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deviliscious 5/29/08 12:33:38 PM
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Elite Member
Joined: 11/09/07 |
Why do you guys have to make everything in a game so complicated? Is simple just like so insanely appaling that it is beyond consideration? 1. make every item in game player made and tradable except max stat reward items. 2. set a price on every item in game by difficulty and time it takes to obtain the item. 3. make every item in game useful to any player no matter how high level they get. 4. make a market where players sell their items to the market and get their money immediately, other players can then buy same items from market at the same price it was sold for. 5. players make money doing everything in game so no matter what activity they choose to do win or lose it is rewarding and fun. 6. game site itself sell in game money, not items instead of an item shop therefore warding off real world traders and increasing total amount received per month for the game. Allowing them to actually have a lower monthly sub for all members because even if you set a game at $10 a month for all content, and sell gold for $5 per million, you can still make $20 in gold + $10 membership fee from customers a month. problems solved. is it really that hard? ps. items can still be traded directly to other players, so they can still give away free stuff and gifts to their friends. |
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Mehjrian 5/29/08 12:53:39 PM
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Apprentice Member
Joined: 7/20/05 |
Originally posted by devilisciousHmm .. I don't think I agree with these. Let me explain 1. Agreed to items being player made, but there also has to be other loot as well. People love loot, and usually from quest rewards, or drops. Max Stat reward items, as in "raid" items? I think I would like something that has a player driven economy, and the extra loot from mobs, bosses, etc. could be upgraded by a crafter. It seems this could promote different items, even if they are the same type. 2. Is this going for the max stat rewards you wanted? Players usually price their items on materials it takes to make, and time to gather. It sounds like you are saying EVERY item in game though. So now it becomes a NON player driven economy, because the "game" sets the prices? I don't like that. Maybe I misunderstood. 3. I ALMOST agree with this. Every item in game should be useful, but not to every person. Of course this is a generalization, so it's very hard to comment on this one. 4. Hmm ... I like player driven economies, much like in a SWG sense where you could setup your own vendor in your house to sell your items. If you just sell to a "game market", then you aren't really promoting the RPG in MMORPG. I have made a bunch of friends in different games just talking to crafters about their trade. It is fun to do that. But I guess this system could possibly work. 5. Usually in any game players make money by everything they do. A player can also make their own fun, and shouldn't really be paid for it. Although, crafters have fun I think, and they make a lot of money. So yes, I agree. 6. Hmm I really don't like this one. What if you have someone playing for entertainment purposes, but really can't afford the extra money each month? Now you are giving an unfair advantage to people who have money, and don't mind spending the extra money. You are also talking about people possibly spending hundreds of dollars a month just to be the best? All in all some good ideas. Of course these answers are my opinion, and don't claim to know it all. Maybe if you re-tailored some of your options, it could be a viable solution. |
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CactusmanX 5/29/08 12:57:12 PM
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Elite Member
Joined: 5/05/04
Don''t mock me my friend. It''s a condition of mental divergence. |
1. I like the idea of allowing players to make all items, but why even have max stat reward items, their mere presence contridicts #3 2. Why limit prices of players goods? it destroys the incentive to make and sell things as there is no way to have any advantage in the market, it takes away the competitiveness from players, if all silver swords were 50g then why does it matter who I buy it from. 3. That is a good idea to make it where items do not just become obsolete 4. This makes no sense as players would then be rewarded for merely making things, not making things people want to buy. This takes the strategy and planning out of business, as long as you make things you will be rewarded, not to mention this opens up the ability to farm money , while flooding the market with junk. 5. Fun maybe but rewarding not really, if I agreed to protect the farm from goblins but I failed I shouldn't get anything, have to try again. 6. Then all the people that have lots of real world money to blow would have tons of in game money, this is bad because one I think it is unfair to gain money in game for not actually playing the game, but with the price limit you have a few players that can afford anything they want while the other players cannot adjust their prices hence the rich get richer while the poor stay poor. |
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deviliscious 5/29/08 1:18:56 PM
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Elite Member
Joined: 11/09/07 |
Originally posted by Mehjrian
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deviliscious 5/29/08 1:32:01 PM
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Elite Member
Joined: 11/09/07 |
Originally posted by CactusmanX
If the game itself does not sell in game cash, you get a ton of bots and rw traders in your game or you have to ruin gameplay to get rid of them. Why let all the other guys make the money instead of the developers? Why ruin a game by binding all your items? The game itself selling cash is the lesser of all the evils. People are buying items and cash regardless if the game sells them or not, it happens anyways, so it would be better for the game to do it than let all the bots take over you game. Also since you make money doing basically everything in the game, the only way you would stay poor is if you just stand there and do nothin. lol |
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CactusmanX 5/29/08 2:16:16 PM
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Elite Member
Joined: 5/05/04
Don''t mock me my friend. It''s a condition of mental divergence. |
Originally posted by deviliscious | |