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Economy changes are annoying!

After few days, i can say that the concern are justified, but nothing is lost as devs are changing things on the way.
Actually, there are crafting missions that give hundreds of dappers for few stuff that can be done with basic mats.
I did a full run of corporal missions (so, very low level) and, apart of the fame i wanted, i got at the end around 90k.
And timers prevent people to grind for dappers.

Basically the concerns about having economy mission driven is correct.

Crafters being more advantaged compared to warriors or any other non crafter character sounds logic.
Anyone that don't want to craft and dig, will need help from crafters or they will need to run some mission. In the past, the crafter were the richest, and this is normal.

For warriors a possible solution could be to have some quartered mats with higher value, while leaving low values for dug mats. Maybe reintroduce dappers lost by bandits.

Anyway, looking far in the future, devs have to consider people will settle as in the past this way, just need more time but definitely this will not prevent an inflation in the future.
Because teleports and packers are too much important for the gameplay, it's not wise to make them too difficult to manage.

So, i still think we need recurring upkeeps in game and, possibly, rental storage. This storage could be linked to tribes and fame dependant, so devs could do 2 things in one hit: having something really in demand as dapper sinker, and giving more reasons to become a friend of a tribe.

Anyway, i'm feeling the same atmosphere of 2004, so i am happy.

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Gilgameesh
Legion of Atys
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Last visit Saturday, 23 November 04:15:58 UTC
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