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Trading, Crafting and Economy Discussions about Trading, crafting and Economy

View Poll Results: PvP or NPC market?
ALL good items are crafted by players. Only the very basic items are sold by NPCs. 237 81.72%
Good items can be found on/sold by NPCs, but can also be crafted by players. 51 17.59%
NPC driven market. Crafting thrown in their for good measure. 2 0.69%
Voters: 290. You may not vote on this poll

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Old 10th April 2008, 14:02   #1 (permalink)
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Default Player Driven Market?

I know this question is up in the air until we know if the game is going to be on one, two, three or more servers.

But lets pretend its on a maximum of three servers and a Player Driven Market is possible.

Do we want it?

PvP market or not?
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Old 10th April 2008, 14:08   #2 (permalink)
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Player Driven?

Depends on the mentality of the players.
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Old 10th April 2008, 14:15   #3 (permalink)
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I think it should be significant but I am not so rigid about it. Regulating only PvP market would be very difficult in my opinion. But it should still be the biggest driving foce of the economy in this game.
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Old 10th April 2008, 14:16   #4 (permalink)
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Player driven only. It allows those of us who like to play crafters and merchants actually have a place within the game. Unlike in WoW and others, where you are just another person who has a skill that means nothing.
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Old 10th April 2008, 14:22   #5 (permalink)
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I believe the value of crafting. I think the players should have ability to craft unique and different things and sell them. And I think some best items should also be crafted.
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Old 10th April 2008, 14:23   #6 (permalink)
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Quote:
Originally Posted by Ravenwoods View Post
Regulating only PvP market would be very difficult in my opinion.
Isn't that the point? That the market shouldn't be regulated?
If well implemented only availability of raw materials might need to be tweaked now and then.

I'd love to see a market system similar to Eve-online where mining, manufacturing, invention, logistics and trade all are viable occupations.
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Old 10th April 2008, 14:24   #7 (permalink)
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Player driven economy.
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Old 10th April 2008, 14:38   #8 (permalink)
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Quote:
Originally Posted by Caesar View Post
Isn't that the point? That the market shouldn't be regulated?
If well implemented only availability of raw materials might need to be tweaked now and then.

I'd love to see a market system similar to Eve-online where mining, manufacturing, invention, logistics and trade all are viable occupations.
I guess my worry was personal because I am bad with money and usually not a good trader in MMOs thus I am usually too broke for doing anything. *sigh*
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Old 10th April 2008, 14:40   #9 (permalink)
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player owned market.
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Old 10th April 2008, 14:41   #10 (permalink)
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Please god yes have a player driven market.
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Old 10th April 2008, 14:43   #11 (permalink)
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Quote:
Originally Posted by Matriel View Post
Please god yes have a player driven market.
It would be good, but at the same time, the mind set has to be right.
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Old 10th April 2008, 14:57   #12 (permalink)
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I just realised, a Player Driven Market, would make pirating that much more fun, and possible!
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Old 10th April 2008, 15:01   #13 (permalink)
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Player driven, but... The game needs to have some inflation control, hopefully something more exiting then a moneysink to get a mount though.
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Old 10th April 2008, 15:14   #14 (permalink)
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Quote:
Originally Posted by Celine View Post
Player driven, but... The game needs to have some inflation control, hopefully something more exiting then a moneysink to get a mount though.
Easy.

Make stuff break.
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Old 10th April 2008, 15:21   #15 (permalink)
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Agreed. Rather quick equipment destruction should help control inflation.
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Old 10th April 2008, 15:26   #16 (permalink)
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I hope it will be a player-driven economy
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Old 10th April 2008, 16:09   #17 (permalink)
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I'd love to see two things:

Decay so nothing last forever, tempered by limited number of repairs.

Truly epic items limited to a select small number of items that are introduced at near the rate of decay of these items.
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Old 10th April 2008, 16:11   #18 (permalink)
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As long as their is decay, a player run economy works well. Adds to the game, and I believe most of us enjoy having a say via a market.
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Old 10th April 2008, 16:28   #19 (permalink)
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I see that the community has made a player-driven market as nr.1
I'm almost crying because I'm so happy.
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Old 10th April 2008, 16:31   #20 (permalink)
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Quote:
Originally Posted by Aragoni View Post
I see that the community has made a player-driven market as nr.1
I'm almost crying because I'm so happy.
I think everyone is tired of the market that isn't run by the people.
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Old 10th April 2008, 16:33   #21 (permalink)
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Quote:
Originally Posted by Brandulfr View Post
I think everyone is tired of the market that isn't run by the people.
Yepp. Central-planning ftw
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Old 10th April 2008, 16:36   #22 (permalink)
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Quote:
Originally Posted by Aragoni View Post
Yepp. Central-planning ftw
LoL. I really dont see why more games don't have a player run economy.
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Old 10th April 2008, 16:42   #23 (permalink)
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Quote:
Originally Posted by Brandulfr View Post
LoL. I really dont see why more games don't have a player run economy.
Player run economy wouldn't work in WoW, EQ2 etc.. For a player run economy you also need weapons to decay, so that the players buy stuff from crafters.
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Old 10th April 2008, 19:57   #24 (permalink)
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Quote:
Originally Posted by Brandulfr View Post
LoL. I really dont see why more games don't have a player run economy.
Because you need a big world with a lot of players in it. Most games are spread across multiple servers making a player driven economy impossible.

... so it all comes down to if this game will be one world or many I guess.
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Old 10th April 2008, 20:11   #25 (permalink)
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Quote:
Originally Posted by Wolfheart View Post
Because you need a big world with a lot of players in it. Most games are spread across multiple servers making a player driven economy impossible.

... so it all comes down to if this game will be one world or many I guess.
I was more referring to why dont game devs consider it as an option before the game comes out.
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Old 10th April 2008, 20:13   #26 (permalink)
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Quote:
Originally Posted by Wolfheart View Post
Because you need a big world with a lot of players in it. Most games are spread across multiple servers making a player driven economy impossible.

... so it all comes down to if this game will be one world or many I guess.
Crafting could work with 2000+ if the world isn't so big and skill-centric instead of item-centric.
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Old 10th April 2008, 20:36   #27 (permalink)
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I chose the 2nd option because I don't see whats the point to kill some legendary monster if it only drops only rusty daggers that even npc's are selling?

Would be good if those unique mobs drop some items that can't be crafted and with crafting you could make some items that can't be found anywhere else.
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Old 10th April 2008, 20:39   #28 (permalink)
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Quote:
Originally Posted by Nepila View Post
I chose the 2nd option because I don't see whats the point to kill some legendary monster if it only drops only rusty daggers that even npc's are selling?

Would be good if those unique mobs drop some items that can't be crafted and with crafting you could make some items that can't be found anywhere else.
It would be an extremly good challenge to test your guild's teamwork.
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Old 10th April 2008, 20:44   #29 (permalink)
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Player Driven Markets are a great thing.

Though I don't think they should rule out Large mobs it takes cooperation to kill dropping items that can be on a par. I'm not saying the item should be amazingly better, or even better at all, nor am I saying it should be an item that is droppable - aka bind on equip. Just that I'm also for mobs being there for a reason, and dropping great items too.

Just make sure crafting isn't rendered trivial.

NPC's... are there to sell my trash items to, nuff said.
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Old 10th April 2008, 20:48   #30 (permalink)
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Only good items from crafting none from drops?
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