[crossfire] Tweaking alchemy
Nicolas Weeger
nicolas.weeger at laposte.net
Mon Dec 5 07:08:59 CST 2005
> Yes, in the short run this is a much better idea. However, a
long term goal of a self-supporting economy based on
inter-player interaction (where government-owned shops do not
exist except to maybe provide some very basic food and weapons
at time of war/famine/natural disaster) is IMO desirable. Then
a community of about 200 players would be completely
self-sufficient
Unfortunately, I think this can't really be done for 2 reasons:
* there aren't 200 players even on all servers together, so
unless we do massive recruitement campaigns, we won't have
enough players
* not all players will want a self-sustained economy.
The second point actually leads me to some thought i had
earlier: we can basically split (current) Crossfire
players/developers in two groups (please don't read next
sentences as i'm criticizing any group, i sure don't want to!).
First is more hacking-oriented, playing for the sake of
trashing monsters, getting loot and much exp/money. For this
group, self-sustained economy won't cut it, shops should have
way too much things to sell.
Second group (in which i'd include myself) is more
"real-world" oriented, wanting features like cooking, building
(remember my proposal on shop opening hours?), farming, and so on.
(as i said this is a very rough split)
So the hard part is doing features that everyone will enjoy,
or that can be safely ignored. Self-sustained economy isn't
imo in that field.
> Therefore as a skill farming is probably doomed to failure
unless it is made very easy (generic ever-lasting
self-reproducing cows, that can be milked every few minutes,
etc.), in which case it would be more of a means of survival
than a source of profit.
I'd even say "as a mean of doing different things than killing
monsters", or "for the fun of it". Farming should imo too be
not too hard.
Nicolas
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