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Re: Best Crafting System?
Well, I may sidetrack this conversation a bit, but since I don't want to start a new thread and I can tackle it in a crafting thread I will. I was thinking about an in-game economy and how it is effected by players trying to sell at insane prices things that do not need to be sold like that. It was then I thought about what happened in the real world when we came across that trend. Well, a government begins regulating trade in some function when prices get absurd. Why not bring that type of system to an in-game economy? I don't mean create a static form of trade, but one where the crafter is supplemented for his work and not berated because his price is too high. Therefore, I propose a few ideas.
Trade League of an MMO world: A system that acts as a median between the crafter and the consumer. Consumers can visit Trade League representatives and put in orders for items to be crafted. That item becomes a ticket. Crafters visit the representatives and pick the ticket up. When they return the ticket and item they are payed a sum of whatever the player offered and the player gets the item they asked for. The league takes a small fee for providing the crafter with work. When a ticket is taken it is put onto a timer varying from 1 hour to 48 hours in game time. When that time is up the ticket disappears from the crafters inventory and is put back into the large pile of tickets. This way crafters can't horde expensive tickets and the consumer gets there item fast if the ticket is picked up. Only a certain number of tickets can be held by a crafter at a time unless changed by an idea I will explain soon enough.
Trade League Shop: A form of an auction house with set prices on regular items that can be crafted. The crafter sells items to the store and the store pays the crafter up front a base fee for that item. The item is then placed in the shop where players can purchase the crafted item. These items would be relatively common and not rare crafted. Trash items sold here are then placed in an auction house like system where players can bid on items. The money then goes to the Trade League.
Joining the Trade League and Trade Guilds: This idea supports crafters working in the Trade system of selling items. By joining the Trade League and further a Trade Guild you are allowed to get bonuses on items of a certain craft. For example you join the Trade League Guild of Alchemy. All Alchemy related items you sell to the League Shop will pay you more and tickets you pick up in the League will not give the league as much of the players fee when completed.
If we want more in depth crafting we need to commit to making crafting a part of the economy and a part of the in-game world. I mean really, who visits the merchants in cities to buy items as in weapons and armor? No one thats who. When we can buy items from crafters in the Trade League it will help to supply our economy with money and not just sell things to merchants that no one ever sees to care about. If we make items of more value in game like this then we will see the economy of games change. Anyone like the idea(s) I proposed above? Yes this is sidetracking, but this is about crafting.
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