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  1. #1
    Junk piles actually offer the least valuable items .... resources are supposed to be tribal territory exclusive. Once the base resources have been mostly eatten .. trade will be huge.

  2. #2
    Nods...I think I'm going to throw something together for the suggestion forums...one of the things I think is always missing from sandboxes is regional resources. Just establishing a few items that are only available in certain areas opens up many possibilities.

  3. #3
    Quote Originally Posted by Malivius View Post
    Nods...I think I'm going to throw something together for the suggestion forums...one of the things I think is always missing from sandboxes is regional resources. Just establishing a few items that are only available in certain areas opens up many possibilities.
    there's already some regional and local resources, you just need to do more exploring. I had the good forutune to be able to do this during beta when I didn't have to worry about to many people lurking around each corner.

  4. #4
    Not only should there be trade, but there should be the ability for players to put up shops and sell to anyone. I don't know how many of you had the pleasure of playing SWG back in the day, but the MAIN thing that brought the whole community together was trade and player owned stores.

    I was a Master Ranger in that game, but I also had a secondary toon that was exclusively a crafter and trader. I spent as much time running my shop as I did in combat. Not only that, but some of the best relationships I made on my server were with other crafters and my customers that I traded with on a regular basis.

    I could go into a lot more detail here, but for now I will just say that to not have these in the game eventually will severely undercut the goals of having a thriving player driven economy, as well as a strong in-game sense of community.

  5. #5
    Quote Originally Posted by mindtrigger View Post
    Not only should there be trade, but there should be the ability for players to put up shops and sell to anyone. I don't know how many of you had the pleasure of playing SWG back in the day, but the MAIN thing that brought the whole community together was trade and player owned stores.

    I was a Master Ranger in that game, but I also had a secondary toon that was exclusively a crafter and trader. I spent as much time running my shop as I did in combat. Not only that, but some of the best relationships I made on my server were with other crafters and my customers that I traded with on a regular basis.

    I could go into a lot more detail here, but for now I will just say that to not have these in the game eventually will severely undercut the goals of having a thriving player driven economy, as well as a strong in-game sense of community.

    First of all, yay SWG. So sad

    Second! We were just talking about this in vent. Totem quests! They are essentially vendors where you can set trades.

  6. #6
    "Trade will start when the junk piles are exhausted"

    Sounds reasonable, but how exactly is that going to work ? Many of the items we currently scavenge are products of a high-tech industrial society. For instance, how will we make the plastics that are required by some recipes ? Or zippers ?

    Will we go from a hunter/scavenger society to 20th century industrial overnight ?

    With magic being introduced in the game later, perhaps we can make plastic by using a spell ?

  7. #7
    Quote Originally Posted by jumpshot View Post
    First of all, yay SWG. So sad

    Second! We were just talking about this in vent. Totem quests! They are essentially vendors where you can set trades.
    Quest is one thing, but there are town markets and trade totems in the feature list for that, hopefuly we'll get them soon.

  8. #8
    Maybe I'm missing something? Trade? Trade what? We have a 8 man tribe, and with a little planning we all willl have different crafts. So its only a matter of time before we can make every recipe in the game. So what will there be to trade? What will tribes of that size or larger then need? I guess you can say some tribes can specialize in something ie leather armor. There also is a problem, you look at my vender how do you know if my stuff is better than what you have? People say they don't want this to be a gear driven game. But, everything will have to have some kind of stat so people can compare and shop. Once again maybe I'm missing something?

  9. 02-25-2011, 05:02 PM

  10. #10
    Quote Originally Posted by KeithStone View Post
    there's already some regional and local resources, you just need to do more exploring. I had the good forutune to be able to do this during beta when I didn't have to worry about to many people lurking around each corner.
    Gna, you guys and your beta secrets... Honestly, bad behaviour.

    Care to tell us something more? What resources are local or regional? You don't need to give us the coordinates, thus you can guards your secrets, but at least tell us which resources can only be found in certain locations. And please don't mention basalt, chalk and the like.

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