Also add lots of achievement for doing stuffs. It let players explore the game thoroughly. In a game I played before, achievement can be "equipped" and it gives effect like +1 HP, +1 speed etc.Good! I like it when games have a level cap for awhile, and then raise it every so often. That way, those who hit a level when it was capped get an achievement or some such, and it gives other players (slower or newer ones) a chance to catch up.
Trading and Economy of the game?
#21
Posted 28 October 2012 - 11:14
#22
Posted 28 October 2012 - 12:03
THAT.... is great news
i dont like games where its going uber slow because you either are not allowed to do more quests a day, or dont have enough stamina or such thing..
I have played a few mmo's where you are limited to a few 'dailys' as your content (there's of course a massive game ahead of you, but those quests would be the main thing you do) and I agree it's very boring when you're limited. I'm very interested to see what 'end-game' when you reach the max cap be it level 30 or 50 and after that quest content you will have
#23
Posted 15 January 2013 - 02:25
#24
Posted 05 February 2013 - 00:25
HI, as were discussing the game economy. I take it there will be in-game loot/gold and also I guess there will be purchasable currency. Any idea if this is correct how the 2 will be linked? Some games work well if you can trade game currency for purchased currency, where others keep them seperate.
#25
Posted 11 February 2013 - 05:52
How will you ensure that gold will remain something desirable?
In games like WoW, it is pushed as a default currency for transactions for the AH and is drained for repairs, mounts, etc. If gold is not sufficiently needed it could go the same way as Diablo 2 where items were traded instead of gold.
As in FS, there is a strong need to integrate gold drains into the game and this should be done early into the development of the game... I hope this will be strongly considered.
#26
Posted 11 February 2013 - 21:47
But no more than is recommended by your doctor. Health and safety first!
Thats true but its nice to hear that there will be no stamina thing that could make you stop playing other than that i am satisfied with the money making in this game
#27
Posted 20 February 2013 - 16:16
Will you 'gain levels' in your profession? If you are farmer planting cotton to sell to a tailor, as you level up will you also gain advancements in your planting profession? Such as yield more harvest, or quicker harvest or move on to crops worth more? So that your income and so forth stay up with how much you could make from quests, or dungeon hunting for example.
#28
Posted 20 February 2013 - 23:53
Will you 'gain levels' in your profession? If you are farmer planting cotton to sell to a tailor, as you level up will you also gain advancements in your planting profession? Such as yield more harvest, or quicker harvest or move on to crops worth more? So that your income and so forth stay up with how much you could make from quests, or dungeon hunting for example.
I would hope so.
Maybe you can get more levels in a profession. For example, a level 1 Tailor can make some clothes, and a level 6 Tailor can make more different kinds of clothes and better ones.
Or maybe you can specialise a bit in a profession. For example, a standard Tailor can make some very basic clothes, but you will have to learn the sub-professions of Wool Worker, Leather Worker, Linen Worker, etc. to be able to make clothes of special materials.
In any way, an answer would be nice. And otherwise in a few days we'll just see ourselves or hear from others how it will work.
Gathering Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
First person to have maxed them
Characters (all level 49)
Prophet Savanc Savavita Savavimala Mage Savanhildur Savashengli Savahathor
Warrior Savy Savanikomachos Savafionnchadh Assassin Savalina Savajahangir
Ranger Savakainda Savatakoda Savaraxka Templar Savastanislav Savasegolene
#29
Posted 21 February 2013 - 02:12
Or maybe a tailor could also move on to simple clothes, to more elegant/unique clothing. Clothes fit for royalty or those to keep off elements ie, rain,wind. A tailor could progress into clothes that ward of elements? Fire, and so forth, or could they weave magic into their clothes such as a displacement cloak, invisiblity or other enchantments found on classic magic robes. Or would a tailor have to branch out into two professions to be able to do this? Sort of like a multi class profession.
#30
Posted 27 February 2013 - 11:17
I personally don't like the Auction House system unless it's limited to just trading crafting materials and such.
I'd like to see a special player trading area to help the sellers find buyers easier instead of just walking around the town and shouting selling slogans like a walking billboard
Then a player shop system: if a player doesn't want to stay in market all day long he/she can rent a NPC or a stall for a limited period of time (1 day/3 days/1 week max). The game could charge for either the provided service, or a percentage of the income generated from the sales. This would also be a constant money drainer that will help maintain a healthy economy in the long run.
I think such a mix would be interesting; bundle items would be traded in an auction/trade house so any player would be able to buy crafting mats whenever they need to, while for more valuable items (like armory, weaponry, jewelry, special items, etc) they'd need to visit the player market and possibly score a very good deal.
