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Author Topic: [IDEA] Crafting and Game Economy  (Read 2430 times)

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[IDEA] Crafting and Game Economy
« on: »
I'd been wanting to post about "crafting" basically because it seemed to me that this was an alternate (to monster or player bashing) reason-to-play which attracted a different, but just as intense, kind of player.

Then I came accross the set of posts in the "why isn't tl2 so popular?" thread, about economy and then about economy+crafting.

Some deep ideas swirling around there...
  • Do you think we should explore a crafting system as part (maybe even a MAJOR part) of the solution towards better loot? 
  • Should we go so far as to think of "an economic system" in TL, based on crafted items?

One intermediate idea along this (dangerous ;) ) path could be a better trading system. I always thought it'd be better if you could somehow browse what other players had made available for trade, make an offer for the other player to consider, then meet-up only for the actual trade.
« Last Edit: September 14, 2014, 06:05:37 pm by Phanjam »

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Re: Crafting and Game Economy
« Reply #1 on: »
  • Do you think we should explore a crafting system as part (maybe even a MAJOR part) of the solution towards better loot? 
  • Should we go so far as to think of "an economic system" in TL, based on crafted items?

I like the idea of building an economy based on player-crafted gear.  I think it would add a certain element of interaction between players.

I think building a robust crafting system would be a worthy venture.  However, keep in mind that TL2 can't really support an 'economy' due to the ease of cheating and the unregulated element mods add.
« Last Edit: September 14, 2014, 05:54:42 pm by Phanjam »

Re: Crafting and Game Economy
« Reply #2 on: »
...keep in mind that TL2 can't really support an 'economy' due to the ease of cheating and the unregulated element mods add.

Hmm yeah, that's pretty much a game-ender isn't it?

Well, staying in the realm of theory (we don't have to build it, right?), might there be ways around this?


Re: [IDEA] Crafting and Game Economy
« Reply #3 on: »
I think an economy is basically out... but that doesn't mean crafting needs to be.

There are those who enjoy this sort of thing.  If we made a system, people would use it.

Crafting should be an option for better loot not THE option for better loot.  If I am ever forced to use crafting as the only way to better my loot, it's always a turn off for me.  I play a game to smash things, not make things.  So a crafting system should be just another option for those who enjoy it.

Re: [IDEA] Crafting and Game Economy
« Reply #4 on: »
Crafting should be an option for better loot not THE option for better loot.

I agree with this. And of course the Item Overhaul mod will address the better-loot issue. But if you can get great loot exploring and killing things, what then would you craft? Put more generally, how else could a mod make crafting rewarding?


Re: [IDEA] Crafting and Game Economy
« Reply #5 on: »
I believe that my idea of Vitalayser crafting should fix "the problem of economy". Nothing is more important than life!

Re: [IDEA] Crafting and Game Economy
« Reply #6 on: »
surely will love the 'crafting' mechanism, I wish you continue this project
don't mind with cheating, people already mature enough to choose their method to feel the true gaming experience




 

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