[MUD-Dev2] [DESIGN] Crafting Systems: Supply-Driven vs. Demand-Driven
Michael Hartman
mlist at thresholdrpg.com
Tue Apr 24 23:59:31 CEST 2007
Morris Cox wrote:
> If they think the offered price is too low, they can refuse
> to do it. If every crafter did that for an item, either the buyer will
> have to raise the offered price or maybe a crafter might break and do
> it.
The problem with existing MMO crafting systems is that actual "crafters"
are unable to do this, since there seems to always be someone "skilling
up" who is willing to craft the item at cost (or even below cost).
I think tying skill-ups somehow to the profit made off the item would
help avoid this, but how to measure that is tricky to say the least.
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