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by namrog84
1354 days ago
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One of the challenges is finding the right proportional scale. If the difficulty or fun of say blacksmithing nice items for the community. And you have it balanced out that you expect 20% of players be blacksmith. But then either 10 or 30% be blacksmiths either items skyrocket in price and make it unobtainable to most or the floor bottoms out making it not viable for most to engage in a market. I think its solvable but itd require a lot of dynamic based systems to scale properly based upon number of players in each categories of life skill limits. With that said, check out a game called Eco. They have life skill limits and force cooperation on small scale (30 day per server wipe). I think you can reasonably have 2 or 3 professions of 12 and people buy and sell from each other. |
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Stardew Valley and other games - Death's Door, A Short Hike, Toem, etc - figured this out.
Why haven't any MMOs done it?