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Craftables to boost faltering economy

Posted: Tue Feb 19, 2013 9:46 am
by Oaken Stone
Islanor wrote this in another post I just wanted to second the idea. I've seen this at work in other games and servers and it works very well.
And on a slightly different note - I think that adding various 'consumables' would make for a great gold sink. Things that disappear on use that allow you to take half damage for 1 minute, travel at twice the speed for 5 minutes, allow you to teleport to a given location or out of a locatian (for example from inside Destard lvl3), increase your skill by X for a given time (+5 to BS for 5 minutes), perhaps stuff that increases skill/stat gain rate (like Scrolls of Transcendece on OSI) - all of these things could be bought for gold reducing the inflation without introducing deflation.

Re: Craftables to boost faltering economy

Posted: Tue Feb 19, 2013 2:20 pm
by Tacityl
This is a great idea. I've played several MMOs that introduce abilities with little perks, single-use items, or items with very long cooldowns (> 1 day). When craftable by players, they create a nice secondary market in addition to being just plain fun to use. The components to craft such things could also be placed on mobs in underused areas (I'm looking at YOU, Trammel Fire).

It has the risk of increasing player power too much, depending on the powers implemented. The "take half damage for 1 minute", for example, might make high-end places doable by mid-level players, something the GMs are currently combating. But that's fixable in several ways, and is in no way a show-stopper.

+1 Ilsanor!