Craftables to boost faltering economy

Locked
Oaken Stone
Expert Scribe
Reactions:
Posts: 31
Joined: Thu Jan 17, 2013 7:39 am

Craftables to boost faltering economy

Post by Oaken Stone »

Islanor wrote this in another post I just wanted to second the idea. I've seen this at work in other games and servers and it works very well.
And on a slightly different note - I think that adding various 'consumables' would make for a great gold sink. Things that disappear on use that allow you to take half damage for 1 minute, travel at twice the speed for 5 minutes, allow you to teleport to a given location or out of a locatian (for example from inside Destard lvl3), increase your skill by X for a given time (+5 to BS for 5 minutes), perhaps stuff that increases skill/stat gain rate (like Scrolls of Transcendece on OSI) - all of these things could be bought for gold reducing the inflation without introducing deflation.
User avatar
Tacityl
Master Scribe
Reactions:
Posts: 63
Joined: Thu Oct 18, 2012 11:31 pm
Location: Sonoma, CA

Re: Craftables to boost faltering economy

Post by Tacityl »

This is a great idea. I've played several MMOs that introduce abilities with little perks, single-use items, or items with very long cooldowns (> 1 day). When craftable by players, they create a nice secondary market in addition to being just plain fun to use. The components to craft such things could also be placed on mobs in underused areas (I'm looking at YOU, Trammel Fire).

It has the risk of increasing player power too much, depending on the powers implemented. The "take half damage for 1 minute", for example, might make high-end places doable by mid-level players, something the GMs are currently combating. But that's fixable in several ways, and is in no way a show-stopper.

+1 Ilsanor!
"I am made from the dust of the stars, and the oceans flow in my veins ..." ~Sir Neil
Locked