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Crafting
#30
I think you guys are missing the point.

I understand what Diggles is saying and in the real world he is correct but in an MMO he isn't. You need to create a game that slows down transactions not speed them up.

Let me explain.

If you don't have gold in the game the players will work it out themselves what they will use as currency. It won't neccessarily be a straight barter system where you trade item for item. While it could be at times eventually the players will start using something to try and speed up the transactions. Raw goods, production hours and/or something else.

It is in our nature to make it easier and like Diggles said we always try to find an easier way to play. The point is to let the server decide what that is. That is how you eliminate gold farmers and create a real economy. Let the players and/or the server decide what there currency is.

By letting the players do it that means the currency will evolve and change. That tempers the farmers and most importantly creates PVP.

Gold is bad for PVP. The minute you create money in the game you have already destroyed the ability to pvp over it.

What would you rather have, more raunchy mean pvp or more gold with faster transations? By slowing down the transactions you create more meaningful PVP by creating a reason to maintain or capture resourses. That becomes your currency.


Put it in the hands of the players, they will fix your problem for you and it will help the pvp. Quit trying to solve this problem via the game mechanics. In this case being a burden is actually a good thing.


Vllad
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