Just an observation, there is higher tier of iron, selentine, leenspar, thyril, veilron iron ore. The usual iron ore just gets you regualt weapon/armor and the higher tier gets you the better items like you demand. it is just Clans have control over thse nodes and it doesnt pop in the wilderness to gather (there is a possibility to get em by hunting mobs tho).
More complexity yes. But clans should still keep control over those new nodes through control over citys (or at least temporaly control in villages) and i dont like you idea of items disapear after death. It takes reward from ganker IMO.
-----MY-TERMS-OF-USE-------------------------------------------------- $OE - eternal enemy of online gaming -We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
I like the destroyed part upon death, but I think it should make items unequipable, and players should still be able to melt it down for a small portion of the materials used to create it.
I don't really like the way you have your resource nodes layed out. I do agree with creating localized nodes that have a higher chance of producing rare materials, but it would be nice to also see random rare nodes become a reward for explorers. It could easily be tied to the " state " of the node. The state could easily depend on respawn frequency, location, etc.
I like the destroyed part upon death, but I think it should make items unequipable, and players should still be able to melt it down for a small portion of the materials used to create it.
This would destroy the marked for harvesters, but then again it would promote more pvp. It would make it easier to replace lost gear and thus create more pvp. The hard part (and one of the three grinds in Darkfall) is to replace lost gear fast enough. Crap drops from mobs would also be usefull and not just the 1-3 gp at a vendor .
If you wonder, the other two grinds in DF are traveling and leveling.
I like the destroyed part upon death, but I think it should make items unequipable, and players should still be able to melt it down for a small portion of the materials used to create it.
This would destroy the marked for harvesters, but then again it would promote more pvp. It would make it easier to replace lost gear and thus create more pvp. The hard part (and one of the three grinds in Darkfall) is to replace lost gear fast enough. Crap drops from mobs would also be usefull and not just the 1-3 gp at a vendor .
If you wonder, the other two grinds in DF are traveling and leveling.
Are you on crack? I don't even want to know how hard it would be to replace gear if upon death the equipment a person was wearing was totally destroyed. However, the idea behind was not to " screw over " harvesters, but to keep the reward for players that pursue a 100% pk game play.
Although any change is superficial unless mobs start dropping materials to create armors/weapons, and not the finished product themselves.
Remove the ability for sithra weapons to be created by a singel person
Remove the ability to have more than 1-2 masteries
Add in more sitra type weapons
Add in local banking to some degree
Add player vendors
Add guild vendors in racial capital cities (attached to RvR reward system perhaps)
Add in more rare materials
Add in herbalism created items for alchemy's use
Add in Talior mastery
Rebalance gear
= fixed economy to an extent. The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed.
I think just player vendors alone will go a long way. It's not like there's no trade out there, I know I've bought from strangers.
I don't like limiting players to professions, I don't like forcing two players to craft together, but I wouldn't be against using the results of one craft to start adding in another, like transmuting does.
Remove the ability for sithra weapons to be created by a singel person Remove the ability to have more than 1-2 masteries Add in more sitra type weapons Add in local banking to some degree Add player vendors Add guild vendors in racial capital cities (attached to RvR reward system perhaps) Add in more rare materials Add in herbalism created items for alchemy's use Add in Talior mastery Rebalance gear = fixed economy to an extent. The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed.
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
Remove the ability for sithra weapons to be created by a singel person Remove the ability to have more than 1-2 masteries Add in more sitra type weapons Add in local banking to some degree Add player vendors Add guild vendors in racial capital cities (attached to RvR reward system perhaps) Add in more rare materials Add in herbalism created items for alchemy's use Add in Talior mastery Rebalance gear = fixed economy to an extent. The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed.
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
Even if you take away the ability to everything all clans/alliances will be self sufficent becuase the majority of the player base came into the game with a military power mindset. You can't fix the issue until you require gear to be created by componets that were created by different people. Even then, the economy will still be largely closed, but it will be a lot better.
Remove the ability for sithra weapons to be created by a singel person Remove the ability to have more than 1-2 masteries Add in more sitra type weapons Add in local banking to some degree Add player vendors Add guild vendors in racial capital cities (attached to RvR reward system perhaps) Add in more rare materials Add in herbalism created items for alchemy's use Add in Talior mastery Rebalance gear = fixed economy to an extent. The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed.
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
Even if you take away the ability to everything all clans/alliances will be self sufficent becuase the majority of the player base came into the game with a military power mindset. You can't fix the issue until you require gear to be created by componets that were created by different people. Even then, the economy will still be largely closed, but it will be a lot better.
I take it you mean PeeVeePee mindset when you say military power? I ask because my first thought was, "What the heck does not using afterburners have to do with anything?"
I guess I am not following you on this part. Probably lack of sleep.
Ok, in your scenario regarding components. How does that help anything? Each and every player can still do it themselves.
Maybe I am just being stubborn. But when I see Aventurine announce the Caravans and Player Vendor additions, I ask myself why are they working on these things? The Role Players are few and far between in Darkfall, and that is the only case that I can see caravans being used with the current system.
