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The Pub at MMORPG.COM  » The number 1 rule of sandboxes..(lookin' at you Smed)

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120 posts found
  PittyH

Novice Member

Joined: 8/21/04
Posts: 118

 
OP  10/20/12 8:31:02 PM#1

 

 

The number 1 rule of sandboxes is... "Items must be able to be destroyed".

Every single item must either degrade on use, or be completely destroyed from either A NPC or a Player / Environment.

This in turn creates an ecconomy, and prevents market inflation.

It creates player jobs/crafting/trading etc etc.

 

 

I think the number 2 rule should be "Every item in the game can also be crafted"

 

Just like eve online

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  anemo

Novice Member

Joined: 12/24/10
Posts: 699

10/20/12 8:32:50 PM#2
Cheers for crafting

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  Venger

Apprentice Member

Joined: 8/03/04
Posts: 1322

Help Fight Global Warming
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10/21/12 12:05:21 AM#3
Maybe not 1 and 2 but very high on the list.
  DSWBeef

Apprentice Member

Joined: 8/11/09
Posts: 773

10/21/12 12:50:52 AM#4
Number 2 is number 1 for me. While your number 1 is low on my list of a good sandbox.

Playing: Archeage Alpha, World of Warcraft, and Diablo 3
Waiting on: Archeage, Everquest Next and The Black Desert

  ignore_me

Apprentice Member

Joined: 7/04/11
Posts: 2034

10/21/12 12:55:16 AM#5

Rule #3:   Items* should have 3d representations that can be placed in your house. 

 

*including junk loot, crafting materials/components.

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  busdriver

Novice Member

Joined: 5/17/06
Posts: 923

10/21/12 1:07:42 AM#6

I expect to be in the minority with this, but I think it is something that greatly improves gameworld economy:

Only 1 toon/account.

This allows dedicated crafters to have a important role in the game. If "everyone" has a crafter alt, it kills the market, inflation starts its ugly work from day 1 and soon lower level equipment has next to no value at all.

  skamper

Novice Member

Joined: 7/27/05
Posts: 253

10/21/12 1:36:10 AM#7
Originally posted by busdriver

I expect to be in the minority with this, but I think it is something that greatly improves gameworld economy:

Only 1 toon/account.

This allows dedicated crafters to have a important role in the game. If "everyone" has a crafter alt, it kills the market, inflation starts its ugly work from day 1 and soon lower level equipment has next to no value at all.

I agree with this, except 1 character per server. If the game has 10 servers you could play a mage on ABDC and a craft on XYZ. But ya one character.

Plus it removes meta-gaming and focuses more on the RP of the character / player. Choices will have consequence, etc. Can't log on your alt to pwn some noob, when they take your crafting node. Whatever. You get it.

  Acebets70

Advanced Member

Joined: 2/08/11
Posts: 207

10/21/12 1:39:20 AM#8

I support Proposition #1 

Vote yes!!!!

  Bossalinie

Apprentice Member

Joined: 8/29/07
Posts: 624

10/21/12 1:49:21 AM#9
Originally posted by DSWBeef
Number 2 is number 1 for me. While your number 1 is low on my list of a good sandbox.

2 won't last long without 1. Without 1, you'll run out of things to craft with purpose.

  Thorqemada

Hard Core Member

Joined: 8/30/04
Posts: 1205

10/21/12 1:56:34 AM#10

Its one of the fundamentals of a successfull economy - so yes.

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  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4655

The only luck I had today was to have you as my opponent.

10/21/12 2:09:56 AM#11

I'm curious how do those who want only one of the two rules see a sandbox economy stable. maybe they have some ideas we don't. I'm interested.

 

the way I see it is everyone makes either as much money as they lose (obviously, cant go negative in most mmo's. the game won't allow it. ) or they make more than they spend. (ideal, everyone wants to be in this group).

 

problem is...inflation. if an mmo lives long, it becomes a big barrier for newcommers. wealth goes up, prices go up. especially in a sandbox where economy is player-driven and unregulated.

 

So...typically when I think of this problem I see the solution as a matter of "stuff going in vs stuff going out" balance. Well if stuff isn't going out but just shifting from player to player and stuff is constantly getting in...you end up with new players needing to work harder and harder, and old players not at all - since they benefit from the lower players.

 

I think stuff going out is critical to keep the demand of stuff going in high. I'm not a pvp'er. I'm a crafter and pve'er. I need pvp'ers to break their toys, that way I can sell them more toys. in my fantasy, I'm the arms dealer.

