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Crafting
#34
Slamz Wrote:I think that might be frustrating for the casual gamer.

On the surface I agree it may appear that way because todays games are lazy but in the long a non currency unit is better for the casual gamer.

In games today casual gamers don't play enough to compete for the cash to make big purchases. I know, in Wow i never had enough cash. The casual gamers have to purchase cash from farmers.

Remove gold and the casual gamer is always on par. Since the currency is player driven there is a better chance that a casual gamer will be able to obtain what he needs to purchase an item vs. having to rely on currency.

Lets take your 25 log example:

Lets look at what an AH would look like in a non currency enviorment.

You run up to the AH and you see a Sword of God up for sale for 500 iron ingots. If you put up the ingots the transaction is completed and you get the sword. However we also give the buyers the option to put up counter offers that are sent to the seller.

The seller of the Sword of God logs on and checks the AH. One person put up an offer of 300 logs and another put up an offer of 100 silver ingots and the last put up an offer of Iron Boots of God.

The seller of the Sword of God can then select one of the offers given to him or cancel the offers, send counter offers or adjust his own request for 500 iron ingots to something else.

The casual gamer has a better chance of possibly offering something the original sellers may need in a non currency world then he would in a currency world. Casual gamers have only a limited time to play, however in a non currency world at least the casual gamer can optimize his gaming time for fun and still compete in the market.

Currency games remove the ability for the casual gamer to compete, especially when the primary goal of the game is to pvp.


Vllad
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