Moo Tang Clan: June 2010

Tuesday, June 8, 2010

Quote of the day

It’s this difference between individuals playing as a team, and a team playing as individuals that I think is interesting, and I wonder whether it’s time to think about creating classes that are entirely self sufficient but which become greater when played as part of a group.

The conflict between autonomy and security - Melmoth

Queued & offline crafting?

In Fallen Earth you can queue up crafting activities, and this all goes on while you're off doing whatever it is you do in Fallen Earth. Admiring sunsets and running from hermit crabs, apparently.

In EvE, character skills are also learned in a similar way. You queue up skills to learn, time passes, and you get the skills.

In WoW, crafting and learning are done first person. You have to be there, you can't queue anything (without mods), you can't go off and do something else during that time, and you certainly can't log off and expect any progress.

The discombobulating thing with Fallen Earth's crafting is just how the heck does your character manage to craft their thingy while they're busy admiring sunsets and running away from hermit crabs. Similarly with EvE, just how are you managing to do all that homework while dodging missiles from rats and concentrating on that oh so tricky mining operation (ahem).

So, here's a different take on queued crafting: your character doesn't do it, you instead hire NPCs to do it. You install them in your player or guild housing, you buy them equipment, you pay them a weekly wage, you send them materials. They stay back at base doing the boring crafting while you galavant about the countryside slaying dragons and wooing princesses.

They could also be designed to sell their spare stock to others, at prices you choose. And purchase the materials he needs as well. With not too much effort you could even set them up to take build orders from others, if you so wish.

Now you also have a resource management mini-game - if you don't queue up enough tasks, and don't queue up enough crafting materials, your expensive crafting NPC just sits there building nothing.

If these crafting NPCs are geographically dispersed, you've also got support in the game for players to act as traders, seeking out goods at competitive prices and taking them to the local market/auction house.

The NPC wage would also act as a gold sink for the economy.

Hmm ... what happens though if you don't pay the wage?