Blckmonarch wrote: » Hey everyone, I've been thinking about the class system in Ashes of Creation, especially the part where we can only master 3 out of the 22 classes like blacksmith, lumberjack, etc. I'm not sure what the official term for these classes is, but you get the idea. I was wondering, what if we could master more classes, like 6 instead of just 3? And maybe for the classes we don't master, we could still have higher ranks or levels in them. I think it would add more depth to our gameplay and give us more options to explore different skills. What do you all think about this idea? Would love to hear your thoughts!
Dygz wrote: » I mean - I abhor player driven economy.... probably at the bottom of my interests in an MMORPG... even below PvP. It's not a deal-breaker... but I try to avoid player-driven economy as much as possible. Gamers are too greedy for my liking.
Dygz wrote: » I mean - I abhor player-driven economy.... probably at the bottom of my interests in an MMORPG... even below PvP. It's not a deal-breaker... but I try to avoid player-driven economy as much as possible. Gamers are too greedy for my liking.
Enigmatic Sage wrote: » Dygz wrote: » I mean - I abhor player-driven economy.... probably at the bottom of my interests in an MMORPG... even below PvP. It's not a deal-breaker... but I try to avoid player-driven economy as much as possible. Gamers are too greedy for my liking. They definitely are greedy.
Vaknar wrote: » If not a player-driven economy, what type of economy do you prefer in your MMORPGs?
Dygz wrote: » I don't think of crafting with others to be "economy" because I do that stuff for free. I consider "player-driven economy" to be about gamers pursuing capitalism. I can feel useful and great providing needed items and utlilities for my allies without selling stuff to them (or other players). And, I have zero interest in feeling powerful with regard to any economy. I play RPGs to feel like I'm living in a Fantasy novel and I don't enjoy reading Fantasy novels that focus on the protagonists striving to be economically powerful. I don't think I've ever sold stuff to other players when I play D&D (in 30+ years). Buying and selling is done via NPCs. That's what I prefer when I play RPGs. (But, I'm old... )
Dygz wrote: » I am non-competitive, so... Pricing competitvely is probably the very last thing I would ever be interested in while playing an RPG. I also am not particularly interested in a steady income - especially not from a player-driven economy. Whatever income flow derives from trading with NPCs is typically sufficient - and if it's not and I have to rely on gamers for money - I'm probably not going to be playing that game.
Dygz wrote: » I don't necessarily play RPGs to RP a "believable world". I play RPGs to experience a life similar to the lives of protagonists in a Fantasy novel. And Fantasy novels - the ones I care to read - rarely (if ever) focus on pursuing a steady income - especially not with greedy, capitalistic gamers. Player-driven stories can be OK. Themebox narrative is probably best, in my view. It's fine to have players who want to be shop keepers. I would still most likely ignore their (monetary) trade and deal with NPCs for items. There are other ways to RP with shop keepers than to exhange money with them. As usual, I think you are debating something that is off to the side of what I've said... I simply responded to the quote below. "Feeling a part of a player driven economy > Being able to grind crafting as solo content." I didn't suggest that MMORPGs should not have a player-driven economy. I just don't agree that it is more fun than other aspects of MMORPGs. It's the least fun for me because I find gamers to be way too greedy and capitalistic for my interests. I dunno if I consider delivering resources to Nodes to be "player-driven economy". Especially if I'm essentially delivering those resources to NPCs.
Mag7spy wrote: » Those interactions can be with players or they can be towards the nodes that players control, grow and upkeep. Though you are giving it to a npc for node elements, players are the ones that control them and guide their direction. The same way you can hamper their growth with PvP. It can create a much more advanced loop that can effect the state of the world /players, on paper at the moment.
Mag7spy wrote: » One example would be a new kingdom raising up after winning a war but a neighboring one wants to stop it from being able to grow strong and you have raiders attacking caverns from their much needed resources. Both to grow the node but also materials to trade and sell to other players to make it become an attractive place to have your home, to craft, to interact with other players. All notions that will help grow a node and make it stronger.
Mag7spy wrote: » Though trading as a gameplay loop might not be for us, the other elements of social interaction it brings can be a positive for us kind of thing.