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Most MMOs are based on a hunter-gatherer economy: the player gathers widely spaced resources that bear little resemblance to their natural occurance.
What if players were presented a mini-game in which they would farm a parcel of land? This parcel of land would take three game months (ie: a very long time IRL) to produce a crop. These crops would thus create a supply and demand situation: when healroot (or some such) is "in season", the price for it would be low. When out of season - high.
A smart developer would create enough crops with enough overlapping "seasons" (in winter, I harvest coldberry, in summer, wheat, in fall, pumpkins - etc.) to provide the player desiring to play this mini-game with farming tasks for the entire game year.
Gameplay could be developed to make the dedicated farmer want to retain a subscription. As seen in games like SWG, a robust harvesting system attracts players who enjoy that sort of gameplay.
I'm curious how the various types of players in these forums would view such a "long view" system?
MM
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What an interesting idea. Number one way to counter stockpiling is either tax people who go over a certain quota, think of real world industries such as cotton or fish or you could have some kind of decay system. Maybe stockpile could be stolen by a rival, you could have natural events like disease or an earthquake.
I've been thinking decay as part of the mitigating factor on stockpiling.
Don't get me wrong: if you want a stronger showing of economics in your MMO, you should be prepared to have players pull all sorts of dirty pool in how they play. Stockpiling is just one hazard, but not one that would cripple an economy.
MM
i would not farm that being said i would have a lot of fun burning peoples crops.
when i play an MMO i want to be a killer, warrior, hero, mage, etc.
not Farmer brown....
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I think Roma Victor will have farming but not like that I don't think. But wanting to burn the crops would be hard because obviously in a game of war the farmers are gonna hire guards (npc) to protect them and the crops.
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A Tale in the Desert has Farming But yes I think I'd like to have a plot of land with my house to be able to grow needed herbs for magic, foods or whatever.
Not true. Classic SWG had THE absolute most incredible economy - AND it WAS 100% based on their natural occurance. Hunting animals, skinning them for their pelts, bones, and meat to make MEDICINES, clothing, etc.... I will forever be facinated by how SWG based finding metals in the ground on real life. Especially how all metal veins sooner or later dried out, forcing the miners to search for new veins - absolutly just like in real life! Heck, SWG was sooo realistic, it could and did serve as an educational tool.
SWG had this in a way. But there was another mmorpg that had this exactly as you state. Right now I cannot remember its name. But it released roughly 1 year before SWG. Around 2003. You had to even plant/sow seeds on the farming land, and later crops would grow. Runescape has something simular to this. But players do not plant the seeds/crops. They are already planted. Players can pick/reap the crops though. Newbies can even get cheap food by picking/reaping cabbage crops. Players who pursue cooking skills, can pick/reap crops as ingrediants for foods.
As far as I know, no mmorpg has seasons that actually change, back and forth, back and forth. BUT SWG came the closest! If you play classic SWG with the graphics settings turned 90% or more up, high enough to see all the folliage, tiny bushes, etc... Guess what? Every time after it rains, you will actually see new fresh brush, bushes, flowers, and grasses, grow!
AO also hints a bit at this - in terms of having seasons. Sometimes there are lightning storms. And lightning bolts will come down from the sky and strike the ground at your feet. You will litterally see chunks of the dirt fly up in the air. I have never had a lightning bolt strike my character, but many times many bolts have struck the ground near my character!
There you go! So you have played SWG! Yes, this system you talk about would work because it has been proven TO WORK. Especially in the mmorpg that had full scale planting, farming, and picking. I still cannot remember its name. It was kind of small, with roughly 25k players when I last played. I played it during beta, and 1-2 months after it released.
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Wurm Online has farming. It's terribly tedious though (as is the rest of the game). It is an interesting concept, however. If the WO devs would just pay attention to the constructive criticism to the game and make some much needed gameplay changes it would be a viable game.
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Runescape has farming but the crops take anythng from 30 minutes to 5 days to grow.
It is incredably boring and there is no real point in it, MMORPG's should be fun, farming on them is not fun
If thats your jollies then try out "A tale in the desert 2" @ atitd.net. They have this sort of intricate farming but over a period more like 3-15 mins than 3 months :P
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SWG is pretty simillar in what you describe, the only thing is that you don't grow the resources your self. Every 7 days (+ or - a few) the resources will shift, some types won't spawn in the next shift, some will that haven't for a while, etc. There are literally hundreds of different resource types throughout many different categories each with a set of stats. Different crafting professions use different resource types and the quality of their craft is dependant on certain stats on the resources.
