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| Trading, Crafting and Economy Discussions about Trading, crafting and Economy |
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#1 (permalink) |
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Newbie
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I would just like to add a point that i belive all items should in some way be important to a player in on way or another, If it's a "Rusty dagger" or a "Torn piece of cloth" there should be a use for it so there is less need to "Vendor" items ( as they would say) and allow the option for people to trade things less usfull to them to a player for somthing more usfull.
My suggestion is : Recycle The option to Re-use old unwanted items by the means of combining ruined cloth into a usfull material or smelting down weapons shields ect to be used to remake new weapons armor ect... This would allow the DEV's to add alot of options for "trash drops" and players can then "Farm" these to trade to merchants in return for lower'ed prices on thier goods, that will also keep the merchant supplyed and stocked. But i also thing items crafted though the same should have different grades due to matireals used to craft it. Plans : Iron Long sword Iron barsx3 requires Mold and furnace You can make the iron with many methods.. 1 : Iron ore + forge-Furnace = iron bar 2 : Iron scraps + ^ - ^ = ^ 3 : Old Sword + ^ - ^ = ^ The quality of material used to make the iron bar in turn gives you a better/worse quality Sword, Low quality items may break in combat or decay faster or be prone to rust as higher quality items will seam to last a life time but will be harder to make. hope you guys Add to this idea i was brought to it by the thread of a player ran market. |
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#2 (permalink) |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
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I like this idea. I think this is what people generally mean when they refer to a more in-depth crafting system.
This and so many other things could be added to make crafting more variable and ultimately produce more uniqueish (is that a word?) items.
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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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#3 (permalink) |
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Member
Join Date: May 2008
Location: Cape Town
Age: 28
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Also, yes, ALL items should have a use.
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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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#5 (permalink) |
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Newbie
Join Date: Jun 2008
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I agree. Vendor trash always annoyed me. If you want to give me something to sell at an NPC to make a little extra cash, just randomly give me the extra cash. And if you do drop weapons or armor to be deconstructed for resources, don't bother giving them stats. No one ever wields those 'gray' or 'white' weapons/armor once they start getting 'greens'. Pointless waste of developers/content creators time to stat out weapons no one will ever use.
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#6 (permalink) |
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Community Moderator
Join Date: Apr 2008
Posts: 486
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I agree with this too.
a PERSONAL opinion. <--- If the players sells less things to vendors, the inflation gets reduced. Or? It feels like that anyhow. Less goldcoins circulating in the world. Im only tossing around with the idea. As i where saying. My post has nothing to do with the game itself.
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#7 (permalink) | |
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Join Date: May 2008
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Quote:
Fortunately this is not the most important topic.
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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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#8 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,587
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VP needs like a huge ass colored & balded sign in the signature saying "I am not a dev'!"
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#9 (permalink) | |
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Member
Join Date: May 2008
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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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#10 (permalink) |
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Member
Join Date: May 2008
Location: Between Rhine and Black Forest
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Hm, trash for gameplay, sounds like realising Naples in Italy for a virtual gameplatform.
So better no playable scrap No special garbage-design.
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#11 (permalink) |
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Member
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I agree with everything except for this. Any metal once smelted down to liquid form should be just as strong as it was when it was first used despite a few impurities. Basically just do it the same as UO did it and I'll be happy. You could take it a step further of course and just add hundreds of other things that we can use to make things. There should never be an item that isn't at all useful in the game. Why would such an item ever exist?
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#13 (permalink) |
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Junior Member
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Yeah, I would definitly want to see a game without vendor trash, now YOU have no use for the items, then why the hell should a vendor care about them.
The logic just isnt there. So I definitly agree on all items should be usable in one way or another, even if some only can be used to recycle and make other items out of. Think that would really do the games economy good, since it could make tradeskills useful not only by harvesting materials out in the wild, but also by working with older equipment! =)
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#14 (permalink) |
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Member
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Is it possible to actually take vendors, that are merchants in their own right, completely out of a game? Make all trading only between players?
The economy would probably get off to quite a slow start admittedly.
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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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#15 (permalink) |
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Member
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I would definitely enjoy that. Of course we would have the potential problem of a craftsman lockout. As in if every crafter decided that the simplest of things were going to cost a lot right at the start then they'd get rich quick and there's really nothing that could be done about it. Of course, even without vendors/merchants I guess we could still get some loot off of monsters/creatures/mobs throughout the world so maybe that couldn't be an issue.
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#16 (permalink) | |
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Member
Join Date: May 2008
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Quote:
All that wouldn't be in the game so you need some sort of artificial framework through which you can regulate things. That would include providing a benchmark cost for certain basic items via vendors. Economy is such a subjective and complex topic. Not easy to replicate in game.
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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 Last edited by Rhygar : 10th June 2008 at 20:25. |
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#18 (permalink) |
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Junior Member
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Well a player driven market could very well lead to a market where crafters basicly hires somone to gather materials. Could be fun to see.
And Reputation in a mmorpg is always important, bad rep spreads like a wild fire.
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#19 (permalink) |
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Member
Join Date: May 2008
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Maybe make the NPC merchants into crafters, with limited supplies. This could open up repeatable quests that would supply the NPC with materials and the Player with some cash.
The NPC would then use the materials to craft and sell items. One could even take it a step further and have the NPC also able to learn new patterns (from items sold to him) and increase in skill over time to start vendoring better quality items. Make the crafting of Magical (stat) items complicated to limit supply of them and also crippling NPC vendors from the ability to out do a highly skilled crafting Player. This way the Player crafter could out perform the NPC crafters, though the NPC crafter would eventually supply high-quality, though mundane, items. I would also make the crafting of Magical items more and more tasking as the power of the item improves. Maybe a small ritual to craft a +1 item... but a +6 flaming longsword may have to be forged in the heart of a volcano while 2 Mage-types perform a ritual to enchant the ore. |
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#23 (permalink) |
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Join Date: May 2008
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Ahh =)
My vision is to have the "Norm" set to the [Fine Steel Longsword] or the [+1 Longsword]... Meaning the players that have put a good amount of time into their character would be wielding that, as a norm. However, more powerful items would be out there... Just extremely rare / hard to come by. I do believe that just about any item in the game should also be craftable... So to maintain the rarity of powerful/semi-powerful items, the crafting process of those items should be tedious. Though mundane (even if exceptionally high quality) items could still be crafted on demand. |
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#25 (permalink) | |
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Member
Join Date: May 2008
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Quote:
Ideally, I'd like to see a game where winning a combat encounter would be weighted roughly; 50% Character Skill, 40% Character stats, 10% gear. (this is of course ignoring Player skill contribution) |
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#26 (permalink) |
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Member
Join Date: Apr 2008
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Every game I ever played had this annoying feature. I spend allot of time destroying useless items rather that spend time traveling to a vendor to sell them for a few copper. In the JTL expansion of SWG every item could be used in some way. The vendor for the items I chose not to reverse engineer paid just enough to make it worth the occasional trip.
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