Trading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level. 9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.' 4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
Trading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs. 3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level. 9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions - 1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.' 4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work. Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
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-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.