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Posts made by ManosMer
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RE: Week 89 - Weekly Drawing Winners
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RE: Trading, In-game market
@Farlander @Gothix thank u guys for your thoughts!
@Farlander well I don't quite agree with you. While I understand that this will meet the needs of many players, there will be an equal amount (if not bigger) of players that will be able to spend a fair amount of time in the game (adults or not). I mean if you can spend 2-3 hours per day, you could spend half of it crafting and half battling and have all the goods from both worlds. As for players with multiple characters, that's why I thought that a competitive mechanism should exist. For example, players playing only as crafters naturally spend more time crafting. That's why you could reward them by, say, make their equipment last longer (better durability) or something that doesn't break balance and the horizontal progression system.
@Gothix you give a slightly different explanation that I like better, because you cover a bigger spectrum of the player base. So if I understood correctly, you are basing the existence of demand on the fact that constant combat and thefts will make repeated crafting tiring and the market will be a necessity. While I totally agree with you, first of all, this will make living as a craftsman on Arboreus impossible as non-consensual combat and notorious actions are strictly prohibited. So, you would have to travel to the other worlds to make a profit. And, also, my point is this: imagine that players would need to buy a certain equipment and the price in most of the shops is unjustifiably high. You would have two options. You either buy the equipment and regret your action or, and that's the interesting part, you fight with others for your rights as customers and demand lower prices. Or you abandon your town in search for something better, taking the risk of being robbed or killed in the process. Now, you can just craft it yourself.
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RE: Trading, In-game market
Hi! thanks for replying! When I mentioned the uneven distribution of resources I didn't mean within a certain biome, rather than in the whole planet:
"Exploit the uneven distribution of resources to get high profits when trading at faraway markets – but make sure you reach your destination alive!"
- As it reads from the official website.For the first one, I think that giving the ability for each player to be totally independent breaks the foundation of a market. If you withdraw the need to trade and make it optional for reasons of convenience you won't have a stable market and you remove a lot of its importance. So you will end up with a stripped-down version of a market and maybe with no market at all. But that's only my opinion.
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Trading, In-game market
Greetings community! Recently, I was thinking about the player-based market in the game and I came up with a couple of questions.
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So, first of all, let's say I want to be a craftsman, more specifically a blacksmith and I want to sell my merch and have my business. What keeps an adventurer, meaning a player that plays a more combat-based character that wants to participate in battles and such, from crafting their own equipment and be self-sufficient? Because if that's the case and nothing stops them from doing so, I will be out of job (demand).
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Secondly, would I be able to be more competitive and own a bigger percetage of the market than other craftsmen in-game? And which are the factors that will affect this, except distance between towns of course? Is it just dependent to the different biomes and the uneven distribution of materials?(competition)
I think that these two questions play a huge role in creating a stable market, or even a market at all. It requires a constant demand of products in order to build a market and competition for it to be a stable and interesting one. I hope to see you guys commenting your thoughts and/or your suggestions on this and to hear from the developers about their thoughts on how to balance and implement such a market.
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