Shiny_Underpants
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^This is just about what I hear from other players when I play the game. Too much grinding, too much repetition. The game is just a bit too constructed around farmers- the One hour sword in the gold discussion would take a casual player more like eight hours, as they aren't exploiting the game. Just ignore the farmers, give them something else to do (crafting), and create a game for the casuals. The One hour sword can take farmers ten minutes, and normal players one hour. Also, instead of actual time, think of it as a level of progression in the game. One hour sword should be at the point where you've gotten to the one hour point- regardless of whether it's taken you one hour, one hour fifteen minutes, or a ten minute speed-run. Notice that the very best videogames all have speed runs. Portal, early Zelda, etc. Also, it's good to see that my ideas are catching on ;) The Dragoncoins in DF are quite similar to the Dragoncrystals of AQ3D. I recommend using basically the same system, as it has had ten years of trial and error, and this is real money. At the moment, they seem a bit like Smurfberries. Videogame economies are hard. Everyone needs to be at least middle-class (so to speak). Money is generated constantly- there is no economic flow. Thus, everything ought to have a set price. Selling to other players should only be a small reduction in price (and it means the seller loses money). Items may perhaps be unsellable to other players after they're third-hand. This is, of course, only if trading among players is allowed. Rare items may need to be tweaked slightly- so they are always sellable to other players. Perhaps rare items ought to increase in value the more they're sold. This is, of course, only if trading among players is enabled. I don't think it should be, at least not with regular items. Maybe with rares... If it isn't allowed, then farmers (essentially outliers) are not an issue. I've written a solution for economic overflow in the suggestions thread. Essentially, charge a percentage of the buyer's total gold, as well as a set price. If they farm, rares, which are the only non-craftable 'good' items (perhaps these sorts of items shouldn't all be rare), will deplete their money stores anyway. Even the sellback of the craftables could be like this. It's also very easy to adjust the prices accordingly. if you want players with 550 gold to buy it, charge 500+10%. If the player has 12,000 gold at the time, the item will cost 1700. It also encourages you to sell to a player. You only get 500 for selling it to the shops. From Sly, you could get 1,200,000,500 gold for it. (perhaps we need a cap for the receivers for player-player selling) Welcome to the world of taxes Agreed about the boosts. Permanent ones are a good idea. I also think the boosts should count combat time or game time, so that if you use one, then log off, it isn't wasted; once again, this is real money. Or the ability to engage and disengage them while you're online (automatically disengaging while offline). I also have a problem with the combat. The excessive grinding may also be more tolerable if the combat mechanic is fixed. Of course, if you fix both the grinding and the combat, you'll be left with a very good game. To borrow the aforementioned forumite's* idea, the only way to integrate the combat further is through use of the only remaining control; the movement/mobility. Also, puzzler abilities (flying, portals, amorphous kittens, tree powers**, etc.) may give the game crossover appeal. It would certainly be what I would want from it- it'd also make the game's core gameplay more interesting, and enable quests that- gasp- don't involve combat. *me **Megakyle, I'm looking at you.
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