demand grows and the prices increase... Soon it will be a game that only extremely skilled and veteran players would be able to fully enjoy. Starting out would be a bitch after 1 year of being on the market or so. Last edited by postell_service : 13th June 2008 at 23:05. |
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#26 (permalink) |
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Member
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I don't know how easily the prices will be driven up.. There will always be someone willing to out price the competition. Besides, there's not a lot in MO that can possibly be overwhelmingly charged for.. All of the gear is easy to get aside from the unique crap gear.
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