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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. |
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237 | 81.72% |
| Good items can be found on/sold by NPCs, but can also be crafted by players. |
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51 | 17.59% |
| NPC driven market. Crafting thrown in their for good measure. |
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2 | 0.69% |
| Voters: 290. You may not vote on this poll | |||
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#1 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Trelleborg, Sweden
Age: 35
Posts: 57
Rep Power: 1
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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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----------------------------------- When You Go Home, Tell Them Of Us And Say, For Their Tomorrow, We Gave Our Today. |
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#3 (permalink) |
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Member
Join Date: Apr 2008
Location: Downunder
Posts: 529
Rep Power: 2
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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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#4 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 544
Rep Power: 2
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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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#6 (permalink) | |
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Newbie
Join Date: Apr 2008
Posts: 5
Rep Power: 0
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Quote:
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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#8 (permalink) | |
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Member
Join Date: Apr 2008
Location: Downunder
Posts: 529
Rep Power: 2
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#14 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: Trelleborg, Sweden
Age: 35
Posts: 57
Rep Power: 1
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Quote:
Make stuff break.
__________________
----------------------------------- When You Go Home, Tell Them Of Us And Say, For Their Tomorrow, We Gave Our Today. |
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#17 (permalink) |
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Member
Join Date: Apr 2008
Location: Teegechak
Posts: 156
Rep Power: 1
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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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What is six times nine? |
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#24 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: Trelleborg, Sweden
Age: 35
Posts: 57
Rep Power: 1
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Quote:
... so it all comes down to if this game will be one world or many I guess.
__________________
----------------------------------- When You Go Home, Tell Them Of Us And Say, For Their Tomorrow, We Gave Our Today. |
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#27 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Helsinki, Finland
Posts: 108
Rep Power: 1
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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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#28 (permalink) | |
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Quote:
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#29 (permalink) |
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Newbie
Join Date: Apr 2008
Location: Kansas, USA
Posts: 8
Rep Power: 0
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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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