Here it is, the much-anticipated plan for what we're going to do with the economy.
This plan is large, it's expansive and it covers a lot. It's going to cover more than just this one thread, so please be patient as I write up the proposals for the more in-depth things listed here. This part will give a general overview of our goals, the plans, and how they achieve our goals. We'll also list some miscellaneous things that don't really fit elsewhere here.
- Address the commodity issue.
- Ensure supplies are readily available for anyone, especially newbies
- Ensure that players can participate in as much or as little as they want.
- Make Trading/Merchantile something worthwhile that you can potentially earn money at
This isn't going to be straightforward. Here we'll address a few general points.
Trades - A more in-depth proposal found here: https://forums.lusternia.com/discussion/4422/economy-trade-revamp/p1
- We will introduce two new trade skillsets, Prospecting and Agriculture. These skillsets will primarily generate commodities in various fashion, more in-depth proposals to be linked in separate threads
- We will be removing lesson costs (and refunding lessons) on all trade skills. They will instead rely on a new mechanic called proficiency. Proficiency is gained by performing the trade
- Players will only be allowed two trade skills active at once.
- Skillflexing between trade skills will cause you to lose all proficiency.
- All trades will be able to sell their wares/services in a shop.
- All mechanical benefits from selecting a trade will be removed (Trans items and skills that give the trader something)
Shops - More in-depth proposal coming in a separate thread
- We will be setting up an NPC village of shopkeepers that will have all items/services for sale so anyone can access them
- NPC's will sell and buy comms/goods
- Players will be able to sell both goods and services from their shops (per the above)
- Players will be able to select certain from cartels to sell that will automatically be made for the buyer at the seller's proficiency level.
- Fix current issues with commodity quests, ensure things are more even throughout various villages and standardize how they function to make changes easier and more consistent in the future.
- Look at Commercial governments and make it more viable
- We will be removing receiving a comm when doing a commodity quest
- Artifact Runes will be free to change and move between items, pliers will be retired. This is to encourage players to change up their items and looks
- Aethertrading will be removed, we will consider another way to gain anomalies but we want to remove any mechanical reasons players select one trade over another.
- All riftable items will be made to decay outside of rifts (they will not decay in rifts, either personal or shop rifts)
- Gold drops from mobs will be removed, Questing gold and turn-ins will still give gold
- Org stockpiles will have a cap (200k comms)
- Remove Sticky goop as a thing
- Potentially retire crucible curios - we may leave this, for now, to see how they work with things.
How these solutions achieve our goals
Goal 1: Adding two additional trade skills that directly generate the commodities as well as shoring up village weaknesses and ensuring that villages are more even and fair in their commodity production should resolve any shortage issues.
Goal 2: Expanding the shop system to include everything from trades and creating NPC traders will ensure that players will always be able to get what they need when they need it. Everything will be available at all times.
Goal 3: See above, having player and NPC shops sell things means that players that don't want to be forced into engaging in the economy can simply purchase from a shop and go about their day. If you want to engage more and design or have special items made for you etc, you can freely engage with others or specialize yourself.
Goal 4: One of the key components to make trading/merchant game playing style viable is needing to have players participate or engage in the economy. An antithesis to this is players being self-sufficient and being able to do everything themselves. By adding proficiencies to trades and encouraging players to specialize in 1-2 trades, we are making it more difficult and costlier to be self-sufficient. By doing so, we're encouraging players to participate in the economy, even if it's just going to a player shop to get what you need and move on. We are not removing the ability to be self-sufficient, but we are not encouraging it either. Additionally, by removing the lesson costs, we're allowing players to start making money right away rather than needing to invest in it, to begin with. Becoming proficient in a trade skill will make it faster/easier/more cost-effective to sell goods and perform services than those that are not proficient.
One note is that the proficiency system does prevent players from realistically becoming all-around merchants that can do every trade skill, which can be considered antithetical to Goal 4. Unfortunately, we do not think there is any way around that, in order to make trading/merchant playstyle worthwhile, we need to encourage players to participate in the economy, whether it's through shops or other means and we are not able to have a situation where players can be the all-around trade guru but not self-sufficient.