  Phlacc

Novice Member

Joined: 5/25/04
Posts: 38

10/21/12 2:22:15 AM#12
Originally posted by busdriver

I expect to be in the minority with this, but I think it is something that greatly improves gameworld economy:

Only 1 toon/account.

This allows dedicated crafters to have a important role in the game. If "everyone" has a crafter alt, it kills the market, inflation starts its ugly work from day 1 and soon lower level equipment has next to no value at all.

 

I would agree. This is exactly what would help. Although, I'm sure most gamers would be in an uproar about it because they are so used to multiple characters, but I still think this would be an excellent way to do it.

  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4655

The only luck I had today was to have you as my opponent.

10/21/12 2:24:34 AM#13

alternatively...1 char/acc reduces a very fun part of meta-gaming : SPYING.

 

  gobla

Advanced Member

Joined: 3/30/07
Posts: 1417

C'est la vie.

10/21/12 3:26:00 AM#14

Very true. Both of these really form the core of a sandbox's economy, which is a vital part of it.

Whilst less important I'd add an additional rule that every material must be usefull.

Standard MMO crafting progression starting with bronze, which is soon replaced by iron and others, eventually repliced by arcanium / unobtanium / magical super metal #36 doesn't really work for a sandbox as it will turn 90% of items and crafting recipes effectively useless.

This in turn will, once the game reaches maturity, leave you with an overpriced and barren newbie item market and leave all areas that don't possess the best crafting materials empty and devoid of any player industry.

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  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 6028

10/21/12 3:32:19 AM#15
Originally posted by PittyH

 

 

The number 1 rule of sandboxes is... "Items must be able to be destroyed".

Every single item must either degrade on use, or be completely destroyed from either A NPC or a Player / Environment.

This in turn creates an ecconomy, and prevents market inflation.

It creates player jobs/crafting/trading etc etc.

 

 

I think the number 2 rule should be "Every item in the game can also be crafted"

 

Just like eve online

How is that number 1 rule? Number 1 rule to sandbox should be the Sand, aka changeable world. None of that fixed static crap,

  robthemaniac

Novice Member

Joined: 10/21/06
Posts: 57

10/21/12 3:43:33 AM#16

I agree with 1 and 2.

On the 1 char per account, I'm not so sure. If people want a crafting alt, let them have it. What would happen if you didn't? People would just create a second account and host their crafting alt on that. The problem then, is that significantly less people would be able or willing to financially support that, so it creates a game where the few are able to enjoy a luxury that is not an option/realistic opportunity to many of their subscribers.

 

 

  Robokapp

Hard Core Member

Joined: 11/15/09
Posts: 4655

The only luck I had today was to have you as my opponent.

10/21/12 3:43:56 AM#17

Gobla has a very strong and usually underrated point.

 

the fact that i was mining tritanium in eve 3 years ago, and the fact that i was mining tritanium last night means the ore's value ddoesn't depreciate as playerbase advances. on the contrary, the demand grows.

 

maybe themeparks are all about creating a new supply of new stuff, and sandboxes are all about creating new demand of existing stuff?

 

would that be an accurate statement? forever redistributing the sand rather than creating new, better sand every few months?

  Zushakon

Novice Member

Joined: 12/09/08
Posts: 120

10/21/12 4:09:48 AM#18
Originally posted by Robokapp

alternatively...1 char/acc reduces a very fun part of meta-gaming : SPYING.

 

No, it just makes it so that spying is actually a challenge and a real commitment!

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  Quirhid

Elite Member

Joined: 1/28/05
Posts: 5540

Correcting wrongs on the Internet...

10/21/12 4:23:35 AM#19
Ehm... not really. Not even a requirement.

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  Quirhid

Elite Member

Joined: 1/28/05
Posts: 5540

Correcting wrongs on the Internet...

10/21/12 4:26:22 AM#20
Originally posted by gobla

Very true. Both of these really form the core of a sandbox's economy, which is a vital part of it.

Whilst less important I'd add an additional rule that every material must be usefull.

Standard MMO crafting progression starting with bronze, which is soon replaced by iron and others, eventually repliced by arcanium / unobtanium / magical super metal #36 doesn't really work for a sandbox as it will turn 90% of items and crafting recipes effectively useless.

This in turn will, once the game reaches maturity, leave you with an overpriced and barren newbie item market and leave all areas that don't possess the best crafting materials empty and devoid of any player industry.

Sure. But lets be honest, not every material can be made useful. There will be materials which are less useful or outright useless. Its a balance thing.

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

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