Rhiannon
10-06-2008, 11:44 PM
The restricted zones that include extra content for
a fee could have materials that cannot be gathered
in the free zones. This would especially appeal to
players who love crafting. Those who do not have access
to these zones could still acquire the materials
but through a different approach. I am not sure how
you guys have setup this crafting system but I read
that players will have a major impact on the economy.
This system I have in mind could be really cool and
fair towards everyone who plays Kaos. Immediately
after the player pays they unlock new crafting abilities.
These abilities work alongside the new materials that
can be gathered. I am thinking more along the lines of
jewelry. Kaos already has such a complex armor system
that I think is ever changing throughout the game.
They can craft amulets or stones for buffs that fit into
extra slots, and what they craft can even be sold to the
players who didn't pay for the exclusive regions.
Now you might think that this would totally warp the
economy right off the bat. There needs to be a system
where these items aren't too pricey...indeed. My
solution to this system being effective is
there is no price. Whenever these exclusive items are
sold to other players the crafters gain reputation for
being skilled artisans and merchants. Now in the real
world not to be too serious, but those who are successful
at their work are more on demand and become more
recognized. The reputation points gathered from hard
labor open up new quests in these restricted zones.
Wheras before the NPC's wouldn't even aknowledge
the player and greet them.
Now what is awesome about this idea is the crafter has
the priveledge on how to distribute these exclusive
goods. They can decide to sell them only to guild mates,
which would clearly make this guild a stronger power.
They might decide they want to power level their reputation
to unlock many quests at once. In this case they would be
selling to everyone who requests trading. They might also
be impish and only trade to other rep hungry crafters.
The system could easily be damaged, so there needs to be
a more restricted cycling of goods for those who pay to
unlock these features. The advanced crafters can trade to
others who specialize in the same crafting, but within reason.
Items the crafter cannot make can be traded to them by a more
advanced artisan. The only goods they cannot have traded
to them is goods that they can already make themselves.
Think of it simply as a gesture of kindness. Giving to
others in need but not giving just to gain self promotion.
This system should also include the following:
-Once you trade a exclusive item for reputation, trading
to the same person again you will NOT gain anymore
reputation.
(This cancels out abuse of the system in needless trades
and officially makes you a well known artisan. Meanwhile
it promotes the idea of a true community, working together.)
The opt for trading can be turned into a merchants quest.
Which is how the crafter will gain reputation. Each
individual is a new quest and a new opportunity. Now hows
that idea from the ordinary player->NPC quest.
This system can be effective and is definitely innovative
in my eyes.
If you have anymore ideas on how to promote paid
player base working along with the free player base,
which wouldn't take away from the paid player base....
please do share. Geez that was a mouthful.
a fee could have materials that cannot be gathered
in the free zones. This would especially appeal to
players who love crafting. Those who do not have access
to these zones could still acquire the materials
but through a different approach. I am not sure how
you guys have setup this crafting system but I read
that players will have a major impact on the economy.
This system I have in mind could be really cool and
fair towards everyone who plays Kaos. Immediately
after the player pays they unlock new crafting abilities.
These abilities work alongside the new materials that
can be gathered. I am thinking more along the lines of
jewelry. Kaos already has such a complex armor system
that I think is ever changing throughout the game.
They can craft amulets or stones for buffs that fit into
extra slots, and what they craft can even be sold to the
players who didn't pay for the exclusive regions.
Now you might think that this would totally warp the
economy right off the bat. There needs to be a system
where these items aren't too pricey...indeed. My
solution to this system being effective is
there is no price. Whenever these exclusive items are
sold to other players the crafters gain reputation for
being skilled artisans and merchants. Now in the real
world not to be too serious, but those who are successful
at their work are more on demand and become more
recognized. The reputation points gathered from hard
labor open up new quests in these restricted zones.
Wheras before the NPC's wouldn't even aknowledge
the player and greet them.
Now what is awesome about this idea is the crafter has
the priveledge on how to distribute these exclusive
goods. They can decide to sell them only to guild mates,
which would clearly make this guild a stronger power.
They might decide they want to power level their reputation
to unlock many quests at once. In this case they would be
selling to everyone who requests trading. They might also
be impish and only trade to other rep hungry crafters.
The system could easily be damaged, so there needs to be
a more restricted cycling of goods for those who pay to
unlock these features. The advanced crafters can trade to
others who specialize in the same crafting, but within reason.
Items the crafter cannot make can be traded to them by a more
advanced artisan. The only goods they cannot have traded
to them is goods that they can already make themselves.
Think of it simply as a gesture of kindness. Giving to
others in need but not giving just to gain self promotion.
This system should also include the following:
-Once you trade a exclusive item for reputation, trading
to the same person again you will NOT gain anymore
reputation.
(This cancels out abuse of the system in needless trades
and officially makes you a well known artisan. Meanwhile
it promotes the idea of a true community, working together.)
The opt for trading can be turned into a merchants quest.
Which is how the crafter will gain reputation. Each
individual is a new quest and a new opportunity. Now hows
that idea from the ordinary player->NPC quest.
This system can be effective and is definitely innovative
in my eyes.
If you have anymore ideas on how to promote paid
player base working along with the free player base,
which wouldn't take away from the paid player base....
please do share. Geez that was a mouthful.