Business And Economy Archive
Thread: Developers, important information inside.
I agree. I enjoy very much the notion that, like the real world, most of the items in the game came as a result of manufacture and brilliant minds in the areas of engineering and science. This is simulated quite well in the crafting game.
Loot is by its nature contrived. Most things that arescavenged in reality are things nobody really wants, and that is why they are available to be scavenged. Loot should be "scrap." The good things should be manufactured.
There is no place for "ancient artifacts of untold power" in the daily workings of server life, or as prerequisites for a career.
Developers at Fan Fest HEARD and ACKNOWLDEGED in the crafting forums when the entire assembly (ok, a little exaggeration) said that all loot items should be craftable, in principle. Some proposals for this were schematics as loot, quest schematics (like RIS), and reverse engineering of any loot items.
Keep the feet to the fire!
Saego, Wanderhome.
Poldano wrote:
Developers at Fan Fest HEARD and ACKNOWLDEGED in the crafting forums when the entire assembly (ok, a little exaggeration) said that all loot items should be craftable, in principle. Some proposals for this were schematics as loot, quest schematics (like RIS), and reverse engineering of any loot items.
Keep the feet to the fire!
Saego, Wanderhome.
And they still don't understand the crafters pleads for content that is for crafters only not for crafters if only the combatants go get and charge the hell out of items thinking all crafters are rich jerks.
Why do they contenualy ignore half of the economy of the game?
Rule #2
Creating or maintaining game depth is an excessive use of development resources. It shall not be permitted unless a game bug no one understands just happens to coincide. That being the case, it'll be labeled a feature and forgotten.
Vastar wrote:
The following is an excerpt from the Sony Online Entertainment Handbook for MMORPG creation and care.
Rule #2
Creating or maintaining game depth is an excessive use of development resources. It shall not be permitted unless a game bug no one understands just happens to coincide. That being the case, it'll be labeled a feature and forgotten.
Well, I played this game for 2 years. I can no longer play.
I wish all those who remain behind good luck, I hope the game takes a turn for the better so you guys can have a fun game to play like the one I played before Pub 6.
I wont go into all the problems, Sony knows them, you know them. too bad the noobs dont know them.
HA-SuperNaut wrote:Well, I played this game for 2 years. I can no longer play.
I wish all those who remain behind good luck, I hope the game takes a turn for the better so you guys can have a fun game to play like the one I played before Pub 6.
I wont go into all the problems, Sony knows them, you know them. too bad the noobs dont know them.
Peace. I bought a third account a few days ago.
Kalano wrote:
Poldano wrote:
Developers at Fan Fest HEARD and ACKNOWLDEGED in the crafting forums when the entire assembly (ok, a little exaggeration) said that all loot items should be craftable, in principle. Some proposals for this were schematics as loot, quest schematics (like RIS), and reverse engineering of any loot items.
Keep the feet to the fire!
Saego, Wanderhome.
And they still don't understand the crafters pleads for content that is for crafters only not for crafters if only the combatants go get and charge the hell out of items thinking all crafters are rich jerks.
Why do they contenualy ignore half of the economy of the game?
Dependancy creates community, this is after all an MMO right?
Besides, combat people have no problem making money. If you do, try grouping with a friend or meeting some new people to group with. I have a MBH/MCarb on one toon and a MDE/MMerch/MArtisan on another. And I'm here to tell you I make 100x the credits on the combat toon than I make on the Droid Engineer/Artisan.. lol
I can easily pull off 500k+ per day as a combatant without selling anything to anyone.
I enjoy very much the notion that, like the real world, most of the items in the game came as a result of manufacture and brilliant minds in the areas of engineering and science. This is simulated quite well in the crafting game.