So in this installment I'll be looking at Resources, which I'll expand upon in the next installment(s) as Crafting, Trading and the Market/Bartering system since they all tie together and should be addressed as a category and not pieces that should not be thrown together after the others are done. (and hey, if we stir up extra excitement for the game pre-launch, so much so the better right?)
Resources
The root of all evil in MMO's, or a grind of the most epic per portions. Most follow one of 3 models.
Way 1. - Resources come from mobs and 'spawn sites' only, with maybe 1% coming from npc vendors. Aquiring resources can take as little as 20 minutes to as much as 20 HOURS for a single item.
Way 2. - Resources drop the same as way 1, but vendors have an infinite supply that keeps an artificial 'ceiling' on the price of goods, resources and profits.
Way 3. - Set amounts of resources available, that 'respawn' in a pre-determined cycle, (usually 24 hours, or a week per cycle) think Farm plots that are full of crops available to whoever can get out there quickest and snatch them up, then a week later the plot respawns. This gives value to the plot and people not only 'farm it' but they fight over it to make sure they can get ahead of their rivals. Even to the point of neither side getting anything accomplished while the fighting goes on.
I'll be the first to say that none of the 3 can last 'forever' in any game, especially when the game will evolve (see my Installment #1) to see what I mean about territory growing and changing.
In the beginning it's probably best to have a combination of way 2 and 3 and adjust as necessary and as players find ways to 'break' or 'exploit' the system.
For example:
I'm a new player and I go out after going through the tutorial (please oh please make a good one!) and decide it's time for me to make my way in the world. So I decide to start doing some missions/jobs in a small town/campsite. And via those jobs I make a good deal of caps, but I also pick up a small assortment of guns, hand weapons, a few pieces armor, some raw materials for medicine and some random 'vendor trash' (everyone knows the type the rusty axe, soiled loincloth, lvl 1 item that can be made out of balonyium that spawns ALL over the starting area.
Here's what TYPICALLY happens.
I use the best items for my person, sell all the items that aren't the very best, maybe keep the few raw materials, sell the vender trash and get ready for the next set of quests. (.... please sir, may I kill some more rats?)
Yeah no.
Lets take it a step further for a change shall we? (and I won't take all credit some of this is in a combination of games I've played over my 20+ years as a 'hardcoe' gamer. But it seems none of them 'get it right'.)
Why not make it so that even 'vendor trash' serves a purpose other then a raw source of caps. Make every single item break down to a set number of materials. Obviously it won't be everything that went into making the item (as pieces are shaped, molded, casted, forged, machined, etc, etc) but it will give you raw materials if you so choose. OR. The item can give you a small source of parts that would enable you to make higher quality types of the item your taking apart.
For Example:
You have an AK-47 (very common weapon in the world) but it's seen better days, it's been through heavy use, a few owners and more then a few patchwork fixes. So it's time to use it for the more valuable parts and materials rather then fix it up.
Taking it apart there are springs, small bits of metal, levers, a bolt, a wooden stock and hand grip and other parts. From there we can take two courses, we can use the parts in another AK-47 to make it of higher quality (thus more damage, accuracy, whatever) OR we can melt some or all of the parts down for other uses.
The metal when melted down can be used for anything once it's in bar stock form. The wood on the grips can be used for other smaller wood items (recycling and scavenging at it's finest) or even fuel for some of the character owned houses, towns or limited industries (more on industries in a later installment).
The point however is that items shouldn't only be SINGLE use, and they shouldn't be unrecoverable in a setting where scavenging is the key to survival. This will not only add realism to the setting but it will give players more value for the same items, making them rare and worth while to collect or fight over.
I can't stress this point enough, instead of dumping billions upon billions of caps into the system, millions of tons of resources would be a better solution. Yes there will be more direct trading and player interaction BUT it will put up a roadblock to 'bots' as players that play 24/7 and have thousands of tons of resources going through the same account should send up so many red flags that the account is perma-banned instantly.
Also with the way territory, NPC and Character owned, being able to be upgraded (see installment 1), there will be literally hundreds of thousands of sinks for resources to flow into and thus keep inflation at bay (a problem with many 'old' games).
Another point I have to stress, so much that I'll put it in BOLD Make the most EPIC, LEGENDARY, or AWESOME items in the game AND the most basic items have at least SOME of the most basic resources
For example:
In the 'newbie' zones there is probably tons of Iron and Copper, but in the highest zones lies titanium and Uranium. Too many MMO's make a very, VERY simple mistake.
Item 1 is the first item you can make, say a 10mm pistol. You need 5 Iron and 2 copper to make it.
Item 666 is the last item you can make, it's a plasma-rotary-Gauss-laser-targeting-does-too-many-things gun of doom!? It only Takes 100 Titanium and 20 Uranium.
Item 1,000 is only dropable by the end 'bosses' and takes no resources but it 5x better then item 666!
This is a horrible, horrible way to make the game go.
Why?
1. The starter resources aren't in ANY thing other then start weapons and armor, thus after a few years they become useless. Combat this by including those resources in the highest items. If anything make the most common resource (Iron) in EVERYTHING in varying degrees so even the newest player is practically vital to the game.
2. Item 666 is the highest item producable by players, yet, item 1000 and every item between 667 and 999 are also better. So after a certain point what was EVER the point of making those items if commonly dropped items are better? This quickly makes crafting/manufacturing useless and makes the players that sunk all that time into it EXTREMELY angry and bitter.
3. Item 1,000 should be so rare that out of maybe 1 million players on the server only 500 might have one. Yes, true rarity, not the overseer has 500,000 of these things and drops them every tenth fight. Make them horrendous in combat to those being targeted BUT preface that with if the player using it dies or is captured he loses something that's truly worth something.
To make 1 a bit more clear, here's the difference.
plasma-rotary-Gauss-laser-targeting-does-too-many-things gun of doom!? made typical MMO style.
100 Titanium 20 Uranium
plasma-rotary-Gauss-laser-targeting-does-too-many-things gun of doom!? made correct way.
100 Iron, 50 Copper, 10 Aluminum, 5 Leather, 20 Uranium and 5 Uranium
The second way will involve players at all stages and even have players venturing out to gather 'low end' resources, or better yet finding players that gather the lower end resources and having them join their gangs or tribes.
All you need is scarcity control on the resources, Iron is in every single zone, but Uranium and Titanium are only in the most dangerous and lethal environs. Simply because all the easily reachable high value resources have been picked clean over the years by generations of people and mutants.
This makes crafters useful, EVERY player vital to the global economy and everyone feels like the contribute and everything has a value.
I apologize if this installment seems to jump around a bit, I just wanted to make sure everything was put out there, even if it isn't in the best format.
In the next installment I'll be looking at Crafting and item manufacture in depth, stay tuned
-Banlish