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Originally Posted by Ysharros
Here's a question for you guys that I think is related to the debate: does a player crafting system need a player-based economy in order to really shine? As an example, I think SWG with its 100% player-based economy was the best I've seen - sure, there were gougers, but there were also plenty of dedicated, reasonable merchants out there - and the point was, you *couldn't* get most stuff from anyone but other players, as someone mentioned above. One thing that worries me a little about Vanguard is that most gear can be obtained from NPCs as well as from players and loot - in which case, how many people are actually going to bother with player-made stuff, even if it's better? I'm thinking at this stage that the NPC vendors only slightly dilute the economy, since their stuff definitely isn't as good as even basic crafted stuff, but we'll see.
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People will always want custom built stuff to supplement any looted kit they might have. All those min/max folks can either spend ages searching for the right loot, or try to buy the right loot, or go to a crafter and request a chestplate with dex, boots with str and a helmet with int.
Folks will also want different sets of gear for different scenarios. A bard might want a set with a lot of energy bonus for a mezz/slumber dungeon fest and another set with a balanced attribute build for general wear and tear. Crafter is the way to go here - only they can ensure a bespoke set of gear - think of loot as more off the peg
Plus, there is no looted houses or ships that I know of
Finally, I think a lot of the looted gear will end up being given as part payment for crafted gear so it can be decon'ed for enhancements to make more crafted gear

. If I decide this time round to make stuff for more than just me and friends then I will certainly be taking payment this way
