Regional Economy & Seeing More Players

Discussion in 'General Discussion' started by DeadnGone, Jun 27, 2018.

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  1. DeadnGone

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    These ideas would cross over into some other things players have been wanting as well.

    Ideas for Regional Economy:
    1.) Have the various regions hold some regular/basic goods to sell between regional business hubs (like herbs, medical supplies, arts, furniture, etc - These would be basic blocks of the item to buy, transport & sell). The take on this is from various games like the old Wing Commander spin-off "Privateer" to more modern versions like Black Desert for example.
    2.) Also include regional only blocks of goods to trade as well (perhaps even some rares showing up).
    3.) While players COULD carry these goods on them back and forth, there eventually would be pack animals, carts, wagons, carriages, etc for transport between trade regions. Limiting factors to getting them could be costs of acquisition, built materials (for crafted ones), and maybe quest for starter variants.
    4.) The pricing for goods when selling to another area would be both influenced by players, some RNG to represent changes instead of flat/same rates all the time, and perhaps "regional events" which affect those areas.
    5.) Crafters could be given new recipes, craft incentives/old UO BoD type stuff, or the ability to use some of these goods in lieu of other materials, rarer may substitute T2-T3 and so on. Crafters could also offer to pay more for the goods so players bringing their goods over will sell to them instead.
    6.) Turn-in NPCs where these goods would generally be sold to would hold onto them until a certain number was aquired and/or time period transpired before those goods would show up in their wares. However, the pricing will be much higher than in the region of origin of the gooods and there would only be "x" amount to be sold in a time period, regardless of how much was sold to it, so it wouldnt overflow markets and the goods would still be limited.
    7.) Have regional objectives pop up where different goods are more sought after due to some kind of an event in the area. For example, the local militia near Etceter may put up an alert that it's army needs more of "x" and "y" in order to supply troops or build "Z" to fight off cabalists. Or could be to "rebuild" homes of those affected by the sieges, etc etc. Then you could get more for certain goods though it may be riskier going there due to random encounters. Also, these wouldn't be limited to traders, could be things for adventurers/fighters to tackle as well.
    8.) Random encounters - If you're running regional trade missions for the special requests/tasks, then you could possibly have greater encounters or *special* encounters along the way instead of the typical roving scenarios we have on the roads now. These would only affect those with the trade missions (maybe make it a quest when selected? so it differentiates from others) and not other travelers.
    9.) Incentives for Multiplayer Mode - If you choose to do these things in private/party mode, you do have that option, however... the incentive would be that if you do it in multiplayer mode, you would get full returns for goods and xp. Outside of multiplayer mode, you would only receive 70% of the gold you would make and only 70% of the exp earned (or more depending on results). This way more would be inclined to go overworld where everyone could see player moving around.
    10.) Doing the trade runs and trade missions would net you gold, producer xp and a bit of adventure xp so you're still gaining some constantly.

    What would this do for everyone?
    PROS:
    1.) You would actually have the Regional Economy in the game now.
    2.) You would have reasons to visit other trade regions in game.
    3.) You would get Pack Animals!
    4.) You would get carts, wagons, carriages, boats for transporting goods, mounts!
    5.) You would have and actually see more players running across the map, be it on foot, wagon, boat, etc, and more would be inclined to play in Multiplayer Mode (still doesn't help for those just fighting/grinding, but its a start).
    6.) You would get additional means of travel/fast(er?) travel.
    7.) You would have new goods introduced into the game to trade, as well as rares.
    8.) Would give new things for crafters to chase for or deal in
    9.) Would create hot spots of activity for events to pop up.
    10.) Creates an alternate way of earning money and producer xp.
    11.) Creates a base turn-in NPC for craft/trade goods, which then could be used for other things, like the example of UO's BoD system above.
    12.) Possible added fun of new random encounters for those on trade missions and events.

    As for CONS and possible other PROS, I'll leave that to you. If you think's its a worthy endeavor, please feel free to add your 2 cents on how to make it better or viable with the game.
     
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