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#Actualsamoth

Posted 09 January 2013 - 03:27 AM

Runescape worked that way nearly a decade ago, although there were NPC merchants. If you had a character that could mine runite and smith rune items, or a character that could craft dragonstones, you'd usually receive payment in coal (or fish). Gold was kind of worthless, and you needed tons of coal, which was a real pain to get. The only useful thing you could really do with gold was buy coal certificates, but dealing with greedy and unreliable kids usually took almost as long and was almost as annoying as mining it yourself.
Not sure if this is still true nowadays, 6 years have passed since I last looked at it. A lot of content (and huge gold sinks) has been added since then, so it might be a completely different story now.

Ryzom was a similar story. NPCs existed, but anything you could buy at a NPC was total crap. Every piece of equipment you used (except for craft tools) was crafted from harvested or looted raw materials. No items were dropped, only raw materials. Money was abundant from selling crafted junk to merchants, and there was nothing to spend money on once you had bought your packers and your apartment. Most people would just give out most items for free. Special outpost materials (experience boosters and special item ingredients such as maga or egiros) were bartered in the beginning within factions, usually on a one-to-one base. A kind of "commonwealth" system was established within factions to give OP produces to guilds that did not own an outpost but contributed in defending the faction.
Later, as players diminuished and outposts kept generating stuff every day for free, things were traded across factions, too, and finally given out for free in dozens to just about anyone. Making room in your guild vault was the bigger problem than getting something in return. Charging money (dapper) for anything was quite unusual (I've seen it maybe 3 or 4 times total).

Now, the idea of faction war on areas and resources is another story... this can work, and it can fail. EVE is quite successful, but I daresay that "faction issues" was one of the major reasons for Ryzom failing so bitterly. I've seen people leave in dozens due to faction issues. Dozens leaving are not much of an issue if you have 750,000 players -- but they matter a lot if you have a total 500-1,000.

Insofar, I could in principle imagine that such a thing could work, but a lot of care is necessary.

#1samoth

Posted 09 January 2013 - 03:26 AM

Runescape worked that way nearly a decade ago, although there were NPC merchants. If you had a character that could mine runite and smith rune items, or a character that could craft dragonstones, you'd usually receive payment in coal (or fish). Gold was kind of worthless, and you needed tons of coal, which was a real pain to get. The only useful thing you could really do with gold was buy coal certificates, but dealing with greedy and unreliable kids usually took almost as long as was almost as annoying as mining it yourself.

Not sure if this is still true nowadays, 6 years have passed since I last looked at it. A lot of content (and huge gold sinks) has been added since then, so it might be a completely different story now.

 

Ryzom was a similar story. NPCs existed, but anything you could buy at a NPC was total crap. Every piece of equipment you used (except for craft tools) was crafted from harvested or looted raw materials. No items were dropped, only raw materials. Money was abundant from selling crafted junk to merchants, and there was nothing to spend money on once you had bought your packers and your apartment. Most people would just give out most items for free. Special outpost materials (experience boosters and special item ingredients such as maga or egiros) were bartered in the beginning within factions, usually on a one-to-one base. A kind of "commonwealth" system was established within factions to give OP produces to guilds that did not own an outpost but contributed in defending the faction.

Later, as players diminuished and outposts kept generating stuff every day for free, things were traded across factions, too, and finally given out for free in dozens to just about anyone. Making room in your guild vault was the bigger problem than getting something in return. Charging money (dapper) for anything was quite unusual (I've seen it maybe 3 or 4 times total).

 

Now, the idea of faction war on areas and resources is another story... this can work, and it can fail. EVE is quite successful, but I daresay that "faction issues" was one of the major reasons for Ryzom failing so bitterly. I've seen people leave in dozens due to faction issues. Dozens leaving are not much of an issue if you have 750,000 players -- but they matter a lot if you have a total 500-1,000.

 

Insofar, I could in principle imagine that such a thing could work, but a lot of care is necessary.


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