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jtoddcoleman

01/22/15 - The Crowfall Universe, Economy/crafting & Raph Koster!

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Looking at the caravan, I see a need to actually move good from one place to another.

 

Local banking? I hope so!

Local auction houses? I hope so!

Tax rates set by nobility growing or destroying the local economy? I hope so! 

No fast travel . . . that's a tough one. No fast travel would suck because if you wanna play with your buddies on another continent, you gotta spend 30 minutes to find them. How bout, you have to pay to fast travel based on how much stuff you are carrying. That would make it impractical to fast travel large quantities of resources.

 

I believe that the magic bank in most MMOs that somehow teleports your stuff when you open your bank on another continent damages the economy. I think that being a merchant / trader should be a viable role to play in an MMO. I hope that the amount and types of resources found in each region vary wildly.

 

Example:

 

There are a lot of mountains in the north filled with all types of essential ores, but the trees that grow in the north produce very poor quality wood. A group of northern dudes and gals mine a bunch of ore, turns int into ingots, get their awesome crafter buddies to make weapons and armour. Then they get everybody together to escort the caravan down south and sell all these weps and armour for some serious profit. They get attacked by bandits along the way, but fight them off because they are awesome. They take some of the money and buy a bunch of bows made with the plentiful good quality wood found down south. Now they all have sweet bows and can sell the rest for a lot of money when they take them back up north.

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It's good to see that your back! 

 

Is the game going to be a crafter based economy or is it just more love for crafters or sort of both? 

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Nice, this crafting seems so in depth beyond belief. Also with cross world traveling, I could only imagine the trading and economic role this game could have.

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Very excited about the crafting system.  I hope to learn more about the Thrall system.  If you kill other players will you be able to obtain Thralls? That would be VERY interesting in this regard.

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Wonder if this will work anything like Planetside 2? Tbh with their continents system.... seems quite similar. It was good at launch but as server pops started to dwindle it sucked... so if its just one big server split accross X worlds might be very interesting, although very overcrowded at launch.

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It was pretty awesome in SWG that a style of play evolved for the "resourcer" who was a player who scoured the planets for the best materials and sold them to the crafters who were too busy crafting to find the resources. 

 

I remember doing that all too well.  It was SO frustrating...  but dammit did it feel good when you found a good planet or a good place on your planet to farm up mats.  My buddy and I found places that were good for resources and popped houses up (of course) to lay claim to "our" territory.

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This seems to be a great game. A mixture between Shadowbane and Darkfall. :D

 

But one thing I would have a concern is how to prevent ganking? A solution would be that every player have to belong to a guild. Even newbies are belonging to a newbie guild they have to leave later. And players of the same guild can not attack each other. On the opposite ganking of a player of a different guild can cause a guild war! :) A further issue we had on a shadowbane server was one guild growing such dominant that nobody else was able to fight against them. Therefore it would be good to limit the size of guilds.

 

The crafting is great and it was the thing which attracted me to this game. There is no obsolete ore and there are no need of insane amounts of them for just one equipment piece!

 

Is this Gunthar from Ultima Online Lake superior?  Who played with Pika??

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Crafting would be the only reason I would play this mmo. I don't like pvp but if crafting is a meaningful, required, integral, blah blah blah part of this game then I am in.  Crafting is usually the main reason I play an MMO and usually the same reason I quit playing an MMO.  So good luck with the game.  I am looking forward to hearing more.  Cheers.

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That's a really cool idea, Sarin.  The implications are a bit strange (because the tree would have to be MASSIVE, so that the game isn't ruined by natural turnover causing all the good recipes to be "locked" and unusable) but it's cool.  I can think of a few solutions to that off the top of my head, though, like treating it like a patent, the lock only lasts for a limited time, or you could "share" the recipe with other players.  We had a system like that on Chaos MUD, called "arcane lore."  if you found a rare spell, you could teach it to other players.  some of the spells were incredibly closely guarded, because once you shared it with someone else, you couldn't control who THEY shared it with.

 

Fertile ground for design exploration !

 

Todd

ACE

 

General recipes will be obtained "via Discipline Runestones and other gameplay mechanics", but "Crowfall's recipes are fluid; because the ingredients are not as strict, which leads to a higher degree of system exploration." (FAQ, Economics, #10 & 11) Thus, the very specific recipes will be found through experimentation, and it could be interesting to grant exclusive use of such specific recipes to the first discoverers, with a limitation of some sort, such as expiration of the "patent".

 

Since the crafting system allows for experimentation and discovery, this requires mechanisms not only for locking a recipe as a "patent", but also for for notifying subsequent independent discoverers of the recipe that their attempt did not fail but rather that it's "patented". The notification might include the time remaining on the "patent". 

 

 

The mechanism for locking a recipe might be automatic for the first craftsman to discover the recipe, or there could exist a more formal, involved, or expensive patenting process. The latter offers the opportunity for a game within the game, but it's liable to inject a bureaucratic flavor. Its desirability would need to be evaluated, given the vision of the world and the flavor intended for player characters - in this case craftsmen for whom bureaucracy might be more fitting than for adventuring types, but it doesn't mean the game should impose a process as soul-sapping as real life bureaucracy.

 

Ability to share a recipe seems of utmost importance if "patents" will exist. To possess an exclusive recipe and wanting to share it while being unable because of game limits would frustrate me for lack of a rationale in the internal logic of the world. Sharing (i.e. teaching) of an exclusive recipe could be programmed as a function. If so, it could be made to offer the "patent" holder options in how to share the recipe: a divulging of the recipe only to the one with whom he has shared it directly, sort of a binding non-disclosure agreement; or an unrestricted sharing that could be passed on; sharing subject to payment; or relinquishment of the "patent".

 

If I acquired an exclusive crafting recipe and subsequently had a real life issue that I knew would put me out of the game for a while, I might want to be able to relinquish it. Or I might wish there was a way I could share it with an associate who could then effectively hold the "patent", because with me absent he'd be the only one with ability to use or to share it. Or perhaps a way I could share it and passively profit from it, i.e. royalties. That last seems a stretch to me, but I don't know yet if that level of bureaucracy and legalism makes sense to the game world.

 

 

Note, I avoided using the word "voluntarily" with respect to sharing a recipe because extorting a recipe seems a worthwhile interaction. "Give us the secret formula, professor, and you walk away unharmed. Refuse, and ..."

Edited by Rumbler

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I am really looking forward to experiencing something quite unique sounding than the usual MMO. In my eyes it even sounds a bit like the anime "Log Horizon" in some aspects which also has me just constantly thinking of this game now.


~ Leaving a trail of ashes and broken hopes ~

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I am really looking forward to experiencing something quite unique sounding than the usual MMO. In my eyes it even sounds a bit like the anime "Log Horizon" in some aspects which also has me just constantly thinking of this game now.

You planning on playing the trap archetype? :3 lol

Edited by cuddlesthepanda

HECIfKy.jpg

 

Sugoi - Student Council President

 

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