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J. Todd Coleman has penned a new developer diary that lays out how in-game currency will function in Crowfall. Rather than a single currency, materials will be available that can be used to create coins, barter and to find its own value as capital for goods and services.
Players will be able to find ore throughout the game world, the more valuable ones found in locations of more risk to the player. Crafters will be able to use recipes to create coins that can be carried by players. Monsters will rarely cough up coins on death and alchemists may be able to use salvaged materials that can be turned into ore and further refined into coins.
Most notably, Coleman wrote:
But we AREN'T going to provide common (system-run) vendors. Our goal is to facilitate and enable the flow of goods and services -- but keep it player-driven.
Read the full blog on the Crowfall site.
Comments
I dislike the concept of better resources somehow being "guarded" by more dangerous creatures.
I would prefer a more organic approach. You could stumble upon a rare mineral deposit and that would then become a dangerous place over time due to supply and demand.
Everytime an MMO does this though what you said usually ends up happening anyway and it turns into players vs. dangerous NPCs and other players trying to get the same resource.
Played-Everything
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Originally posted by laokoko
"if you want to be a game designer, you should sell your house and fund your game. Since if you won't even fund your own game, no one will".
There is a first time for everything,
Since this is an American team I believe they will be smart enough to not make it like those POS Asian F2P games where everything can be purchased.
I can not think of a F2P American made MMO that has a Pay to win option. I may be wrong.
Darkfall has never had a cash shop. You lose. Go home.
Interesting concept on paper. Add to it a pinch of exploiters and/or people with inside knowledge and you have a recipe for disaster. Haves and have-nots, so very bourgeois :P. I guess it depends on availability of coins/ore, player acceptance, distribution among players, crafting ease, etc. Fuck one up and it's gg.
Then again, they might get it right, but usually in MMOs, no plan survives the contact with the enemies. So many times there was "we did not anticipate this from alpha/beta tests".
Every new article I read gets me more and more excited.
I'm glad there is at least one developer out there that gets "it" in terms of my own interests.
There is one massive problem with a design like this and i have seen it on other games.
SPACE
Games like this often need a ton of space to store all those items and eventually you end up with tons of trash that wastes time trying to get rid of it.He mentions the goal is to create a player driven system,that has been done with simple auction houses and vendor npc's before so there is definitely a hidden agenda that he is not willing to share with us.
I feel they are simply cutting corners,avoiding auction house,avoiding vendors.There is likely some added cost to buying more space to be able to hold all the materials.
It would or should say can be an interesting system IF there are systems within the design.Example Ruins of Magic game had a system where by you could combine materials as did other games such as vanilla Silkroad Online.
He made a HUGE mistake in W101,almost all ,like 99% of the drops were trash and just took up valuable space.Then there were restrictions on selling to other players obviously to support a cash shop,so imo i have yet to see this guy know how to do in game drops and currency in a proper manner.
IMO this game has a LOT to prove,on systems and drops and game play.
Never forget 3 mile Island and never trust a government official or company spokesman.
I am very educated on entire game design.
B2p does not mean that is it,there could be added cash shop as well, imo there likely will be,i would bet on it.
As others mentioned,any form of added rmt in a game that involves pvp is a sure fire way to fail but imo i don't like it anywhere in a game not even if just PVE.
The problem is that games like this have a VERY small window for success,so they NEED to follow the "misleading" f2p or b2p option that almost every developer is using at this point in time.
I still believe sub fees are 100% the best option,nothing is misleading that way,no hidden costs down the road.If you feel your game won't cut it because of a forced sub fee,then offer a free trial,that has been done for years now.Imo when games don't use sub fee+free trial,they are hiding the true agenda of the game,which is usually trying to get MORE than a sub fee.IMO b2p is worse than f2p because they both end up with a cash shop only b2p forces an intro trial cost that SHOULD be done with a FREE TRIAL.
Games that do not run sub fees are designed to support a cheaper running game in every single aspect from support to GM's to updates,to new content which is usually only paid for in expansion packs.
Never forget 3 mile Island and never trust a government official or company spokesman.
This would piss me off immensely. We've all experienced the EVE way of doing character progression, I don't want to check on my MMO progress like its farmville anymore.
Played-Everything
Playing-LoL