Player vendors? People will use them as storage. Nothing more.
Oh well. Maybe Aventurine can figure out a way to fix the economy, along with a myriad of other things.
Comments
Just an observation, there is higher tier of iron, selentine, leenspar, thyril, veilron iron ore. The usual iron ore just gets you regualt weapon/armor and the higher tier gets you the better items like you demand. it is just Clans have control over thse nodes and it doesnt pop in the wilderness to gather (there is a possibility to get em by hunting mobs tho).
More complexity yes. But clans should still keep control over those new nodes through control over citys (or at least temporaly control in villages) and i dont like you idea of items disapear after death. It takes reward from ganker IMO.
-----MY-TERMS-OF-USE--------------------------------------------------
$OE - eternal enemy of online gaming
-We finally WON !!!! 2011 $OE accepted that they have been fired 2005 by the playerbase and closed down ridiculous NGE !!
"There was suppression of speech and all kinds of things between disturbing and fascistic." Raph Koster (parted $OE)
I like the destroyed part upon death, but I think it should make items unequipable, and players should still be able to melt it down for a small portion of the materials used to create it.
I don't really like the way you have your resource nodes layed out. I do agree with creating localized nodes that have a higher chance of producing rare materials, but it would be nice to also see random rare nodes become a reward for explorers. It could easily be tied to the " state " of the node. The state could easily depend on respawn frequency, location, etc.
poor - no chance for rares
normal - extremely small chance for rares
good - small chance for rares
excellent - good chance for rares
The idea is to move away from the rare, or no rare, system.
This would destroy the marked for harvesters, but then again it would promote more pvp. It would make it easier to replace lost gear and thus create more pvp. The hard part (and one of the three grinds in Darkfall) is to replace lost gear fast enough. Crap drops from mobs would also be usefull and not just the 1-3 gp at a vendor .
If you wonder, the other two grinds in DF are traveling and leveling.
If it was a localized economy, traveling would be part of the gameplay, not part of the grind.
Leveling? Yes, complete grind.
This would destroy the marked for harvesters, but then again it would promote more pvp. It would make it easier to replace lost gear and thus create more pvp. The hard part (and one of the three grinds in Darkfall) is to replace lost gear fast enough. Crap drops from mobs would also be usefull and not just the 1-3 gp at a vendor .
If you wonder, the other two grinds in DF are traveling and leveling.
Are you on crack? I don't even want to know how hard it would be to replace gear if upon death the equipment a person was wearing was totally destroyed. However, the idea behind was not to " screw over " harvesters, but to keep the reward for players that pursue a 100% pk game play.
Although any change is superficial unless mobs start dropping materials to create armors/weapons, and not the finished product themselves.
Remove the ability for sithra weapons to be created by a singel person
Remove the ability to have more than 1-2 masteries
Add in more sitra type weapons
Add in local banking to some degree
Add player vendors
Add guild vendors in racial capital cities (attached to RvR reward system perhaps)
Add in more rare materials
Add in herbalism created items for alchemy's use
Add in Talior mastery
Rebalance gear
= fixed economy to an extent. The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
I think just player vendors alone will go a long way. It's not like there's no trade out there, I know I've bought from strangers.
I don't like limiting players to professions, I don't like forcing two players to craft together, but I wouldn't be against using the results of one craft to start adding in another, like transmuting does.
Asdar
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
DarkFall FAQ - Read then Question with Boldness
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
Even if you take away the ability to everything all clans/alliances will be self sufficent becuase the majority of the player base came into the game with a military power mindset. You can't fix the issue until you require gear to be created by componets that were created by different people. Even then, the economy will still be largely closed, but it will be a lot better.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
"The economy will never be truly fixed because all guild/alliances are self sustaining which means the market is largely closed."
I agree.
The thing is, there isn't really a fix for this. This is what you get when everyone can do everything. I'm not really interested in discussing this point, but until Aventurine somehow addresses this issue, the economy in Darkfall cannot be fixed.
Even if you take away the ability to everything all clans/alliances will be self sufficent becuase the majority of the player base came into the game with a military power mindset. You can't fix the issue until you require gear to be created by componets that were created by different people. Even then, the economy will still be largely closed, but it will be a lot better.
I take it you mean PeeVeePee mindset when you say military power? I ask because my first thought was, "What the heck does not using afterburners have to do with anything?"
I guess I am not following you on this part. Probably lack of sleep.
Ok, in your scenario regarding components. How does that help anything? Each and every player can still do it themselves.
Maybe I am just being stubborn. But when I see Aventurine announce the Caravans and Player Vendor additions, I ask myself why are they working on these things? The Role Players are few and far between in Darkfall, and that is the only case that I can see caravans being used with the current system.
Player vendors? People will use them as storage. Nothing more.
Oh well. Maybe Aventurine can figure out a way to fix the economy, along with a myriad of other things.
DarkFall FAQ - Read then Question with Boldness