10-22-2009, 03:09 PM
Vllad Wrote:In games today casual gamers don't play enough to compete for the cash to make big purchases. I know, in Wow i never had enough cash. The casual gamers have to purchase cash from farmers.
That's not really a valid example though, because the big ticket items (like mounts) were purchased from NPCs. You didn't have enough cash because Blizzard intentionally designed it so that you wouldn't. They set the cost of a mount to be something that most people would not naturally have at that level.
That certainly highlights a problem with taking resources (be it logs or gold) out of a system, though -- if you don't take it out fast enough, you get inflation. If you try to take it out too fast, players end up not being able to afford the things they feel they need to continue playing.
Under this new system, your mount might simply cost 5000 logs, which you still might not have, so we haven't really solved anything there one way or another.
The bartering example is interesting, though. Maybe the system would allow you to put up multiple offers.
Like the guy logs in and see nobody has offered him what he asked for in exchange for his Sword of God, but he sees:
Jimbo - 300 logs - Y/N
Slim - 100 silver ingots - Y/N
Frank - Iron Boots of God - Y/N
In fact, Jimbo actually has entered several offers in sequence:
300 logs
400 logs
50 beef
500 logs
200 beef
100 beef + 300 logs
When the seller hits "N", he gets to see the next offer (he has no idea if there is another offer, so he's encouraged to say "Y" to the one that fits his desires). This would allow the casual player to "barter" similar to real time, with, in this case, 500 logs and 200 beef being held in escrow to account for all possible deals.
Still, I'm not sure what we're improving here. We could just as easily do the same barter system with gold as a common exchange base instead of a mishmash of items.
