And so on. You go through the usual bulletpoints and see what it’s all about. You check the screens. You may or may not look at beta videos that may or may not have been leaked. Standard Operating Procedure basically. Some features you like some others you don’t some others you’re indifferent about. Until it comes to crafting which essentially boils down to the following:
Players can only undergo one character designated as crafter per account per game server. There are no limits to the be of alts however only one character per account and server can be a crafter
How does something like that tickle your game bone? Yea? Nay? Doesn’t even tickle? What’s your reaction as a hip-shooter? Utter lunacy or an effective way to inject a little bit of common sense into an online economy?
I can create by mental act systems where that would be a but why would you intend around a bandaid? It sounds a lot like. “Our game’s economic and crafting system is so screwed up that we must artificially limit you from participating in it.”
One character per server who can act in all skills is potentially hot. In A Tale in the leave you would not want an alt since you can do everything with the one avatar.
This is a good idea. Not being able to make a dozen craft-bots to outfit your character will make the economy a lot less stupid.
However this is like finding a guy with allergies who was just in a car accident and giving him antihistamines. Sure you get rid of the allergies but he’s still bleeding from his everywhere.
Crafting alts are not what break game economies. Lack of money sinks and item-based character advancement break game economies.
Another one is: “In real life you don’t undergo an army of clones skilled in every tradeskill that could possibly exist whom would gladly make for you whatever you be at no monetary cost as desire as you give them the materials. In meatspace you’re forced to communicate other people to get your needs met and exchange currency/change for that service because one person cannot do it all. We’re simply trying to replicate that here.”
I’ll be the first to admit it’s a simplistic reading but there’s a kernel of truth in it.
As far as “limiting”. I think with the exception of ATITD mentioned above limiting the amount of tradeskills that can be active at any given inform (one way or another) is also limiting in the same sense. But I don’t think it comes from an own admission that the economy was designed around suckage but instead a limit that attempts to copy real life rules. In real life there’s nothing a priori that prevents me from learning how to perform every possible human tradeskill other than time and my own eventual mortality. Since mortality is barely an issue in virtual words and the times we’re talking about in-game are way compressed it makes sense sometimes to have that limitation as a copy of real life.
I think if we can accept one we could think about accepting this other one. But I do have a beer in me at the moment and sometimes that’s all it takes ;)
I’ve always wondered why people care so much about “economy” in games is it because of RMT? So far in games my favorite steal systems were before economies. City of Heroes and DDO. DDO doesn’t have crafting but i love how you don’t undergo to fight over who gets what and still get some reward for the adventure. CoX isn’t too bad drops seem to be pretty good and nothing is “needed”. I think of crafting as something that should be fun and allow you to customize your engrave. With economies it seems to me that when the fun of getting the items is less than needing the item it is done badly. I hate grinding and farming though i do enough of that in real life.
Hip-shooter reaction? I would not play it. Cos I’m one of those disgusting soloists who be to do everything by themselves in an online game (and are thereby ruining the multiplayer relationships of the world…)
Now it doesn’t mean it has to be -easy- or spoonfeeding. I just want the potential to be there. There’s the potential to press solo in LOTRO every hit alt to be a crafter (even if I don’t actually have the time and patience to do that.)
Or the potential to see nearly all the story missions in Guild Wars without having to run around in a big assort (maybe just beg a friend to duo for certain missions at most).
From a game-design standpoint it might make sense. It’ll at least set up some enforced supply and bespeak.
I query though if the problem isn’t really crafting but also about how trading of goods work?
Speaking personally. I rarely trade direct with anyone vendoring items and spamming channels with LTS or LTB. Guess I’m a people hater or just simply disbelieve them.
I’m also not a fan of the standard sell system where highest bid wins simply because I don’t actually undergo the patience to sit there and bid in increments and act for a ‘maybe’ sale.
‘Buyout’ features are an improvement. At least then I can be at it decide if it’s worth that amount and pay or not pay immediately.
City of Heroes has an interesting reverse bid system that takes a while to get used to but is actually quite encouraging for people to sell. ‘Course it helps that higher levels have been rolling in dough for years before any semblance of an economy went in.
go to evaluate of it one of the above posters has a point. Maybe if the crafting system doesn’t produce ‘worthless’ mid-tier items that nobody wants then you might not even need the limit.
It really depends on whether crafting is a viable primary play-style (a la Vanguard to some extent) or just supplemental to a hack-and-slasher. If the former great it will alter anyone who dedicates the time to a crafting character invaluable. If not it’s probably economic control. Re: army of clones; unless you put cooldowns on most items or a capacity on how much crafting a person can do in a day you just end up with populate mailing their materials to the one guildie who has that skill.
Such a rule depends on how exactly crafting is done. If crafting and gathering resources is done with “harvester” structures like in SWG and doesn’t require much measure and effort of the player limiting it makes sense. If crafting is an activity which needs time and skill to perform you don’t need artificial limits.
Wow what a horrible stupid stupid idea!Who comes up with this stuff? Did game companies go out and hire a clump of planners from failed communist countries?
Fewer crafters means less demand for raw materials which will convey fewer characters will reach harvesting. Which will mean the price of raw materials will STILL stabilize above the price the finished goods can be sold for and crafted goods ordain probably STILL suck compared to dropped and seek rewards if the game is like most others meaning their determine ordain not go up at all even with fewer crafters because there is simply no demand that bespeak ordain be satisfied by more people selling drops they find.
I don’t buy the “rea life rules” argument since they let you have tons of alts who will go out have undergo other “skills” that are non-crafting (like blowing stuff up!) and those characters.
Forex Groups - Tips on Trading
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