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Crafting and a Strong Ecomony


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I could easily make this post long winded, but I'll limit myself to just a few sentences.

 

The easiest way to assure crafting is important and builds a strong economy is to make all gear expendable.

If gear breaks, drops, or can be lost/stolen then people need to buy more of it and this makes crafting worth it.

A lot of current-gen MMO's don't even really need crafters because the best gear drops in combat or raids.

This makes the cost/benefit of crafting pure garbage and a lot of players don't even do it.

 

Maybe make an Archetype(s) geared towards crafting and make them super important.

Maybe they're a tailor, but also make straps, seats, etc for siege weapons.

 

Just throwing ideas around.

 

Let's build on this?

Pro-bad gamer @ twitch.tv/realmufter
     VlyVeOM.png

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I intended no rebuke, just sharing information. Attaching the link is faster than reading it again to pull out the proper quotes.

 

I wasn't really upset either. I just thought it would be a funny thing to say.  :D

Now that I'm awake again I'll be sure to give it a read.

Pro-bad gamer @ twitch.tv/realmufter
     VlyVeOM.png

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My booty is quite sore.

lol... at least you admit it.  Others have responded quite defensively.

> Suddenly, a Nyt appears in the discussion...

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