Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Possible In-Game Business Format
I think that this business type will be the first type of business that we will see in game. Since the professions are best when one character focuses on one of the 3 pillars(gathering, processing, and crafting), the best way to use this mechanic is to group up with two buddies and make a business out of it. This way, you can get your own mats and not have to have them imported via caravan.
One plus is that you can have a policy that players have to bring the mats for the item that they want crafted. This allows you to be able to sell your mats to the players as an additional charge, if they don't have the mats. Of course that is only an option that players can consider. If you don't want to charge separate for mats, that works too. The unseen advantage, however, is that if you sell mats separate, crafted items can be marked at lower prices, drawing people to your business.
Another plus is that you can do this with your buddies for early game profit. This will be very useful for getting enough money to be the first to buy in-node housing and other stuff, etc.
Being able to specialize these 3 pillars to their fullest is a great way to maximize the benefits of the crafting system. The economic side of the game really intrigues me. I hope that this idea carries on and actually helps most of you three or so years from now when the game launches.
One plus is that you can have a policy that players have to bring the mats for the item that they want crafted. This allows you to be able to sell your mats to the players as an additional charge, if they don't have the mats. Of course that is only an option that players can consider. If you don't want to charge separate for mats, that works too. The unseen advantage, however, is that if you sell mats separate, crafted items can be marked at lower prices, drawing people to your business.
Another plus is that you can do this with your buddies for early game profit. This will be very useful for getting enough money to be the first to buy in-node housing and other stuff, etc.
Being able to specialize these 3 pillars to their fullest is a great way to maximize the benefits of the crafting system. The economic side of the game really intrigues me. I hope that this idea carries on and actually helps most of you three or so years from now when the game launches.
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Comments
It has a lot of theorycrafters such as yourself, and is my personal favorite of this forum.
This won't bypass the gathering position. I think that the harvester should be a skill obtained through the skills you earn as a gatherer. The harvester should not be used to bypass the gathering pillar of the crafting system.
Always amusing to me when people plan to run a business...with other players.
I'm planning to be a Cook and share my meals...
But, I'm a hippy socialist. I avoid buying from players because players are too greedy. Prices tend to be way higher than I'm willing to pay.
But, I expect to partner with friends. Or have alts with the associated skills, like I do in previous MMORPGs.