Machenoid wrote:1. Just completely nullifies every resource that's below a certain quality after a certain point of map development, at least as far as serious business goes, and when the infinite map is done, players will spend enormous amounts of time looking for ever increasing quality sources. They'd setup shop next to a resource, scout nearby, and then decide "welp, we just found something that has double the quality over all this crap we have here, time to move" Which i suppose #4 would help remove abandoned places and #3 to limit the rate of movement of smaller groups.
2. A feature of seemingly every mmo ever (ultra original! never before seen! sarcastic statement number three!) newbies make VENDOR TRASH, poop socker crafter primary players charge an arm and a leg for their phatlewtz, and all non-poop socking crafters are religated to perminate alt status as it sucks up too much experience leveling crafting skills that could've been spent on combat/survival/MORE INTERESTING skills.
jorb wrote:The main limiter on quality will in many cases be highly localized natural resources. The effect I'm hoping for is more in the vein of locality based production,
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