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The trading is rotten...

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avv:

--- Quote from: Solar on August 17, 2010, 01:34:19 pm ---Our problem is that we are free, will always have to be free and controlling alts without being able to charge a fee is next to impossible.
--- End quote ---

Who's talking about fee. Fees and punishments never work as seen with cha1. Just encourage and reward players from playing a single char so that it's more profitable to play single than many alts. This means that if you craft, quest and fight you also fight, craft and quest better. So that the three of these would have a synergy. Or reward players from being in a faction and playing like the factions demands. This is faction mod after all.


--- Quote from: Solar on August 17, 2010, 01:34:19 pm ---Only way to create demand for certain items is to make it harder to get them.
--- End quote ---

This can also lead to stocking. Remember combat armors past few wipes? They were basically treasures for most people and few dared to wear them.

Or it can lead to people completely ignoring the high tier stuff because it takes so long to get and it'd be easier to do many runs with medium stuff than one long prepared run with good stuffs. Unless staying alive was more important than stuff so that players would absolutely want to wear the best gear to protect their lives.



--- Quote from: Solar on August 17, 2010, 01:34:19 pm ---Somethings including:

* Stripping away higher tier stuff from easy encounters (Particularly ammo)
* Moving towards blueprints for higher tier items (Needs the new quest writers for the quests to gain these) - Think Level 2 professions + Blueprint instead of Level 3 professions.
* Specific places in the wasteland to craft items (Think the concept for the MFC machine in Sierra expanded

Perhaps, if it still remains too easy with these things, a limit on how much each workbench can produce in an hour.

One day, after much moaning about how "I can't craft X!" we will create player demand :)
--- End quote ---

Let's see how it turns out.

skejwen:

--- Quote from: avv on August 17, 2010, 01:56:08 pm ---Or it can lead to people completely ignoring the high tier stuff because it takes so long to get and it'd be easier to do many runs with medium stuff than one long prepared run with good stuffs. Unless staying alive was more important than stuff so that players would absolutely want to wear the best gear to protect their lives.

--- End quote ---

That really fit good post-apo setting... all we need is some mechanism that will make players trying not to die, instead of currently "death solves all problems" syndrome ;)

Solar:

--- Quote ---Just encourage and reward players from playing a single char so that it's more profitable to play single than many alts.
--- End quote ---

Then we have the same problem, but all alts combined into one. It doesn't really matter if its alts or one super char, except to the people who limit themselves to one char. For a problem such as this those two things are indentical.


--- Quote ---This can also lead to stocking.
--- End quote ---

Stockpiling could be the case if there were a max per hour imposed. That would be a last resort. Much better to allow things to flow in freely, but only if you can control it.

Rejfyl:
Im just wondering why e-mail registration or registration confirmed by GM is impossible. Because this is my first though when i hear about alting.

avv:

--- Quote from: Solar on August 17, 2010, 02:27:57 pm ---Then we have the same problem, but all alts combined into one. It doesn't really matter if its alts or one super char, except to the people who limit themselves to one char. For a problem such as this those two things are indentical.
--- End quote ---

What I'm talking about here is that an armorer with interests in fighting, questing and crafting abilities makes the best armors but he can't make the best guns. But he can exchange his good suits for good guns. The reason why he makes the best armors is because he has travelled the world and been in many situations while wearing his own armors, thus knowing what kind of suit feels most comfortable and is most handy (quests). He has also been in many fights and knows what the suit can and cannot stop (fighting). And he has also made many suits (crafting).

This would give additional endgame goal for players. Instead of wasting exp, they start gathering profesion exp which they can invest on making stuff or enhancing your char otherwise depending on your profesion. Dying would reduce your exp, you'd get lots of exp from pvp by killing your enemies but you can't farm it by killing low-levels or single dudes many times. You'd get the best exps from your worst enemies who also try to kill you.

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