in https://playphoenix.online/viewtopic.php?f=10&t=1584 there is a debate about whether longer crafting times are a good thing or not.
I understand that the goal is to achieve a thriving economy, with people trading goods via housing zones and services via /trade. I understand and accept that this strongly contributes to community spirit, hence server longevity and entertainment. However I strongly believe that longer crafting times do not result in what you expect. Let me explain.
With the coming changes to crafting times, I will no longer be a crafter, as it is defenitely not my cup of tea either staring at progress bars or letting my computer run through progress bars while I am afk. That way, there is 1 less crafter on phoenix economy and 1 more potential customer. Congratulations. Does this fix the economy? I do not think so:
Let's assume I did not have any temped character yet. After reaching 50, I do things I actually like in the first place. Namely, all sorts of RvR.
By design, in DAoC you need to have a temped character in order to properly participate in some of the RvR aspects: solo/smallman/8man are barely possible without a sufficiently temped character as soon as the enemies got their temps ready. Now I am strongly incentivized: In order to compete in RvR in the long run, I need a temp, which requires crafting professions.
So far so good. As I am not a crafter anymore, so I will have to trade for my gear. But ... with what? I have nothing. I got a few platins from leveling to 50. And I get very few gold when I occasionally manage to kill someone in RvR.
There is a problem. I need the services of a crafter. But he does not need me. He grinded PvE long enough to get platins, then he watched progress bars long enough to reach LGM. What incentives does he have to help me? What incentives does he have to offer his service to anyone except his friends? Make more platins? For what? The only thing I can come up with is a larger house in housing ...
The broken economy is not due to fast crafting times. The problem is that there is a lack of incentives and tradeable resources. Especially in beta, hoarding platins and building a large house is very pointless, which makes the economy appear even more broken.
Here is a suggestion that, imho, has the potential to actually fix the source of the problem:
- Attach distinct tradeable resources (as rewards) to all distinct playstyles.
- Develop processing chains that require all of those tradeable resources.
Here is a list of playstyles that I am aware of / that I can come up with:
Leveling Toons:
- At least create 1 toon and reach 50
- Create a toon of each class in your realm
Exploring:
- Travel areas you never have been to in your 17 years of DAoC
Platin Farming:
- Kill mobs which drop gold and salvageable stuff
Item/Feathers Farming:
- Kill named mobs which have special items attachted to them
- Gather a group and kill higher level mobs which have more special items attached to them
- Participate in PvE raids
RvR
- hunt players leveling their toons in frontiers
- battleground
- solo
- stealther
- smallman
- 8man
- zerg
- keeptake/keepdef and relic
Housing:
- Manifest your gaming achievements by extending and decorating your house
- Show off
- Put stuff into your housing merchant
- Check your housing merchant from time to time for that extra endorphin kick when something has been sold
Crafting:
- Watch progress bars, enjoy your endorphin kick when you get 100% quality
- Get emails from foreigners including their spellcrafting template
- Chat with people ingame who want your services
- Restock your housing merchant
... did I forget something?
I respect all those playstyles. I believe we all participate in most of those playstyles with differing emphases.
To some playstyles, there are tradeable rewards attached. Killing mobs gives platins. Killing high end mobs gives items / RoGs. Crafting ultimately grants you the ability to transform platins into items or spellcrafting effects which can be traded. Trading in housing gets you more platins and items that you need.
But for two playstyles, there are no tradeable rewards:
- Exploring the world
- Doing RvR (only grants tiny amounts of gold)
While exploring the world does not seem to be a priority to most players, RvR is the most important aspect of the game and the reason why DAoC is still alive today.
In a flourishing economy, each playstyle would come with distinct tradeable rewards which are required by at least one other playstyle. But currently, the dependencies look like this:
[attachment=2]daoc_dependencies.PNG[/attachment]
- Platins requires killing mobs or crafting
- Items requires killing mobs
- Killing mobs requires nothing, but gets more efficient by items and crafting (alchemy)
- Killing high end mobs requires items and crafting to some extent
- Crafting requires platins and gets more efficient with housing merchants
- Housing requires platins
- RvR requires items and crafting
- Exploring is pointless
While there are nice interactions between killing mobs, crafting and housing, RvR is a dead end. And exploring isn't even attached to anything.
There already is a currency rewarded by RvR: bounty points. The key for a nice working economy is so simple. Introduce a new crafting material similar to Phoenix Ash or Phoenix Tears. Let's call them Phoenix Claws as a working title. You can only buy them from bounty points. A small amount of that will be needed for crafting high level items (like you need tears/ashes for barrels and procs):
[attachment=2]daoc_dependencies.PNG[/attachment]
That way, anyone who wants to reach legendary crafting skill, has to seek dangerous adventure instead of AFKing at the forge. No need for longer crafting times.
I promise you, you will see a thriving economy instantly and as a nice side-effect, much more casual RvR.
Additionally, exploring could be connected to the economy by adding items that spawn randomly all over the world, that grant a tiny amount of bounty points or Phoenix Claws upon interaction and then vanish. There could be a bonus in frontier zones, which would further incentivize people roaming all corners of the frontiers. This will make the world even more alive - not only the economy.