Also make sure that players would be able to access that said mats auction/house by a simple button click instead of having a dedicated building that would require the players to actually walk in to make transactions, because it's annoying to be forced to go back and forth when you're in the middle of crafting and running out of mats.
#31
Posted 27 February 2013 - 23:21
I would prefer auction house menu based system for all items as it would be the quickest way to sell and buy items . It could charge a commision on items that sell though the ah as a gold sink .I personally don't like the Auction House system unless it's limited to just trading crafting materials and such.
I'd like to see a special player trading area to help the sellers find buyers easier instead of just walking around the town and shouting selling slogans like a walking billboard
#32
Posted 28 February 2013 - 00:14
I personally don't like the Auction House system unless it's limited to just trading crafting materials and such.
I'd like to see a special player trading area to help the sellers find buyers easier instead of just walking around the town and shouting selling slogans like a walking billboard
Then a player shop system: if a player doesn't want to stay in market all day long he/she can rent a NPC or a stall for a limited period of time (1 day/3 days/1 week max).
As iut044 said, an unlimited auction house would be much quicker than a "special player trading area." Hopefully when the auction house is released, you could access it anywhere you are(or at least in towns) so players could get their items as soon as possible without doing "unfun" things like running around looking for buyers/sellers or setting up shops(where may not even get any buyers!). Those tasks waste a lot of time you could be using to do quests/kill mobs.
.meow.
#33
Posted 28 February 2013 - 01:55
The problem with AH is that it makes controlling the market easier; sooner or later certain players / groups / etc will try enforcing a monopoly and since all items will be sold through one single trading node (the AH) it will be easy to buy cheap and sell expensive because everything will be listed in plain sight. While the really valuable stuff will either get terribly overpriced or sold outside the AH through straight player-to-player trades.
On the other hand going through player shops is great fun and a source of good deals. It's tedious to go through all the shops several times a day just to pick the underpriced items up in order to maintain the prices high - thus more difficult to instate a monopoly. There will be a certain ammount of valuable items that will go "under the radar" long enough for you to buy them.
In all the MMOs with AH that I've played ppl were selling rubbish stuff for insane prices. Best items were traded outside of the AH to avoid supplying your enemies with 'goodies'. That's why I don't see the benefit of an all items AH.
#34
Posted 28 February 2013 - 02:44
The problem with AH is that it makes controlling the market easier; sooner or later certain players / groups / etc will try enforcing a monopoly and since all items will be sold through one single trading node (the AH) it will be easy to buy cheap and sell expensive because everything will be listed in plain sight. While the really valuable stuff will either get terribly overpriced or sold outside the AH through straight player-to-player trades.
If players try to monopolise the market and raise prices then it gives incentives to other players to hunt for those items again because a profit can be made there for item hunters. And eventually that will drop the price again.
The only items that can be effectively monopolised is if certain players are the only suppliers of the items.
If items can be hunted by anyone then a monopoly has little chance to happen.
Gathering Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
First person to have maxed them
Characters (all level 49)
Prophet Savanc Savavita Savavimala Mage Savanhildur Savashengli Savahathor
Warrior Savy Savanikomachos Savafionnchadh Assassin Savalina Savajahangir
Ranger Savakainda Savatakoda Savaraxka Templar Savastanislav Savasegolene
#35
Posted 28 February 2013 - 04:33
The problem with AH is that it makes controlling the market easier; sooner or later certain players / groups / etc will try enforcing a monopoly and since all items will be sold through one single trading node (the AH) it will be easy to buy cheap and sell expensive because everything will be listed in plain sight. While the really valuable stuff will either get terribly overpriced or sold outside the AH through straight player-to-player trades.
On the other hand going through player shops is great fun and a source of good deals. It's tedious to go through all the shops several times a day just to pick the underpriced items up in order to maintain the prices high - thus more difficult to instate a monopoly. There will be a certain ammount of valuable items that will go "under the radar" long enough for you to buy them.
In all the MMOs with AH that I've played ppl were selling rubbish stuff for insane prices. Best items were traded outside of the AH to avoid supplying your enemies with 'goodies'. That's why I don't see the benefit of an all items AH.
I don't know about you but going through player shops is horribly boring and a waste of time. It would be so much harder looking for the exact thing you want(unlike the auction house which will most likely have a search feature). You would be forced to look in every single shop for the thing you want. Plus, people will sell an item at different prices and you won't know the cheapest one unless you look in every single shop. How fun!
.meow.
