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Your View: Crafting And The Economy

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370 members have voted

  1. 1. READ THE THREAD FIRST:

    • Leave the crafting system with complete freedom, and not encourage an economy
      67
    • Impose /slight/ restrictions on the crafting system, and encourage an economy
      243
    • Impose heavy restrictions on the crafting system
      60


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Greetings Asulon - Danny here.

Today we've got a wee question for you - in relation to restrictions on crafting and encouraging an economy.

We want to know whether you think we should impose restrictions onto certain crafting recipies via a professions plugin to encourage items to actually be worth something, and to make a working economy appear, or whether we should let everybody craft anything.

Please state what you think and vote on the poll - thanks!

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I don't like restrictions on crafting. In theory, it would work great, but then in practice it leads to a lot of people not being able to find blacksmiths/lumberjacks/whatever(that would RPly be there) to get a small thing done because of their timezone.

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I don't think everything should be restricted. I think it should go back to the way it was back when Vaq was coder.

For example: Wooden swords can be crafted by everyone, Iron and above can only be crafted by a Blacksmith. Something like that.

As for the economy, I personally think it should be text based, I don't like the idea of having physical money. It could be text, and could still be stored in chests/double chests. I'm sure that wouldn't be hard to code.

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I think we should leave all crafting open to everyone for a variety of reasons. The biggest one being that most new players are warriors of some kind. Now, when you first spawn you have no money. And since they have no skills in which you can acquire food, they just continually starve to death, and then they may even leave the server.

Also, if your lost in the wilderness and you have, say two mushrooms and a bowl, I think you would be able to get some sort of meal together for yourself.

That said, I see why this may be necessary.

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I just think that as an RP server, players should only craft what their characters would know. We should trust the players. Economy comes majoritarily from role-play means (services, housing, special uncraftable items made by RP). Those who don't bother contributing to the economy, self sustaining themselves are the bad RPers and eventually get bored. However those of us who RP properly do stay and impose our own restrictions on ourself. We already saw the amount of critcism with Vaq's skill plugin, let us not restrict crafting and look to promote the economy in some other way.

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I think the best think to do would have the very unusual or rare items be restricted.

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Personally I think it would help the economy to have some crafting restrictions ie everyone would be able to craft armor up to iron but diamond would require a smith. However these categories should be pretty large, not super specific so even there are only 4-5 people in an area everything can get done. P

1. Smith: able to make diamond armor and tools

2. Miner: Able to mine diamonds

3. Farmer: Able to grow potatoes and carrots

4. Weapons Master: Able to wield a diamond weapon, for bowmen perhaps the bows they make have power 1

Buffs to certain areas can also be used to promote an economy without restricting things to much.

However I think the best thing is to limit resources somewhat, for example if you live in the desert you cannot grow trees RPly and dong so would be considered breaking lore.

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Simple things should be crafted by everyone (bread, stone bricks, wodden things, tools at least stone, leather and chainmail armor, etc)

non simple things shouldn't (cake, various soups, iron tools and armor and weapons, also things like netherrack, mossy stone and cobblestone, all potions, diferent weapons, etc)

[edit] I'll talk a bit more then

Players need some items, those are food, tools, and blocks to build things. Those should be crafted by everyone. Now, needing food, doesn't mean you need cake, so cooks cooks should be the only ones able to create cakes, soups, cookies, ale, beer, and all the new food recipes. They also don't need great tools to work. So only the blacksmiths should be able to make great quality tools and weapons/armor, yet the weak things, leather and chainmail should be done by everyone. Then you have things for building, the normal minecraft blocks, yet there are those blocks that can't be gathered, like mossy cobble and stone, netherrack, netherbrick, etc. Those should be made by only a few players. Alchemists should be able to create the potions, not splash potions, regular ones.

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Elaborate on slight.

Players need some items, those are food, tools, and blocks to build things. Those should be crafted by everyone. Now, needing food, doesn't mean you need cake, so cooks cooks should be the only ones able to create cakes, soups, cookies, ale, beer, and all the new food recipes. They also don't need great tools to work. So only the blacksmiths should be able to make great quality tools and weapons/armor, yet the weak things, leather and chainmail should be done by everyone. Then you have things for building, the normal minecraft blocks, yet there are those blocks that can't be gathered, like mossy cobble and stone, netherrack, netherbrick, etc. Those should be made by only a few players. Alchemists should be able to create the potions, not splash potions, regular ones.

Something like that maybe?

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I think you should give them the freedom at times. I mean there have been plenty of times where I have been online and I cant get something becuase the person I need to buy something from is not online becuase of their timezone. We should be able to trust our players to do something rply. If not, we cant have a trusting comunity. I guess maybe put some limits. I wil comment again when I think of some

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Players need some items, those are food, tools, and blocks to build things. Those should be crafted by everyone. Now, needing food, doesn't mean you need cake, so cooks cooks should be the only ones able to create cakes, soups, cookies, ale, beer, and all the new food recipes. They also don't need great tools to work. So only the blacksmiths should be able to make great quality tools and weapons/armor, yet the weak things, leather and chainmail should be done by everyone. Then you have things for building, the normal minecraft blocks, yet there are those blocks that can't be gathered, like mossy cobble and stone, netherrack, netherbrick, etc. Those should be made by only a few players. Alchemists should be able to create the potions, not splash potions, regular ones.

Beautiful

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Allow universal crafting of all vanilla items. Restrict custom items to certain professions or something of the sort (e.g. battleaxes, longbows, fine wines, etc.)

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Imposed crafting to a very high degree will be like the skill system and cause a lack of role-play jobs per town. Based on the player-base size, you almost have to be able to be a jack-of-all trades just to survive and get to more serious RP.

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I'm for some restrictions but not all. Does it make RP sense for everyone to be able to make everything, ie. farmers creating iron armour? Not really, no. But does it make OOC sense for everyone to have to totally depend on someone else to be able to supply everything they cannot make? Not really, no. For players in unpopulated timezones and those who prefer more solitary RP, having to rely on others is a pain and a turn-off. It would be ideal if there were professions that all players could specify in and use what they make to trade with others, promoting an economy. But in reality, this has proven to not work.

So I propose a few things. First, make it so that all custom items require some sort of level, or are restricted in some way. As well, make it so that everyone can create basic items. Examples, stone tools, bows, arrows, planks, sticks. I did like the durability aspect of the old skills plug-in, so that those with lower skill in some skills create items with low durability. This gives all players the chance to not totally rely on others and be able to live independently if they wish. Items of a higher level - iron armour, iron tools/weapons etc. Basically, the Aegis system.

But this is critical - this can only work with an autoshop plug-in. Otherwise, having to hunt down higher tier items just becomes a pain and time waster.

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Im back. And I have just thought of something. Some of us have more than one character. And if you add limits to the crafting system, some of us wont be able to rp our second characters correctly. If you have characters with the exact same goals, personality, and skills, then perfect. But I think if you had two character that are exactly alike that it would be boring. I made my second character to experience some new rp because I got tried of my first character. My characters are very different. If one of my character is a miner, blacksmith, and cook then those will be his skills and he can craft item that go with that. If my other character is a alchemist, farmer, and cook. He could only use cook because that will be the only skill he has in common. These are not my character, but I am giving you examples. For that, I dont think you should add limits. I think we should be able to trust our rp community that they will rp their characters correctly Thank you for your time.

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