Thank you for reading.
I understand that the goal is to achieve a thriving economy, with people trading goods via housing zones and services via /trade. I understand and accept that this strongly contributes to community spirit, hence server longevity and entertainment. However I strongly believe that longer crafting times do not result in what you expect. Let me explain.
With the coming changes to crafting times, I will no longer be a crafter, as it is defenitely not my cup of tea either staring at progress bars or letting my computer run through progress bars while I am afk. That way, there is 1 less crafter on phoenix economy and 1 more potential customer. Congratulations. Does this fix the economy? I do not think so:
Let's assume I did not have any temped character yet. After reaching 50, I do things I actually like in the first place. Namely, all sorts of RvR.
By design, in DAoC you need to have a temped character in order to properly participate in some of the RvR aspects: solo/smallman/8man are barely possible without a sufficiently temped character as soon as the enemies got their temps ready. Now I am strongly incentivized: In order to compete in RvR in the long run, I need a temp, which requires crafting professions.
So far so good. As I am not a crafter anymore, so I will have to trade for my gear. But ... with what? I have nothing. I got a few platins from leveling to 50. And I get very few gold when I occasionally manage to kill someone in RvR.
There is a problem. I need the services of a crafter. But he does not need me. He grinded PvE long enough to get platins, then he watched progress bars long enough to reach LGM. What incentives does he have to help me? What incentives does he have to offer his service to anyone except his friends? Make more platins? For what? The only thing I can come up with is a larger house in housing ...
The broken economy is not due to fast crafting times. The problem is that there is a lack of incentives and tradeable resources. Especially in beta, hoarding platins and building a large house is very pointless, which makes the economy appear even more broken.
Here is a suggestion that, imho, has the potential to actually fix the source of the problem:
- Attach distinct tradeable resources (as rewards) to all distinct playstyles.
- Develop processing chains that require all of those tradeable resources.
Here is a list of playstyles that I am aware of / that I can come up with:
Leveling Toons:
- At least create 1 toon and reach 50
- Create a toon of each class in your realm
Exploring:
- Travel areas you never have been to in your 17 years of DAoC
Platin Farming:
- Kill mobs which drop gold and salvageable stuff
Item/Feathers Farming:
- Kill named mobs which have special items attachted to them
- Gather a group and kill higher level mobs which have more special items attached to them
- Participate in PvE raids
RvR
- hunt players leveling their toons in frontiers
- battleground
- solo
- stealther
- smallman
- 8man
- zerg
- keeptake/keepdef and relic
Housing:
- Manifest your gaming achievements by extending and decorating your house
- Show off
- Put stuff into your housing merchant
- Check your housing merchant from time to time for that extra endorphin kick when something has been sold
Crafting:
- Watch progress bars, enjoy your endorphin kick when you get 100% quality
- Get emails from foreigners including their spellcrafting template
- Chat with people ingame who want your services
- Restock your housing merchant
... did I forget something?
I respect all those playstyles. I believe we all participate in most of those playstyles with differing emphases.
To some playstyles, there are tradeable rewards attached. Killing mobs gives platins. Killing high end mobs gives items / RoGs. Crafting ultimately grants you the ability to transform platins into items or spellcrafting effects which can be traded. Trading in housing gets you more platins and items that you need.
But for two playstyles, there are no tradeable rewards:
- Exploring the world
- Doing RvR (only grants tiny amounts of gold)
While exploring the world does not seem to be a priority to most players, RvR is the most important aspect of the game and the reason why DAoC is still alive today.
In a flourishing economy, each playstyle would come with distinct tradeable rewards which are required by at least one other playstyle. But currently, the dependencies look like this:
[attachment=2]daoc_dependencies.PNG[/attachment]
- Platins requires killing mobs or crafting
- Items requires killing mobs
- Killing mobs requires nothing, but gets more efficient by items and crafting (alchemy)
- Killing high end mobs requires items and crafting to some extent
- Crafting requires platins and gets more efficient with housing merchants
- Housing requires platins
- RvR requires items and crafting
- Exploring is pointless
While there are nice interactions between killing mobs, crafting and housing, RvR is a dead end. And exploring isn't even attached to anything.
There already is a currency rewarded by RvR: bounty points. The key for a nice working economy is so simple. Introduce a new crafting material similar to Phoenix Ash or Phoenix Tears. Let's call them Phoenix Claws as a working title. You can only buy them from bounty points. A small amount of that will be needed for crafting high level items (like you need tears/ashes for barrels and procs):
[attachment=2]daoc_dependencies.PNG[/attachment]
That way, anyone who wants to reach legendary crafting skill, has to seek dangerous adventure instead of AFKing at the forge. No need for longer crafting times.
I promise you, you will see a thriving economy instantly and as a nice side-effect, much more casual RvR.
Additionally, exploring could be connected to the economy by adding items that spawn randomly all over the world, that grant a tiny amount of bounty points or Phoenix Claws upon interaction and then vanish. There could be a bonus in frontier zones, which would further incentivize people roaming all corners of the frontiers. This will make the world even more alive - not only the economy.
Thank you for reading.