#36
Posted 28 February 2013 - 07:34
If players try to monopolise the market and raise prices then it gives incentives to other players to hunt for those items again because a profit can be made there for item hunters. And eventually that will drop the price again.
The only items that can be effectively monopolised is if certain players are the only suppliers of the items.
If items can be hunted by anyone then a monopoly has little chance to happen.
The items that can easily be obtained from hunting or gathering will probably not have a high selling rate precisely because of their large availability. But that doesn't mean a monopoly can't be forced upon - you see, you don't need to control everything, you just need to maintain a control over the sales of the 'rares' - buying anything that pops up cheap and selling it minutes later for a lot more. Having the AH would only make these guys' job easier because they won't be forced to go from shop to shop, everything will be just one click away We'll see what the devs will decide in the end, but mark my words, if an AH is implemented, these things will happen
#37
Posted 28 February 2013 - 07:44
I don't know about you but going through player shops is horribly boring and a waste of time. It would be so much harder looking for the exact thing you want(unlike the auction house which will most likely have a search feature). You would be forced to look in every single shop for the thing you want. Plus, people will sell an item at different prices and you won't know the cheapest one unless you look in every single shop. How fun!
That is the whole idea of the player shops: ppl don't have the time to research before starting selling so chances to find items priced for cheap are higher. While in AH same type of items are priced at almost identical value because ppl can see the listings with entries and prices in real time - which lets little to no profit margin.
Talking in general, what ultimately makes a player really successful is game knowledge and economy is a very important component. If you go through the market at least once a day and you know the prices, you'll be able to spot all the opportunities, aquire valuable stuff and also make a lot of money in the process. Same goes for all the little secrets of the game, hidden content and so forth. Ppl that know the game like the back of their hand become top dogs. For example you may be an awesome fighter, but if you don't know how to get the best items in game and how to benefit from everything the game has to offer, you will be left out while others will rise to power. It's how MMOs work
#38
Posted 28 February 2013 - 08:59
Senior 3D Artist
#39
Posted 28 February 2013 - 10:06
You cant basically stop anyone to monopolize an item being sold. No matter if u have AH or u dont, it can happen. I have played games that have the bazzar, or afk selling option. To be honest its not the best option in my oppinion. Basically you have to leave your character for hours, in hope to sell an item. So you leave your character selling. After some hours, you come back and find that you got disconnected from the server and didnt sold anything in all the time that you were out. Or when you have your inventory full of items that you need to sell quick but they are expensive, you are basically forced to stop playing and put your sales up in hope to sell anything. Also when you need any consumables like any potion the fastest possible. You have to go through all the stores available, just to find out that theres none and that you have to try another time.
I know that the Afk selling might sound doable, but it just makes the things more frustrating for the seller and the buyer. Not everyone has the time to go through dozens of stores looking for a single item, and not everybody has te patience to do so. That is why most of the modern MMOs have the AH system, to minimize the frustration, and to agilize the buying/selling of items. Adding an afk selling system might deagilize and frustrate some people, which can contribute to some people in not to take part into economy, or have very little contact with it. So we might have less options at the moment of buying, There we have an open gate for a monopoly to form.
#40
Posted 28 February 2013 - 10:34
AH is not a standard feature. Some MMOs have it, some don't. But having an AH doesn't guarantee constant item supply - it's just another way of selling/buying things; if players don't want to sell or prefer to sell/trade outside the AH system you're out of luck.
Asian MMOs have the player shop system and I like it for the following reasons:
- it gives the feel of a real market with all the players checking shops and shouting offers & prices. IMO games need to bring their players together and help them interract instead of just automating everything and alienating them.
- you have increased chances to have good stuff for cheap; some players are willing to sell for less (while in AH such items dissapear the second they get listed) and you can even barter (which is impossible to do via AH).
- the market area (providing there is one) is a great place for hanging out, making friends and so on because that's where ppl will be when they get tired of grinding and/or questing. Making connections and good deals in the same time is critical. If you think ppl will sell the best items in AH for cheap better think again. Like in most MMOs with AH system the listed items will either be valuable stuff for insane prices or junk that nobody needs.
As for the technical aspect of the player shop system, I've already suggested how this could be solved: the game could rent NPCs or shops for a limited period of time that would auto sell for you (while your toon is grinding/questing/etc or goes offline) and auto transfer the income you make from sales to your inventory. When the rented time expires the items that didn't sell go into a temporary storage (let's say of equal time value of the rented ammount: for ex if you rented a selling NPC or shop for 3 days but sold nothing, then you have 3 days more days to pick up your items from the temporary storage; after that they automatically go back to your inventory or bank) so you won't clutter your bag. See? Easy