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Face of Mankind : Interview with Marko Dieckmann

Posted Oct 17, 2006 by Dana Massey

The Managing Director of Duplex Systems drops in to answer questions from Staff Writer Garrett Fuller about his sci-fi MMP that launched in March '06.

MMORPG.com: Player crafting is always very important for MMO players. How has crafting grown in the game and what areas can players expect improvement?

Marko Dieckmann: The economic cycle has always been one of the most innovative features in Face of Mankind. Everything in the game has to be produced by the players. This creates very dynamic markets and gives a lot of power to the players. We only control the basic prices for raw materials along with basic mining and production costs. The rest is controlled by the Dominion citizens. Each faction can define tax rates on the colonies they own. The economic cycle is closed, which means all money that is spent will go somewhere else and won't be lost.

A few months ago we introduced the new real-time mining and production system and we've balanced it a lot since then. The only thing we still need to introduce to complete a believable economic cycle is item decay. Item decay means that items that cannot be destroyed, used or emptied (such as weapons, implants, clothes etc.) will age and at one point become unusable. This feature is on our to-do-list.

The full interview is here.

 
 
 
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