Posted 27 May 2006 - 03:05 PM
A few people have pointed out now (maybe i'm getting mixed up with a few of my other 30+ posts :) ) that maybe having uber loot set that is hard to get, say take about a half a year to a year to collect is not something to be done. Everyone does it but is it really necessary? Maybe just having money really hard to come by, and almost unnecessary to half the players. Ok. I'm not sure how to bring my point across without describing things I don't find realistic, that I find just bizarre. I'll also tell of a scenario that I'd like to see happen and maybe get suggestions on how to accomplish this. don't worry, i'll related this to economics in a minute.
All the professions. They all seem fake. The only one I can see is enchanting and maybe herbalism. I don't understand how a druid or priest would learn skinning and leatherworking, or a warrior as an engineer. A hunter as a skinner and leather worker YES! But seriously. Druids are supposed to be one with nature, or at least in my perspective.
Miners, I don't see how anyone can be a miner. Miner is a career. In Warcraft or Age of Empires, you didn't send fighters to get minerals. You sent your basic workers.
Crafting is supposed to take much longer than 20 seconds to make a weapon or anything for that matter. Crafting should be a skill that the player actually learns, as opposed to it being an ability... let me explain. I once played Disney's Toontown. And I remember one thing that striked me as amazing. When fishing, you don't just cast and sit. Once you're bobble thing moves, you reel it in. You actually reeled it in, not point and click, done. There was a meter that would show if you were reeling too fast or too slow and you had to adjust acordingly. What if crafting was done similarly? Almost like a puzzle every time something was crafted. Obviously the puzzle will be related. And this could also affect what stats the sword gets. Wether it's a well crafted sword, or just a plain one that's a little off-balance.
I guess another thing to note, is that I don't want this game to be traditional. Semi-realistic and fun, but not fit into the cookie-cutter style of MMO's. People want to craft for money, but there are some that actually like to craft. Let the ones who are interested in action, be the ones using the swords, while the ones wanting to support via making the swords do so as well.
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I will come back to crafting and professions but I'm going to describe something else for a minute. The money. What about having money only useful for menial things? Another note for this game, I want the character to HAVE to sleep. This can be done automatically when the person logs off, but if they pull a 48 hour shift, then their character is going to suck afer 12 hours of constant fighting. (This may affect those using multiple people to level fast.) Their characters have to eat, again this can be done when logging off. But bonuses to eating lasts 4-5 hours and you can also over eat (negative effects). Travelling via a taxi of some kind costs money as do buying food and sleeping in an inn (if you are away from your home). Potions and training may cost money and weapons will be minimal (if buying from an NPC vendor). Other than that, there's not much else to spend money on... so you don't need all that much. Oh... and taxes where your home is.
Now why have money? Because there are a few players that NEED money. These are people in political positions. Not everyone will as politics denotes little action or at least front line action. The money they gather from taxes will go towards building defenses, hiring NPC guards (nobody wants to be a guard), and other various money spending things.
Now this is where it ties into crafting. If a trade is done between 2 people and the exchange is money, then maybe forcing a percentage to go to the politians as a sales tax. The only way to allow a trade without money is to let the customer perform a service... such as guarding a miner while they gather ore. Protecting the caravan as they transport the ore to the crafter. (Which is how crafters get their materials). You keep the menial tasks to NPCs. Or some Roleplaying Crafters can have people perform rights of worthiness to see if they are worthy of owning a sword. Now I have no clue if people will catch on or ignore or exploit this kind of system but here's the scenario which I would like to duplicate (I had many inspirations up to now about how the economy should work).
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5% of the player base (could be bigger) are the rich ones. They are rich because they have power. Since they have power, they are also responsible for protecting those underneath them. They are the politians. People are more than welcome to gripe and complain, even take matters into their own hands because who really likes politians? Power hungry players may like to play as politians. Forget about how such a system would work but imagine it already does. So the most costly of all items in the game are things that only politians can get. A new set of barracks, extra guards, Seige weapons...
? % of the player base will be crafters. They don't need a whole lot of money. Maybe they can use money to purchase materials from others. But their main interest is materials to craft with. Again, I don't know how to get this result but maybe make it so they'd prefer to materials over money. Since there is a sales tax on every trade crafters do, they want to stay away from that kind of thing. Any chance they get to have someone escort some materials to them, they'd take that over just selling something.
Majority % of player base will be adventurer's. They only need as much money to survive off of. Again, since the cost of weapons from crafters will be high, to make up for tax, it should be easier and better for players to escort caravans delivering materials. All they need is a small income of money to cover various small things as I mentioned before. That and to cover the reoccuring tax from the powers that be.
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Maybe somehow make the underlying currency actually a service instead of a material.