To get the resources, you first need to use a survey tool (specific to the class of resource, ie Mineral, Chemical, Floral, etc) to find the highest concentration of the resource. Once found, you place a harvestor (up to 10 total, if you have all your lots free) down on the spawn, put in some power and some maintanence, select it to the resource you want and then turn it on. It will harvest the resource continuously until the resource runs out, the hopper becomes full or it runs out of power/maint. How much you get per harvest depends on the class of harvestor you are using (personal, medium, heavy) and how well made the harvestor was made by the crafter you brought it off.
Every so often, a really great resource will spawn with perfect numbers on each stat. These will sell for a good price at any time, but the longer you hold onto it, the more it usually sells for later as people use up their own stocks of it.
This is exactly my point. I think there would be value in making the resource side of the game cyclical with a very long cycle time. In ATITD, for instance, growing flax takes a little under 30 seconds with some of the faster growing varieties. The value of the resource is thus a function of attention in the short term, rather than a long-term gaming commitment.
Farming can be made interesting (through mini-games, breeding new crops, etc.), but as stated above, is not the sort of game many people go into MMOs for. By extending the length of time for the crop to come in, there's a built-in anticipation and a desire to protect a resource with such an extreme time investment in it.
MM
ruescape also has farming with the crops used for various skills threoughout the game, crops take short amounts of time under 30, to some trees taking considerable longer.
Everyone farms the same patches but only you see what youre doing to yours. You must water the crops at different times, and cure diseas on the plants, if you dont they will die. its nice to be able to grow herbs instead of mindlessly farming mobs hoping they drop.
I agree that farming is boring but i think thats by design... no one has fun rl farimng crops, but i disagree with the above poster thats its useless.
As frustrating as the game was I have to admit i liked the gardening system in FFXI
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If someone where to take that idea and expand it, that may be along the lines of what the OP wants...maybe. Real old SWG harvesting/crafting was as rather enjoyable for me. I never realyl got int oATITD.
I would read up about farming in Roma Victor, it is without doubt the most innovative and complex farming system in any MMO. Land has different levels of fertitilty depending on it's location, you can either drop dung or buy a pony to poop dung to improve that fertility. You can grow a crop such as flax, harvest it, put it in a retting pit to rot & then dry it out. It is then ready to make a number of products from twine to cloth for clothing etc.
Really, if you are into virtual farming you should really check out RV, also A tale in the desert has farming options. RV also has in-game weather effects that will have an effect on your crops - it's mad!
If thats your jollies then try out "A tale in the desert 2" @ atitd.net. They have this sort of intricate farming but over a period more like 3-15 mins than 3 months :P
I found that game to be higly addictive (but that was in an exam period, then everything is better then studying )
Final Fantasy XI has gardening...you can put up to ten pots out in your moghouse and raise plants in them. You wind up harvesting all sorts of stuff depending what seeds you used, what crystal you fertilized with (advanced gardening with tree cuttings and/or saplings takes two fertilizations), the day of the week and phase of the moon when you planted/fertilized/harvested, what pots you used (there are several different kinds). If you don't check the plants regularly they wither and die. I run twenty pots myself on two mules, it's a great source of steady income, particularly nice for keeping yourself in supplies. Or you can go the high risk/high reward route with the tree cuttings and try to harvest elemental ores, which is tricky and expensive but can return really big money.
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I like this idea, aslong as it depened on you or your corp(LS, Guild) controlling the territory. SO that it had a real impact on why you fight for land. The fighters would be happy they are needed to defend it. The ppl that build stuff would be happy cause they would have some of the resoursec they need to make more stuff for the warriors who get killed and need a new cloak. The traders would be happy cause they trade shit. there is something simmilar in eve, where the best ore is in contested territory, however the idea that you can grow diffrent tpes of products depending on soil and season would be a very cool addition. Having a semi-Rl economy is a good thing in a game.
Also while this may be impposible there is a new rts game called spore. where you evolve a speciaes, if this type of genetic(possibly the wrong word) could be implamented to make better crops then it would open a whole new professtion in mmo's and again create more of a dynamic between factions or races.
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