Given we are in this situation right now because of trying simple and quick fixes it seems rather evident that the KISS principle doesn't work for a system as inherently complex as the economy.Uzriel said:My own KISS principle suggestion on commodities generation is giving each city an npc to turn in commodities for refining and doing a pass to make sure there's a more level playing field on comm quests (more fruit/veggies/wood/metal).
How villages can be tied in beyond an extra passive comm generation, I'm not sure. They're such a big part of the conflict mechanics I would hate to see them completely devalued.
Also another big no to making runed items decay or adding too much "upkeep". There gets to be a point where upkeep and gold sinks just become tedious unfun mechanics to maintain. My fear with an economy and trade overhaul is that for the sake of making trades more profitable we end up with a whole assortment of tedious extra little things to maintain constantly.
Okay - but this goes back to my main concern.Xenthos said:Orael said:@Xenthos - I was told that. I was explicitly told that. Maybe you didn't say it, but others have.
For the record, any changes made to Grimkeep were made to encourage players to make each run last as long as possible. We want people to consistently and routinely try to get the top run. Everything about the rewards is to encourage that motivation.I would like to think that anyone who explicitly stated something along those lines would be swayed by something that is more universally beneficial. I have to agree with you that a system that just (or primarily) rewards winners probably won't be compelling, but there is no reason to design it that way. People who are into PvP tend to like it just for the thrill of it. You don't need to reward winning. Instead, pin the enticement on the participation itself. If doing a ranked spar gave 5 dailies I suspect more people would do them, for example, despite no actual benefit for winning (note that this is just an example, I am not advocating for this because the overall design of that system would still be super flawed).So apply this theory to Synl's proposal. Adjust it a bit as follows.1) Everyone interested in the "season" registers and signs up.2) Teams are assigned from the pool at random (like the anniversary wargames).3) Teams would be 4-5 players, but matches are 3v3. This provides some flexibility on people not always being around the same time as everyone else. You could also allow 2v3 or 2v2 as well.4) Every team is allowed to play each other team once. Your final reward is based on how many battles your team fought, win or lose.5) The season ends when all matches have been played or at a predetermined time.The team with the best record wins pvp accolades / bragging rights.I am sure there are far better ways to implement something like this, just tossing some thoughts out there. The important part is that the primary motivation be tied to people using the system. This general format would provide greater results when more people sign up, though; more teams = more potential matches = greater rewards.TL;DR: If you want people to participate in a system, make sure that the perceived incentive to participate is greater than any potential disincentives. Whatever you end up doing, that is probably a pretty good policy to follow.