suggestions
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| suggestions [2026/02/02 04:43] – [Mob Density] unhandled | suggestions [2026/02/02 05:05] (current) – [Player Economy Needs Tweaks/Reworks] unhandled | ||
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| ==== Player Economy Needs Tweaks/ | ==== Player Economy Needs Tweaks/ | ||
| + | With full release and the economy changes, this has become even more of a thorn in an otherwise great game. | ||
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| One of the reasons why an auction system is used in most games is because sometimes you just need a specific item for a specific reason, and having it be available for a somewhat unreasonable price is still perfectly fine if you don't want to or can't reliably hunt it down yourself. | One of the reasons why an auction system is used in most games is because sometimes you just need a specific item for a specific reason, and having it be available for a somewhat unreasonable price is still perfectly fine if you don't want to or can't reliably hunt it down yourself. | ||
| There are fundamental issues with the ability for the player-based economy to thrive in PG right now. | There are fundamental issues with the ability for the player-based economy to thrive in PG right now. | ||
| - | The first and biggest fundamental problem is that some otherwise highly tradeable items don't have a robust economy like mushrooms, woods, skins, and etc because slots for selling would be better used by higher value goods. | + | The first and biggest fundamental problem is that some otherwise highly tradeable items that can't have a high markup |
| The second problem is that some otherwise highly tradeable consumable items also don't have a robust economy because the cost to run a vendor conflicts with the fact that you cannot stack the particular item to be sold very well. Almost all foods and Snacks fall into this category. Gourmand pricing does exist for certain rare foods, but that's about it. I think you might see more players retain the game if they could focus on eating while getting their first combat skills to level 70 instead of nearly every player being required to level Cooking because the economy is such that a player actually must focus on leveling Cooking because they can't just easily or readily buy food from players capable of making it. | The second problem is that some otherwise highly tradeable consumable items also don't have a robust economy because the cost to run a vendor conflicts with the fact that you cannot stack the particular item to be sold very well. Almost all foods and Snacks fall into this category. Gourmand pricing does exist for certain rare foods, but that's about it. I think you might see more players retain the game if they could focus on eating while getting their first combat skills to level 70 instead of nearly every player being required to level Cooking because the economy is such that a player actually must focus on leveling Cooking because they can't just easily or readily buy food from players capable of making it. | ||
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| If we can't have auctions, then at least I'd like see some sorts of commission-based solutions. Maybe a player wants a pair of level 50 purple Max-buffs Rabbit/ | If we can't have auctions, then at least I'd like see some sorts of commission-based solutions. Maybe a player wants a pair of level 50 purple Max-buffs Rabbit/ | ||
| - | Otherwise it stays up for a while on a board. Or it goes back to the board after I fail to make it. | + | Otherwise it stays up for a while on a board. Or it goes back to the board after I fail to make it within the hour. |
| - | Project Gorgon is the only MMO that seemingly goes through hoops specifically to make sure the players have difficulties trading with each other. I realize this is probably just because a focus on the programming aspects hasn't been made in this area yet, but maybe it is a well-developed enough game at this point to have a need to focus on this aspect of it now. | + | Project Gorgon is the only MMO that seemingly goes through hoops specifically to make sure the players have difficulties trading with each other for basic stuff like skins/ |
| I do get that some of the complexities of crafting/ | I do get that some of the complexities of crafting/ | ||
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| The whole idea of renting a player vendor stall, for example, is kind of weird, IMHO. The fact that it gets more expensive over time also is confusing, but I get that there are prime real estate slots for vendors and that there might need to be incentives to have them move out. I also have parents that are antiquers, so I'm well aware of the tendency for veterans to buy something low from someone else and then just resell it with a higher markup just because they have better foot traffic. :D | The whole idea of renting a player vendor stall, for example, is kind of weird, IMHO. The fact that it gets more expensive over time also is confusing, but I get that there are prime real estate slots for vendors and that there might need to be incentives to have them move out. I also have parents that are antiquers, so I'm well aware of the tendency for veterans to buy something low from someone else and then just resell it with a higher markup just because they have better foot traffic. :D | ||
| - | Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn' | + | Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn' |
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| + | When I go to price items in the stalls, it needs to be high enough that some high level with unlimited resources doesn' | ||
| - | When I go to price items in the stalls, it needs to be high enough | + | It'd be cool if we could set pricing for items below 500 hours of game time, maybe as a solution, or have a stall that lasts longer than 90 minutes |
| - | Also, the downside to selling some goods for reasonable prices is that we have to rent a vendor and use an alt that goes to a Poetry Jam to be able to optimally sell things. Not a huge problem, but new players don't really know to do this. | + | Also, the downside to selling some goods for reasonable prices is that we have to rent a vendor and use an alt that goes to a Poetry Jam to be able to optimally sell things. Not a huge problem, but new players don't really know to do this nor do they have the time to do it. |
| There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically, | There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically, | ||
| - | In short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autistic | + | I have rambled on long enough, but in short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autism |
| I do realize a full-fledged auction system would be difficult to code well, but I do think it's needed. | I do realize a full-fledged auction system would be difficult to code well, but I do think it's needed. | ||
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