[07:13] <veryape> _cordo_: hrm, other metrics are all in place imo. Just look at the rares market etc. Also people will go thru great lengths of collecting herbs to be able to dye things etc
[07:14] <veryape> _cordo_: so between players there is something like this, the npc's though...
[07:14] <_Cordo_> And that's why I do not understand using time alone as a metric.
[07:15] <_Cordo_> But wushin suggests that it may be.
[07:16] <_Cordo_> The desire for _professions_ as wushin presents seems to have players still relying on npc to make items. This really seems not to alter anything in game.
[07:18] <_Cordo_> My thought, have an npc _teach_ a player to create say a raft. "Hey, to make a raft gather x of squrrel pelts for lashing cord, z of logs to create the floor and mast, then y of cotton to create a sail."
[07:20] <_Cordo_> Have different npc teach different aspects of that if you want. Then, each player can choose to learn the whole raft building, just sail building, just lashing, just raft floors and mast making.
[07:21] <_Cordo_> That would give a dynamic economy because each player would get randomize chance on quality of their work. And I have seen that randomizing can be done in the scripting.
[07:22] <_Cordo_> So, with varying quality accordingly to skill, material, each player could charge as much gp as a _market_ would bear out.
[07:24] <_Cordo_> It could also be done with guilds, say an archer guild, a wizard guild, warrior guild. Each class hired out by other players to help in quests. Each player from classes could be ranked, paid gp accordingly. If you really want use time as a metric, there's a really good way I think.
[07:25] <_Cordo_> And guilds could offer benefits. For example they could pool weapons, other materials. Each player could choose being in a guild and offering say 10% of what they are paid for quests as _dues_.
[07:26] <_Cordo_> Players could also remain independent, hire out if they want. This offers valid and balanced competition for all.
[07:27] <Chinese_xym5366> oh game rule?
[07:28] <Chinese_xym5366>
[07:28] <_Cordo_> I suggest rafts because I think players may prefer exploring the seas in game. There's more what could be added as content. Players could also learn skills such as navigation, merchanting, basics of seamanship.
[07:29] <_Cordo_> I think so Chinese.
*chuckles*
[07:30] <_Cordo_> Players could learn exploring. they could _find_ different areas of the large map this game's world alleges to have.
[07:32] <_Cordo_> As it is players have three basic areas, with a limited amount of quests. What I'm suggesting is a means to open things up, maybe inspire folks to create more quests. There could be different mobs in other lands. There may be npc in other lands what teach other skills.
[07:33] <Chinese_xym5366> yes, _Cordo that is a better if the game looks like the great navigating era..
[07:33] <_Cordo_> More skills equates to more value for each player. This in turn drives a dynamic economy.
[07:33] <Chinese_xym5366> the game looks like the earth map.
[07:34] <Chinese_xym5366> we can play and quest the earth map.
[07:34] <Chinese_xym5366> to exchange wherever
[07:34] <_Cordo_>
http://is.gd/VCEsIG
[07:35] <_Cordo_> Exactly what I'm saying. The map/s here in this URL suggest there are far more than our current three areas.
[07:35] <_Cordo_> But we remain bound in three areas alone.
[07:36] <_Cordo_> It has been what ten years?
[07:36] <_Cordo_> We're not able to get people motivated to create, to explore?
[07:37] <_Cordo_> So I ask, I read, I explore, I research
[07:37] <_Cordo_> Keep coming up to the same issues and to me it seems a stonewall.
[07:37] <Chinese_xym5366> we can exchange at the map
[07:38] <Chinese_xym5366> like the great navigating era
[07:39] <Chinese_xym5366> but your map looks like the Mediterranean(Sea)
[07:39] <Chinese_xym5366> It's not a map of the world.
[07:39] <_Cordo_> Yep, I'm hoping we can grow the game more so. That way we get more players. Not my map, it was created by others.
[07:40] <Chinese_xym5366> oh..
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[07:41] <Chinese_xym5366> but a map of world needs too much people to work?
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[07:41] <_Cordo_> Yes it does and I think we can get these people to do things.
[07:42] <Chinese_xym5366> oh
[07:42] <_Cordo_> But again it comes back to choice/s.
[07:42] <Chinese_xym5366> what?
[07:42] <Chinese_xym5366> what comes back?
[07:42] <_Cordo_> I do not mind creating story lines, drafting outlines which can be transfered to scripting.
[07:43] <_Cordo_> I did it with my wife and the help of a scripter
[07:43] <_Cordo_> We chose to do it.
[07:44] <_Cordo_> It took us about three or four days, around two to six hours a day, we created a good script/story to bring in a new weapon at Christmas. This was not used though.
[07:45] <_Cordo_> But it was our choice to create. We came together as a unit, as people creating and built something new. My wife did the graphics with another friend. She created a nice battle axe.
[07:46] <Chinese_xym5366> oh
[07:46] <Chinese_xym5366> good
[07:47] <_Cordo_> The only trouble we ran into was deciding how to let it _creep_ into the game fairly. We decided after a while, a month maybe it would be available via an npc for another side quest.
[07:47] <Chinese_xym5366> what feeling are you about the Minecraft game?
[07:47] <_Cordo_> Players could also sell the axe
[07:47] <_Cordo_> No opinion on it as I do not play it.
[07:48] <_Cordo_> My nephews do but I don't.
[07:48] <Chinese_xym5366> oh
[07:48] <Chinese_xym5366> but it looks like a good idea.
[07:48] <_Cordo_> Minecraft, or ...?
[07:49] <Chinese_xym5366> but their graphics is not good
[07:49] <Chinese_xym5366> Minecraft