of course if devs wanted something less timezone sensitive, more super-convenient they could just add village-based auction boards
doesnt really have the same charm to it, though
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Jackard
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Potjeh
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Re: How can we encourage more trading?
I'd rather see stands improved with some anti-theft measures. Maybe require a roll of int*stealth vs the shop owners' per*exp to actually steal something, so people have to risk their mains.
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SevenBlade
- Posts: 49
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Re: Economy?
I don't like the idea of allowing one group to craft weapons and the other to not.BlaineCraner wrote:You know, this got me thinking of ways to improve the ingame economy.
Maybe something like this:
Maybe item creation in some point in the game should be based on the characters belief system? Like a village in which the dominating belief is “peaceful” couldn't make weapons, and a more “martial” village couldn’t make any normal tools and items or maybe even food? The first group would have to sell their crops for weapons or protection and the second would have to sell some of the weapons they make… or just raid and pillage.![]()
The same could be made with the rest. A more Industrial could be better in making items containing mechanical parts and a more “natural” would have plants with the highest quality or or maybe even the ability to grow “magical” plants? Like mandrake or something?
This would force a village to choose a “specialty” and trade with other villages if they want different/better equipment.
Since you wouldn't NEED to trade, you'd just slaughter other players who can't defend themselves.
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krawco
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Re: How can we encourage more trading?
I like character specialization. It's just more realistic, encourages trading and creating big societies. IMO it's ridiculus that I can become pro hunter by farming LPs with cooking and farming. This is just my likes and dislikes. Everybody has right to like whatever they want.
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Jackard
- Posts: 8849
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Re: How can we encourage more trading?
hmm could there be some common element linking people that request thiskrawco wrote:I like character specialization. It's just more realistic, encourages trading and creating big societies. IMO it's ridiculus that I can become pro hunter by farming LPs with cooking and farming. This is just my likes and dislikes. Everybody has right to like whatever they want.
ah yeskrawco wrote:Joined: Mon Oct 18, 2010
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SpidersEverywhere
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Re: How can we encourage more trading?
The fact that you can take LP gained form one task and apply it in a completely different area is really a different topic from specialization. I could see the redesigned learning system making it so say you have to actually hunt to get to be a better hunter, but that's a whole other discussion with its own pros and cons.krawco wrote:I like character specialization. It's just more realistic, encourages trading and creating big societies. IMO it's ridiculus that I can become pro hunter by farming LPs with cooking and farming. This is just my likes and dislikes. Everybody has right to like whatever they want.
skreee
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Monkeytofu
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Re: How can we encourage more trading?
Yeah his opinion is totally invalid because he's played less then you.Jackard wrote:hmm could there be some common element linking people that request thiskrawco wrote:I like character specialization. It's just more realistic, encourages trading and creating big societies. IMO it's ridiculus that I can become pro hunter by farming LPs with cooking and farming. This is just my likes and dislikes. Everybody has right to like whatever they want.
ah yeskrawco wrote:Joined: Mon Oct 18, 2010
I know you don't believe this and are just trying to devalue what he said because I don't think anyone actually believes that newer players ideas are bad because they're new.
This is a good idea, but I don't think anyone should be prevented from stealing. Maybe leave stronger/ longer lasting scents if you lose or give a debuff? I think theft right now is great how it is but I can see your idea going somewhere.Potjeh wrote:I'd rather see stands improved with some anti-theft measures. Maybe require a roll of int*stealth vs the shop owners' per*exp to actually steal something, so people have to risk their mains.
Isn't Constantinople basically that? Violence shouldn't be forced to stop in certain areas, stops the realism of the game.stonedrydar wrote: btw no replies to my idea on the demilitarized marketplace? like right now i have stuff like pearls i want to trade, but i dont want to risk putting it in a barter stand.
[13:09:52] <shadowchris> u seduce to name calling?
Flame wrote: Do you want show me another proof of you're QI with another nonsense post or you'll choose to stay silent if you don't have nothing of value to say?
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Jackard
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Re: How can we encourage more trading?
of course not. just pointing out a trend, people that suggest this specific thing tend to not be very experienced with the gameMonkeytofu wrote:Yeah his opinion is totally invalid because he's played less then you. I know you don't believe this and are just trying to devalue what he said because I don't think anyone actually believes that newer players ideas are bad because they're new.
ps. what is your opinion on having to churn out countless goods that you never intend to use, just to raise a crafting skill to an acceptable level
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DatOneGuy
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Re: How can we encourage more trading?
You weren't asking me but I find it as useless. The baker that is a master at his craft is not always the one who churns out the most, it is the one who pays the most detail to his work.
While I definitely understand why people would be 100% against it I've always been for some sort of 'minigame' (as one would call it) when crafting. Something easy to learn, hard to master would be best.
As I said it's something I fully understand people wouldn't like, and I expect to be flamed for even mentioning it, but it's something I'd find interesting.
By a minigame I don't mean "Bop weasel on head" -> "Receive shoe", I mean actually take time to craft the shoe, not Cooking Mama bullshit style with a bunch of premade stuff, but also not "Derp where's the button go". Just taking the time to make it look nice.
While I definitely understand why people would be 100% against it I've always been for some sort of 'minigame' (as one would call it) when crafting. Something easy to learn, hard to master would be best.
As I said it's something I fully understand people wouldn't like, and I expect to be flamed for even mentioning it, but it's something I'd find interesting.
By a minigame I don't mean "Bop weasel on head" -> "Receive shoe", I mean actually take time to craft the shoe, not Cooking Mama bullshit style with a bunch of premade stuff, but also not "Derp where's the button go". Just taking the time to make it look nice.
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Monkeytofu
- Posts: 372
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- Location: Texas
Re: How can we encourage more trading?
So like puzzle pirates (which is an awesome game)?DatOneGuy wrote:You weren't asking me but I find it as useless. The baker that is a master at his craft is not always the one who churns out the most, it is the one who pays the most detail to his work.
While I definitely understand why people would be 100% against it I've always been for some sort of 'minigame' (as one would call it) when crafting. Something easy to learn, hard to master would be best.
As I said it's something I fully understand people wouldn't like, and I expect to be flamed for even mentioning it, but it's something I'd find interesting.
By a minigame I don't mean "Bop weasel on head" -> "Receive shoe", I mean actually take time to craft the shoe, not Cooking Mama bullshit style with a bunch of premade stuff, but also not "Derp where's the button go". Just taking the time to make it look nice.
I don't have an issue with it as long as that person is able to trade the objects he's making.Jackard wrote:of course not. just pointing out a trend, people that suggest this specific thing tend to not be very experienced with the gameMonkeytofu wrote:Yeah his opinion is totally invalid because he's played less then you. I know you don't believe this and are just trying to devalue what he said because I don't think anyone actually believes that newer players ideas are bad because they're new.
ps. what is your opinion on having to churn out countless goods that you never intend to use, just to raise a crafting skill to an acceptable level
Again: I'm not saying I want people craft one singular item (more items of course will/should be introduced) but that they shouldn't be able to be equally as awesome as someone who's main focus is.
[13:09:52] <shadowchris> u seduce to name calling?
Flame wrote: Do you want show me another proof of you're QI with another nonsense post or you'll choose to stay silent if you don't have nothing of value to say?