10-22-2009, 04:10 PM
Slamz Wrote:So you go out and farm 400 logs and get jumped on your way back to town and you lose the logs.
How is this different than going out to farm 400 gold coins, provided you also drop them when you die?
The primary difference is it is very easy for goods to be taken out of the game. In a world where everything breaks or gets destroyed you will always need more raw goods.
I have yet to see a system that takes gold out of the game in the same kind of bulk that goods are.
In a player run crafting world players are getting there goods from PC's not NPC's. There fore you have very limited means of getting cash out of the game. Especially when gold farms can inflate everything.
If you use NPC's to take gold out of the economy then I think you have to have everything bought off NPC's. This then destroy's the crafting model. That lessons the PVP and doesn't add anything.
I don't think you can have a decent crafting/resourse game and still have a way to take cash out of the game as long as currency still remains. I think crafting is good for pvp but I have yet to see a game where currency is good for pvp so that is why I think the former is better.
Vllad
