[MUD-Dev2] [DESIGN] Crafting Systems: Supply-Driven vs.Demand-Driven
Dave Scheffer
dubiousadvocate at hotmail.com
Thu Apr 26 10:38:54 CEST 2007
"Michael Hartman" <mlist at thresholdrpg.com> wrote:
> 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 in many respects EvE Online's system is preferable. Skills are
passively increased along a fixed time schedule. There is no benefit to
twink skilling. I still recall my UP mains filling up my house with
stacks of ingots, with my tinker converting them into infinite stacks of
bunsen burners... :P
In their fiction the explanation is subconscious learning (highly
futuristic space sandbox). For the fantasy settings the explanation
would be apprenticeship/guild approval.
What Eve currently lacks is creative unlocking of item trees. That is
compensated for somewhat by the highly tactical & logistical nature of
sourcing raw resources and intermediate components, e.g. a newbie
crafter is incented to join a guild/corporation for more liquid access
to more rare materials but the solo crafter is not penalized per se by
choosing not to do so.
Dave Scheffer
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